Shades on 14/1/2000 at 06:24
Smile people!
poses charismatically
Junkie Doodle on 14/1/2000 at 11:23
The walls have ears... *shiver*
Shades on 14/1/2000 at 21:59
signing autographs
I had a bunch more questions, but PCGamers (er US) latest review answered most of them.
I did have a few remaining though.
- The 'speed' of the character. Compare Freemans speed (in halflife) to Garrets (Thief). Theres a noticible difference. I found Garrets a helluva lot more appealing. Any word on this? (I know - its a weird question)
- physics in the game - how good are they? This would involve motion (running, turning, gun physics like recoil and tilt when player turns, falling etc), the attributes of objects in the game (when you find weapons, will they be spinning stupidly a few centimeters off the ground (Quake, Quake 2), or will they actually be lying around, as in System Shock 2 & Half life)
More - but need to gather my thoughts first..
MIS Monkey on 14/1/2000 at 23:12
Think faster
Andy on 14/1/2000 at 23:36
I've been meaning to ask about player speed too, I agree it's really important. The player movement in Thief is so much better than anything else I've played. In all the Unreal and Quake engine games, you feel like a ball of energy flying around, in Thief you feel like a real person. I know Deus Ex has added leaning to the engine (very important), but I hope the player movement is at least a little slower than normal first-person shooters.
The view-bob in Thief is a lot more realistic too. Maybe because of the physics system?
This brings up another question: how much non-renderer technology has been added to the Unreal engine? I know there's a lot of new AI, but what about the physics and object systems? Are they basically the same, with some game-specific bits added?
Shades on 15/1/2000 at 00:03
got em
- area specific damage. Will victims react appropriately if we shoot them in the head, arms, legs, etc
- AI - does the enemy 'learn'? Take those old mortal combat games for example. If you kept repeating a series of moves, your opponent figures it out and adjusts his own technique. Quake 2 had enemies duck when you shot at them repeatedly. Little thigs like that...
Ringwraith on 15/1/2000 at 00:21
I know there is location specific damage. This applies to the player as well as the NPCs.
Non-renderer tech? There is a real time lip synching technology.
Physics? The PC Gamer issue (Feb 2000) mentions playing basketball and pool as attention to detail, as well as getting drunk.
[This message has been edited by Ringwraith (edited January 14, 2000).]
Shades on 15/1/2000 at 01:13
heh yeah I read about that. That getting drunk bit - if done right - should be one of the best elements in the game.
er...
cough
I have some...thing....to do
Andy on 15/1/2000 at 04:16
That's what I'm wondering, is it attention to detail, or in-depth simulation? Duke Nukem had pool tables, but it certainly didn't have complex physics.
I've read a lot of articles about the game, and I've seen lots of cool features get promoted, but I still don't know _that_ much about how the game will work. And I've seen other people make similar comments, so it's not just me. But, the team knows what makes a good game, so I'm not exactly worried.