Chade on 14/6/2013 at 13:59
Quote Posted by Zewp
However, look at the enormous success of cRPGs such as Wasteland 2, Tides of Numera and Project Eternity on crowdfunding sites. That indicates to me that there is a really large market for niche games out there just waiting to be filled.
Kickstarter shows a lot of promise, let's hope that pans out.
Chade on 14/6/2013 at 14:05
There's also been positive reactions. As for the three other articles you linked, the Escapist article is "only" negative about focus and the fire escape sequence, the Polygon article is from before E3, and the Sneaky Bastards article ... well, it's hard to judge from a single tweet.
That said, between rumours of development trouble, top level firings, and some hacked together demos ... I don't find any of it conclusive, but add it all together and it's probably the thing that I'm most worried about.
SubJeff on 14/6/2013 at 14:25
Quote Posted by Brethren
Focus isn't actually used during the rope arrow part. But as soon as you choose the rope arrow, Garrett appears to get a new type of reticle, which closes/tightens up as soon as you're aiming at something that the rope arrow can attach to. Nothing's for sure, but that kind of indicates that only select certain points will be "rope-arrowable."
The reticles are something that I absolutely do not like. I don't mind a sidewards bow, silly as it is, but the reticules... Ugh. I hate reticles in first person and in Thief they make even less sense.
I did notice the reticle change but it wasn't clear to me that is was because the surface was rope-arrowable or just to indicate the type of arrow selected. The bit that the arrow hits is highlighted in blue though. Is this a function of selecting the arrow or a function of Focus?
Quote Posted by jtr7
16 gradients to the trilogy's lightgem, like I said. There are 16 image files per crystal gradient, in both the LGS titles and in TDS
Either way, that article is wrong. The new light-gem is not binary.
jtr7 on 14/6/2013 at 14:39
More about that Tomb Raider reboot timed optionless scripted sequence crap I was glad ol' Thief didn't have very much of at all:
Quote:
The roof is on fire. Garret needs to run through the grounds as he escapes, with the flames licking at his heels every which way. It feels scripted, with the buildings falling apart at key moments, but the smoke and fire are realistic and scary. There are also neat challenges within, like treasure in a locked box that you have to be speedy enough to open before the house literally burns down. Other remarkable visuals include a building literally turning on its side, and seeing all the furnishings tumble over, forcing you to find a new way out.
(
http://www.digitaltrends.com/gaming/thief-preview-eidos-montreal-expands-on-its-stealthy-action-formula-on-xbox-one-and-playstation-4/#ixzz2WCXJ0VmX)
Renault on 14/6/2013 at 15:02
Quote Posted by Subjective Effect
I did notice the reticle change but it wasn't clear to me that is was because the surface was rope-arrowable or just to indicate the type of arrow selected. The bit that the arrow hits is highlighted in blue though. Is this a function of selecting the arrow or a function of Focus?
I think the blue/focus part is earlier when Garrett is approaching the area - he looks up to notice the blue post and the hanging crate.
Here's a couple of stills showing the different reticles (not sure I'm even using the right word there) right before he shoots the rope arrow:
Inline Image:
http://www.southquarter.com/thief/t4rope1.jpgInline Image:
http://www.southquarter.com/thief/t4rope2.jpg
jay pettitt on 14/6/2013 at 15:11
Is that a rope tied around the beam? Marking out a rope arrow attachment point perhaps?
Briareos H on 14/6/2013 at 16:37
Yeah that's what I called "white markings" because I wasn't sure it was a rope from the poor resolution I was using for the video, but seeing it made me instantly think of:
Inline Image:
http://v2.uppix.net/DOHakB.jpgAttachment points are both a bane of modern gaming and an admission of technical flimsiness.
Darkness_Falls on 14/6/2013 at 16:43
The Thief rope arrow reticle is highly immersive :P
Renault on 15/6/2013 at 05:02
Couple of new things I noticed when going through some of the E3 vids and interviews (sorry if this stuff has been mentioned already):
-Stephane Roy says in one of the interview that they are considering releasing New Thief on current generation hardware in addition to next gen. He says they won't do it if it limits them in any way though, or if they'd have to cut out parts of the game (like having only 1 guard instead of 3 in a particular area, for instance) .
-Saw a blackjack knockout that didn't cut to third person. Garrett sneaks up behind a guard, and you still get the "Hold R1 to takedown" prompt, but it remains in first person throughout the takedown. Looks like Garrett automatically goes into a body hold/drag action afterwards though, the body doesn't just flop down to the ground. The whole process is still very automatic where you don't have to do much besides press a button when prompted, but at least we don't get the break from first person perspective.
-Saw lockpicking that doesn't cut to the "inside the tumbler" view. There is still an overlay on the screen though, but it's minimal. It appears the switch to the inner view of the tumbler only occurs when you activate Focus, although I'm not 100% on that.
-The bottle on the inventory wheel view is a throwable item, used for distractions. When activated, you get this big swooping arc on-screen showing the potential path of your projectile if you throw it, kind of how throwing a grenade works in many military games.
Heard many mentions of the Quick Time Event driven escape from the burning building sequence from the demo, but it's nowhere to be actually seen on a gameplay vid. I can only hope this means they're not 100% sold on implementing QTE into Thief.