yubetcha on 1/2/2008 at 11:35
It has been suggested that a 'Liked' thread should be started. I don't think of TDS as a bad game. It has flaws, just like other games, but there were things that I liked also.
I liked how things were more realistic than in the first two. In some ways, this Thief world was more like our world. For instance, the way that objects interacted with each other. When mines blew up barrels, you could see the remaining parts, such as the wobbling rings. It is easier for me to get immersed into a game if it is more realistic. There were some things that brought me back to my world though, such as the loading zones. Another realism aspect was the way that the AI choked when shot with a moss arrow. I also liked how the law of physics was more prevalent in this game, such as the way barrels bounced. Programmers actually went to some length and took time to program these things, and I for one appreciated it. Also, the AI looked more real. You couldn't look through holes in their heads and see the background, but you could with the other Thief games.
Some things that the AI said to each other were funny.
"Hello".
"I hope you trip"
Or
"Behind you! Ha ha. Just kidding".
LOL
There is more that I liked, but I will leave some for others.
DJ Riff on 1/2/2008 at 12:30
The dagger. At last!
Shadows. Dynamic shadows.
The City and its side-quests
The City Map.
The Prison
Lockpicking system (with HUD off)
"Is there something by that barrel?" "Leafy Lord, protect me while I'll bes searching by that AWFUL MANFOOL THING"
Bow Upgrade. Both of them. :sly:
Cradle's Past. Wide distored FOV, green shadows... TDP's back?
"This gear looks precarious. Someone could have an accident..."
Hey, I can shoot down that piece of loot with an arrow!
"Sneaky above one... Are you head sick?"
"Quite!" "Yes..."
"Who's the master? A scribe, who writes a Glyph, or a Glyph, which seeks a scriber?"
Don't go to the Forbidden Library. Don't look into Gamall's eyes. Don't even try to steal from her room. :wot:
Digital Nightfall on 1/2/2008 at 13:16
It's hard to talk about what I liked without talking about some things I did not.
The game had great art direction. All of the concept art was very well done, and most of it you could compare side by side with images from the game, and it would match. On the other hand the art direction was also too focused. Every mission seemed to run together artistically - one atmosphere, one style, one color palette.
There was a real sense of care for continunity between this game and the other two - so much that elements from the previous games are brought up and references intermittently, but also needlessly. While it was nice to have mention of Karras in a few books, and the inclusion of some familiar T2 pagans, it was all tacked on. As for The Eye, well, its inclusion is so far removed from the nature of the thing that I was skeptical that I was dealing with the real thing right until I heard Dan Thron's voice. Alas, even then I didn't buy it.
Melan on 1/2/2008 at 13:49
Nice looking doors and windows. (Really.)
I think the story - unlike so much of the game - was cool and interesting, the main antagonist reminding me a bit of Fritz Leiber's Lankhmar tales.
Keeper Assassins.
The colour cutscenes.
Goldmoon Dawn on 1/2/2008 at 14:27
I'm glad I purchased this title for the music alone. I realise the soundtrack has since become available, but if you really listen, some of the ingame versions are actually different. I recorded the score while playing the game, so that I would get the music plus the various atmosphere sounds mixed in. Overall, the music alone is worth it to me.
qolelis on 1/2/2008 at 14:28
Okay, positive thinking...
I really liked these three missions:
* The Cradle
* The Abysmal Gale
* The "House of Widow Moira"
I liked how one ended up in prison the first time Garrett "drowned" ("I must resist the temptation to write about bad things. I must resist the temptation to write about bad things. I must resist..."). Things like that is something I would like to see more of (the punishment could get worse each time you get caught, for variation).
I liked most of the new physics and most of the graphics.
I was going to write something about the dagger, but I couldn't keep out the bad things, so I skipped it. In short: I didn't mind the dagger.
I didn't mind the climbing gloves per se.
Well, those are the things I remember liking about TDS.
Lovecraftian on 1/2/2008 at 14:40
A lot of the missions were brilliantly designed, such as Widow Moiras, the Rutherford castle and The Cradle.
Stephen Russell's Voice acting was top notch, but i can't say that of the other voice actors.
Beleg Cúthalion on 1/2/2008 at 16:13
"Well, probably my own echo...probably my own echo...hahaha!"
R Soul on 1/2/2008 at 16:55
I thought the storyline was good.
Mantling was better. After leaving the Pagan Sewers, there's a ruined house with a broken wooden roof, which was surprisingly easy to mantle given its complex shape and angle. Try mantling something like that in the Dark engine and you'd end up in the opposite wall in no time.
The sounds were good.
The Cradle.
edit: I also liked the lockpicking, but without the HUD.
Zillameth on 1/2/2008 at 17:41
I liked the City. I liked the idea of tiny sub-plots, and the freedom to walk around the town just for the sake of walking around the town. I liked how authors tried to make City a more dynamic place by introducing the faction system. If they had the opportunity to expand both of those features, TDS would benefit greatly. I've always thought the City was the "great absent" of all three games. It's so important to them, and yet it's mostly a decoration.
I liked the general mood. I think ambient sounds worked very well, and I believe that fully dynamic shadows are a great choice for this kind of game (as long as the underlying technology is mature enough).
I liked the new lockpicking minigame. This was definitely a step in the right direction.
I also liked new interactions between objects, like using moss arrows on guards or combining oil with fire.