Tomi on 15/2/2014 at 11:49
Dunno, the swoop actually seems like a very appropriate ability for a master thief. It looks nice and adds a little new flavour to sneaking. I just hope that it's something that you won't be using all the time, there is indeed the danger that it could be a bit overpowered. I'm still more concerned about the bit where Garrett uses the hook to climb up that wall, the hook clangs against the metal thingy, and the guard doesn't seem to hear a thing.
Vae on 15/2/2014 at 11:55
I see...so you're for having the auto-silent Swoop super-ability, which completely defeats any "move silently" challenge...yet, you're okay with the Claw also being auto-silent when using the contextual climbing lattice markers.
...How do you explain this logical inconsistency?
Tomi on 15/2/2014 at 11:57
Quote Posted by Vae
yet, you're okay with the Claw also being auto-silent when using the contextual climbing lattice markers...How do you explain this logical inconsistency?
Eh? Because I'm not okay with the Claw being silent, like I just explained?
The claw makes a rather loud noise when it clangs against that metal thing, whereas the footsteps during the swoop don't. No inconsistency there.
Starker on 15/2/2014 at 12:02
Wait, this was the whole level? I thought the new console generation was supposed to do away with the memory restrictions?
Vae on 15/2/2014 at 12:10
Quote Posted by Tomi
Eh? Because I'm not okay with the Claw being silent, like I just explained?
The claw makes a rather loud noise when it clangs against that metal thing, whereas the footsteps during the swoop don't. No inconsistency there.
The inconsistency lies in the fact that such rapid movement on a hard surface would create noise, just like the Claw would on the lattice climbing markers.
Quote Posted by Starker
Wait, this was the whole level? I thought the new console generation was supposed to do away with the memory restrictions?
Yes, I am sorry to report that was the whole level...with two sections, separated by a loading zone animation.
SubJeff on 15/2/2014 at 12:14
The type of noise you'd get from the claw is very different to that from walking.
If you've ever used soft shoes you'd know this.
Tomi on 15/2/2014 at 12:17
Quote Posted by Vae
The inconsistency lies in the fact that such rapid movement on a hard surface would create noise, just like the Claw would on the lattice climbing markers.
Would create noise (in the old Thief), but it doesn't. I really don't find it supernatural at all that a master thief can move rapidly
and quietly, especially when there's a heavy rainstorm.
Quote Posted by NuEffect
If you've ever used <s>soft</s> shoes you'd know this.
Renzatic on 15/2/2014 at 14:49
Quote Posted by NuEffect
Hey Renz. How about those grates in Thief 2 that said "vine arrow me!" ?
It's been a loooooong time since I played any of the OMs in Thief 2, but I remember the vine grates as only being an occasional thing. The grates I saw here are EVERYWHERE, and work as a way too obvious sign pointing out that "hey, go here...this is the way".
One of the greatest things about Thief was the thrill of discovering some sneaky way to work through a mission. You paid careful attention to your surroundings, and used them to your advantage. Nothing immediately jumped out at you. Everything was open. My one biggest worry about nuThief was that they'd make things too contextual, which would all but kill that thrill.
Now I don't mind some contextual stuff here and there, specially where it makes sense, but I still want to be able to experiment with the environment to get into little nooks and crannies most people would miss. Right now, none of us know if nuThief allows for that.
jay pettitt on 15/2/2014 at 15:03
Also, it's arguable that those vine arrow/grates weren't Thief's finest moment anyway. At least I'd argue it. A better comparison might be with wood textures/ropes ~ which were also everywhere. But also more naturally a thing in the game world and also less crudely 'you can go here' because wood was in all sorts of places and often times not an obvious 'go there' thing. It was always wood + other clue/queue = maybe worth your time... But anyway - I'm sorta sympathetic to signposting in games, but it does seem especially crude signposting.
But enough of this discussing shortcommings and other derailery....
Coo it's pretty. And it's really very nice to see some actual game. EM has been making a game all this time! Who knew? But now we have some evidence. And it's pretty.
Lot's of other stuff seems a bit messy though. Things audio especially. Sometimes it's v.good (rain effects stand out) and sometimes it's poor. And when it is good, stuff like how quickly the volume falls away as you wander past things isn't good and kinda devalues the good bits which seems a shame. And the Voice work is inconsistent. Oooh Oim Oirish except for when I'm Canadian.
I've got this theory where I think consistent quality is more important than peak quality... so...
But it is pretty.