Ishtvan on 5/2/2010 at 06:34
Wow, I remember playing the sub simulator Silent Hunter a year or two before Thief, and obviously liking both, but had not connected them consciously before. It's stealth on a larger scale, launching decoys instead of noise arrows. :)
Melan on 5/2/2010 at 07:17
Thank you for your transcript, jtr7!
Nephthys on 5/2/2010 at 07:24
Sort of unrelated note:
I always thought Garret was going to slouch off that chair, he seemed to keep sinking into it every time it showed him silhouetted. :p
also, did Garrett have any bad reprocussions for drinking the green stuff that grew vines?
jtr7 on 5/2/2010 at 07:40
I was surprised nothing came of it, if only for Con's somewhat ominous way of saying it had [pause] restorative effects. If Garrett had arrived at Con's place a little worse for wear, or the brandy had bolstered his health, like a variation of a health potion, or made him lose less health later, or made him extra tasty to the lilacs and thistleaids, heh heh, then Garrett's need to be restored would make sense. I don't think the brandy grew vines, but things were already growing in the room in Con's and Viki's presence, and I think the wood of table was definitely experiencing restorative effects of having something to drink, while things were growing aroind the oblivious Garrett. :p
And you're welcome, taffers. If someone wants to make a clean version of the transcript, go ahead. :angel:
This article echoes some of what was said:
(
http://www.joystiq.com/2009/05/08/mit-big-levine-talks-life-before-bioshock/#continued)
Quote:
Levine's beginning in the gaming industry at Looking Glass Studios. Levine recalls the developer as being like a "game design university," a compliment that communicated the best, and worst, elements of the company. As a university, Levine insisted it was unparalleled. If you had a time machine, he insisted, "go back to 1995 and beg for a job at Looking Glass." However, it also had to be a business. "The thing that made Looking Glass great was also the thing" that affected its ability to be a viable business. It "didn't anticipate some of the changes coming in the industry," Levine laments. So after just a year and a half at the studio spent working on Thief - which was originally going to be a game about a Cold War spy fighting zombies or as protagonists Mordred and Morgana doing battle with the villainous King Arthur and Merlin - a far less sophisticated (his word!) Levine left to form Irrational Games ...
And its first project was canceled after just 30 days. Sure, not a great start, but consider its followup project, built for former employer Looking Glass: System Shock 2.
Beleg Cúthalion on 5/2/2010 at 12:43
I still don't see any context to put in the they-killed-my-character lines in this...sort of...broadcast.
Quote Posted by jtr7
and what Nate said here
...if you meant this audio file.
Ah, just heard it and caught the "art director Nate Wells" line. I think it should be added in the description.
jtr7 on 5/2/2010 at 13:09
Sounds like you're just confusing yourself and expecting some standardized talk other than a group of guys having a conversation about their Looking Glass days. :rolleyes: Nothing said was out of context. You are applying some preconceived template (as usual) to something that is its own thing and not at all beholden to your rules.
Goldmoon Dawn on 5/2/2010 at 16:51
Quote Posted by Nephthys
I always thought Garret was going to slouch off that chair, he seemed to keep sinking into it every time it showed him silhouetted. :p
:cheeky:
Beleg Cúthalion on 5/2/2010 at 20:14
Quote Posted by jtr7
:rolleyes: Nothing said was out of context. You are applying some preconceived template (as usual) to something that is its own thing and not at all beholden to your rules.
No, I just had overheard the "Nate Wells" commentary and thought only those three guys mentioned above the video were participants. :p Well...like I thought would be clear from my last post.
sNeaksieGarrett on 6/2/2010 at 16:36
Quite interesting. Thanks Dominus
Quote Posted by ZylonBane
Hold on...
seriously? You've been here nearly a decade and never stumbled across any of the threads discussing how Rustmonkey did those animations?
It's really obvious too. In any cutscene where a character is moving around in a natural human fashion, they're always a pitch-black silhouette. When the characters are in light, they only get animated with morph effects. The technique can be examined quite well in (
http://www.youtube.com/watch?v=J5mnWQi59g4) this cutscene.
I'm on the same page as Brethren.
jtr7 on 14/2/2010 at 10:40
Well, the site's late in posting the Feb. 12 podcast, but I'm looking forward to the one slated for the 19th: Eric Brosius Talks THIEF! I hope he talks a lot for once. :D
Also, Ken lovingly speaks of walking into Looking Glass Studios for the first time, starting at the 6:20 mark specifically:
(
http://www.youtube.com/watch?v=xYDcSXj3hQ0&NR=1)