jtr7 on 13/5/2009 at 04:11
:cheeky:
nicked on 13/5/2009 at 07:49
Quote Posted by Twist
I actually agree with everything you wrote in reference to specific games, but do you really think there isn't anything at all done by any other game that might be integrated into the Thief paradigm? I mean,
nothing at all?
I'm certainly willing to bend on the points you make; having not played Mirror's Edge or Penumbra, I'll bow to your expertise there. I was more concerned about the interview with the developer that labelled Assassin's Creed and Splinter Cell as good examples of the stealth genre. Thing is, they can add nifty things like variable stealth door-opening, and more acrobatic wall-clambering, but if they don't get the basics right, these new features will be meaningless. Really, they should recreate the mechanics of Thief 1 accurately, and only then worry about adding improvements.
belboz on 14/5/2009 at 16:47
As there are no other games like the thief series, then the only games that could inspire thief 4 are the previous thief games.
Dia on 14/5/2009 at 18:44
I agree with belboz. If we want a T4 that's true to the previous Thief games (and here I pretty much mean TDP & TMA), then they really need to use those Thief games as references for just about everything.
Although I wouldn't mind if the T4 devs checked out Morrowind & Oblivion just for the graphics and HUGE, almost all-explorable maps.
belboz on 15/5/2009 at 04:23
am just hoping they dont use splinter cell as a reference point for stealth, as those games apart from the first one, are so linear that you could basically call them stealthing by numbers, as in there was only one way through, the AI always looked in one direction, and if you deviated from the linear path the game would trigger an event which would cause the AI to see you even it pitch darkness.
Splinter Cell is one of the best ways to ruin a stealth game, first one was ok you could pick your path through the levels, apart from certain places. In the next game if you didn't go past a machine on the left, but went past it on the right then the game auto killed you for not following the set path, even thou the player was hidden in shadows on both sides of the machine. Athough in the second game you could hide behind a plank that was an inch wide and the AI still could not see you.
clearing on 15/5/2009 at 04:28
Quote Posted by belboz
As there are no other games like the thief series, then the only games that could inspire thief 4 are the previous thief games.
Agreed. Only T1 and T2.
Bakerman on 15/5/2009 at 07:40
I think Taffer36 has some very good ideas from games you wouldn't really think should inspire a Thief sequel :P.
I'd also put in another vote for T1/2. Although not the parts of T2 that were filled with robots. And steam-powered security cameras. My goodness.
Freeing up Garrett's movement would definitely be a good thing - I think the most important thing with the movement is just making it belong in the world and making Garrett do things normal people can do. I mean, I'm no ninja, but I can climb better than Garrett can. Forget wall-jumping, Garrett's no ninja either - but allow him to do things that normal people can do, and you'll have more realistic and empowering movement than in any other game ever.
SubJeff on 15/5/2009 at 13:00
Quote Posted by Fafhrd
The biggest thing is that Eidos Montreal has to remember not to fall into the 'Saying Yes to the Player' Player Empowerment trap. The Thief series is, at it's core, about
taking away the player's power, making the player feel vulnerable and forcing the player to play in a manner that they may not initially be comfortable with.
QFT.