Lytha on 18/6/2010 at 12:26
Quote Posted by Gvozdika
T: DS missions are not more linear than those in the earlier Thief games. In fact none apart from the T-U-T-O-R-I-A-L in T: DS is anywhere near as linear as 'Maw of Chaos', 'Trail of Blood' and even 'Strange Bedfellows'. They are just smaller. But hey, people here still complain about 'Thieves Guild' being too big.
Heck, yeah. I'll always fondly remember the sheer nonlinearity of Pavelock Prison and the Clockwork Tower.
Koki on 18/6/2010 at 12:50
Quote Posted by Lytha
Oh hey Khad. (...)
oh snap, now it's ON.
Khad on 18/6/2010 at 13:24
Quote Posted by Lytha
- Why do you never check the map and your compass?
Compasses work on the basis of Satanist ritual magic and I do not dare delve into the devil's devices. I do not trust maps because they are always drawn from a bird's eye view and have you ever met a bird you can trust? No.
Quote Posted by Lytha
- Do you watch the intro movies before each mission?
I try to but by the time I finish making the popcorn the movie is over.
Quote Posted by Lytha
- Don't you think that the LP would be faster and better done if you just let ADD or Crosby play while you sit in the punishment crate?
Yes, however this point was already brought up in the Something Awful thread.
Quote Posted by Lytha
- Are you looking forward to the more linear noobfriendly missions from Thief 3? Ones in particular that will have you to just follow some glowing footprints on the floor? Ones that lock doors behind you so that not even people like
you could get lost?
Is it like Oblivion? I like Oblivion.
Quote Posted by Lytha
- Do you really think that the training mission of Thief 1 was something like an exam for the
Thieves Guild? Speaking of which, did you miss the part where he said that he actually left these people shortly after that mission?
Exams are always in multiple choice or essay format so no.
Quote Posted by Lytha
- Do you realize that you can customize the keybindings, eliminating the need to complain about the default keybindings in every episode?
I do not use the default keybindings.
Quote Posted by Lytha
- Did you find the bow upgrade in the Alarus extension at last?
I have no idea what your are talking about. This is crazy moon language gibberish. Please ask a real question!
Quote Posted by Lytha
- Are there any sort of games that you like a lot so that we could have a go at butchering them in LPs?
Splinter Cell Conviction is a very good game that has a way more fun stealth system!
Gvozdika on 18/6/2010 at 13:48
Quote Posted by Lytha
Heck, yeah. I'll always fondly remember the sheer nonlinearity of Pavelock Prison and the Clockwork Tower.
Granted, I forgot about Clocktower. Pavelock Prison however is just one part of a larger (eventually not-quite-so-linear) hub level, not a mission.
So, I add in 'Escape!' and still come to the conclusion that overall linear missions are rather to be found in T1 than in T3.
PotatoGuy on 18/6/2010 at 13:52
Quote Posted by Gvozdika
So, I add in 'Escape!' and still come to the conclusion that overall linear missions are rather to be found in T1 than in T3.
Ha.
Haha.
Hahahaha.
kabatta on 18/6/2010 at 13:56
Quote Posted by Gvozdika
Granted, I forgot about Clocktower. Pavelock Prison however is just one part of a larger (eventually not-quite-so-linear) hub level, not a mission.
So, I add in 'Escape!' and still come to the conclusion that overall linear missions are rather to be found in T1 than in T3.
Yes, I love exploring the heck out of those 2 cubic meters. Thief 1 is lame and linear. TDS is where's the action at. It's a true adventure to find the fluorescent loot in the night. oh, the everlasting fun...
You, sir...are a man in my taste. I salute you.
Melan on 18/6/2010 at 14:00
Cultural exchange or interboard flamewar? Only time will tell! :thumb:
(But by all means, keep going.)
kabatta on 18/6/2010 at 14:04
Tough I'd contribute to this lovely board with my own vile bile juices. Hope it's entertaining. :ebil:
Gvozdika on 18/6/2010 at 14:05
Quote Posted by kabatta
Yes, I love exploring the heck out of those 2 cubic meters.
Ah yes, thats nice. And the coherence in between spatial capacity and mission-linearity is what exactly?
PotatoGuy on 18/6/2010 at 14:17
Simple. The less space in a mission, the less possibilities for nonlinearity.
I had not even half the navigation trouble going through TDS' Moira, Sunken Citadel, etc. then going through Escape! (and I'm still wondering how you can possibly put that under linear missions).