ZylonBane on 22/4/2013 at 19:27
Quote Posted by Petike the Taffer
- Flashbombs can't be misused anymore
A blindness-curing blackjack is an
improvement to you?
Quote:
- Being able to stick closely to a wall for better hiding
The original Thief already did this, and without immobilizing you or requiring an extra key press.
Quote:
- Body awareness (it helped the immersion, as long as you played in the FP view)
Jerky head movement, lean that exposes you to full view, falling off rafters. No.
Quote:
- Better ladder climbing
Easier, yes. Better? No.
Quote:
- The simpler inventory that didn't detract from the immersion
Uh, simpler how? And what on earth does simplicity have to do with immersion?
Petike the Taffer on 22/4/2013 at 19:37
Even if I take your complaints into account, most of my arguments still seem to stand. ;) No hard feelings, ZB. :D
Quote Posted by ZylonBane
A blindness-curing blackjack is an
improvement to you?
It's an "improvement" insofar as it doesn't allow an insta-knockout after applying a flashbomb first.
Quote Posted by ZylonBane
The original Thief already did this, and without immobilizing you or requiring an extra key press.
Erm, not really. At least not in the same capacity. As for the immobilization : You can actually move from side to side, so I wouldn't call it complete helplesness.
Quote Posted by ZylonBane
Jerky head movement, lean that exposes you to full view, falling off rafters. No.
Some problems were solved, some new were introduced. I'll give you that. Then again, the different side-leaning felt somewhat more real to me.
Quote Posted by ZylonBane
Easier, yes. Better? No.
I guess it boils down to personal preference and opinion. :)
Quote Posted by ZylonBane
Uh, simpler how? And what on earth does simplicity have to do with immersion?
Not having to rotate through all the stuff you have in your pockets all the time just to open a door or activate something was helpful in most situations. It might seem more "gamey", certainly, but I play
Thief for the stealth and exploration, not for tedious inventory cycling.
Petike the Taffer on 22/4/2013 at 19:47
Quote Posted by Albert
Way to overestimate your standing in this debate. :erg:
I was only (jokingly) commenting on why ZB didn't nitpick on all my points. :p ;) I wasn't even talking about having some sort of "higher ground" (frankly, such arguments don't interest me anyway). :erg:
bartekb81 on 22/4/2013 at 21:52
Personally I never liked the story in TDS. Garrett is a courier in this one more than in previous games, and even Keepers treat him like some retarded, useless guy rather than someone who had helped them before a few times.
I hate city hub. It feels more like courtyard than important districts of the City. Tight, tiny spaces and twisted alleys, that's all.
AI notices some new things which is cool, BUT try striking wall beside the guard. He won't hear a thing!
Blackjacking is awful in TDS, sorry. It feels awful and looks awful.
Ragdoll is broken. Stunned people lose their weight and act like puppets, often bending backward in half while being stunned(!)
But I agree with your other points, Petike;
Guards with torches were nice addition, as much as body awareness and ability to stick to the wall (since some tense moments were linked with this ability, more than once).
ZylonBane on 22/4/2013 at 22:16
Quote Posted by Petike the Taffer
Erm, not really. At least not in the same capacity.
Yes really. If you take a stroll through the Dreamcast Thief source that was leaked a few years back (which I highly recommend to anybody... some of the comments are hilarious), right there in the visibility code is a routine that grants a stealth bonus to the player when he's standing close to a wall. So Thief has always had "wall hugging".
King No One on 25/4/2013 at 16:15
In pure gaming terms;
Wall hugging was fun (tried to do the same thing back in T2 and got caught all the time).
Item selection much more intuitive, though keys became more or less invisible which I didn't like.
Lock picking mini-game was good and a great addition to the Thief toy box.
Felt the Gas bombs were a convenience too far (as always in the Thief games I have problems with finding them in mission; why would Hammerites have Gas bombs? I could understand coming across them in Watch stations but the Hammerites are hardly about non-lethal takedowns). Generally I always felt too tooled up to ever really fear discovery.
Thematically:
Loved the Kurshok Citadel with it's poignant sense of decline and loss. Keeper Compound was fun (perhaps because there were no Enforcers around to spoil it) but I suppose missions come down to personal taste.
Glad to see the oil painting, composite cutscenes...less the few cg ones
First time I explored the city hub and did the side-quests (Dagger, Jeweller) I was on cloud nine...then I realised that was basically it. By the time I had access to enough areas to find the few other side-quests I found doing them immersion breaking. Just like in virtually every JRPG I've ever played by that point in the narrative I can't see myself taking the time out from thwarting the main villain to do a spot of...whatever. With more access to hub areas from the outset and twice the number of incidental subplots to do I think it would have been much more well regarded.
Cradle Cradle Cradle
Jones95 on 15/5/2013 at 00:55
I would probably have to go with the hub world. While there were tech constraints, it was still a good feature. I spent much more time than I should have just exploring the hub. The overall graphics were also an improvement, especially with little details like moonbeams through windows.