Renzatic on 12/6/2013 at 21:28
Quote Posted by Dresden
What's the point of making a stealth game if you can just kill everyone?
You could kill everyone in the original games, too. The important part is that it's not an (allegedly) easy thing to do. You can't just run right into a bunch of guards and start slashing faces. You still have to be stealthy, even if you want to corpse up everyone.
sNeaksieGarrett on 12/6/2013 at 22:16
Well said. And I can't believe I hadn't noticed this until now, but going back and looking at one of the THIEF demos from E3, I noticed that his hands go away if he's standing. They're only in front of him if he's crouched. Or at least, that's what I saw at a certain point in the demo.
AntiMatter_16 on 12/6/2013 at 22:24
My expectation is that the Thief reboot will be a good game, even a fun one, but it will lack the soul of thief. That total immersion of tension mixed with morbid curiosity, mystery, and fear. Thief1 was so good at presenting something so weird and foreign, that it makes you want to examine it, while simultaneously wanting to flee. (I'm sure we all remember our first encounter with a Zombie. Or a child of Karras in T2). Thief1 and 2 never really fully explained anything. It just gave you enough pieces to fit a few of them together. One of the major failings of Thief3, was that nothing felt truly eerie about it to me, at least until super late game, and even then it didn't measure up.
In the E3 video, the UI, flashy indicators, and loot counting are all immersion breakers for me, and the map they run though looks kinda mundane. Nothing about it is super weird or creepy.
SubJeff on 12/6/2013 at 22:57
Quote Posted by AntiMatter_16
In the E3 video, the UI, flashy indicators, and loot counting are all immersion breakers for me, and the map they run though looks kinda mundane. Nothing about it is super weird or creepy.
You can turn off the UI and indicators.
Thief 1,2 and 3 had loot counting.
Not all Thief 1, 2 or 3 maps were weird or creepy.
Renzatic on 12/6/2013 at 23:20
There was something rather otherworldly about Thief 1 & 2. But really, I think it has more to do with Dark and the weird, almost realistic but not quite lighting and shadows it produced than a conscious design decision on LGS' part. A lot of the early 3D engines that came out around then had a similar look and feel to them.
gunsmoke on 13/6/2013 at 13:08
I have personally slaughtered everything that moves in all 3 Thief games, it's more than possible, it's pretty damn easy. 3 at a time, occasionally. Slaughtering should always be an option. Why? Because forced stealth levels are typically the worst type of levels. Thief has freedom written into it's blood, and senseless slaughter should be a part of that.
Muzman on 13/6/2013 at 16:01
I suppose peoples' chief concern is that it's not going to be Dishonoured. It isn't that violence shouldn't be an option or detection is a forced fail all the time, but if you do get into a fight or make a mess of someone you'll think that stealth, while challenging, is the better option.
Thief is better when the violence has good solid repercussions, either for you or the job your trying to do. If you are skilled enough to get away with it then great, but it's up the curve somewhere.
Chade on 13/6/2013 at 21:05
In the first gameplay demo we saw, combat seemed to have pretty clear repercussions. It took him approximately 80% of his focus just to handle two guards. When the third guard came, he had no focus left, and was killed in short order. Three hits from the guards was all it took to kill him.
Now I imagine that difficulty is one of those things that can change drastically before release, but what we saw in the gameplay demo was more punishing then thief on normal.
Muzman on 13/6/2013 at 21:30
Yes well, this is a discussion of concepts and quotes and not much else.
Chade on 13/6/2013 at 21:41
Ah, fair enough. I'm obviously getting too used to the arguing in thief 4 anticipation ... :erg: