Kin on 13/5/2009 at 05:46
The original looking glass developers of thief 1&2 made the games having in mind that sound will work as a central part of the gameplay. It seems eidos montreal already recognize that but there is a danger of translating this to nice sound effects. So the first choice would be a sound system that is heavily connected to the gameplay.
infinity on 13/5/2009 at 05:53
I think sound should be the central part of the game. Such a huge part of the mood.
jtr7 on 13/5/2009 at 06:23
Sound is crucial. Classic Thief sounds (at CD quality, though), or sounds that recall classic Thief, are important. The familiar should mingle with the new, to give a sense of an evolving City, not just an evolving game industry, and an evolving story. The past should not disappear, but there should be juxtapositions of new and old to make it feel rich and like home sweet taffin' home.
The visuals will not be able to capture the old look, but the architecture and palette should remind of the past, as well as make it's own new statement, and again, the juxtaposition of old and new, for familiarity and depth.
5tephe on 13/5/2009 at 06:44
What I really want from this new game:
To get the feeling that I am sliding into a warm, familiar bath. That feeling of coming back home, that I got from T2X - because it was so much like the City that I knew.
And how do you get that?
Soundscape.
Dominus on 13/5/2009 at 08:57
In Thief the sound is like.. 80% of gameplay imho and it must be done VERY professional.
The guys who did Deadspace las year had some amazing sound design that reminded me of Thief experience. They also won an award for that.
JTR said it, the sounds should remind me of the classic Thief games, not new sounds, the old ones were perfect.
stormbringer_951 on 13/5/2009 at 10:05
Thief was way ahead in audio than contemporary games. That should not change.
infinity on 13/5/2009 at 10:08
I guess a lot depends on Eric's availability...
jtr7 on 13/5/2009 at 10:27
And Alex Brandon, who programmed Thief's special recipe for the award-winning use of the sounds Eric made.