Ravenus1 on 20/8/2010 at 17:29
The Darkmod has it nearly right.
I am not a fan of the mantle "key bind" for high places, but how you climb into windows and onto barrels and tables is excellent. The lock picking by sound rules. No stupid gloves to scale walls... ugh
I think it needs to be a wet, dirty looking game. This should be at least as scary as the Inverted manse. and cool as Calendra's Legacy... Creeeepy please!
I'd like to see some plot around all the factions, exploring, reading, story are what its about in the first place...
The AI needs to be way more twitchy, and if you get cornered you should be able to kick ass, like the MOD. If they are armored you likely die, if not you have a chance.
The TDM again has it nearly pegged...
New Horizon on 22/8/2010 at 01:34
Quote Posted by Ravenus1
The Darkmod has it nearly right.
I am not a fan of the mantle "key bind" for high places, but how you climb into windows and onto barrels and tables is excellent.
You can still mantle the regular way though, with the jump button. The mantle key bind is simply an option for a more stealthy mantle.
Jarkko Ranta on 26/8/2010 at 19:55
(I skimmed through the threads so there might be some info I don't have, but...)
I think there's no need to go all assassinscreed with Thief 4. I prefer the mission-based maps over sandbox - they worked perfectly with Assassins, Ambush! and Life of the Party, and helps to keep the game smooth with next to none generic places.
Thief: DS's City was so small and lacked the places of the first two Thief-games (and those three mission areas are kinda huge parts of the City... And what the hell happened to the Old Quarter?!?) - I felt kinda claustrophobic and it wasn't as free exploring of the City I was expecting. It didn't work and as such I prefer the old system better.
ZylonBane on 26/8/2010 at 21:42
Quote Posted by Brian The Dog
Oh, OK, thanks for clarifying. As I say, it's been a long and tiring week :(
No problem. UKians aren't known for their use of irony anyway.
sjb5001 on 28/8/2010 at 04:37
Quote Posted by Jarkko Ranta
(I skimmed through the threads so there might be some info I don't have, but...)
I think there's no need to go all assassinscreed with Thief 4. I prefer the mission-based maps over sandbox - they worked perfectly with
Assassins,
Ambush! and
Life of the Party, and helps to keep the game smooth with next to none generic places.
Thief: DS's City was so small and lacked the places of the first two Thief-games (and those three mission areas are kinda huge parts of the City... And what the hell happened to the Old Quarter?!?) - I felt kinda claustrophobic and it wasn't as free exploring of the City I was expecting. It didn't work and as such I prefer the old system better.
I completely agree. I would prefer Thief 4 to have individual maps as we saw in Thief 1 and 2, that way developers can focus more on details within each map and add depth. An open world system would only make the Thief world seem static and bland, not to mention the performance requirements. Even after years of gameplay, I can still spend over an hour exploring in "Shipping and Receiving". And how many of us have found 100% loot in every single level without hints or help?
Individual maps give us a more intimate look at specific place (i.e. Bafford's Manor, Angelwatch, etc.) with a little bit of the non-descriptive locations like random houses, shops and storage sheds. In individual maps there's that sense of 'what's beyond that wall' and our creativity fills the blanks. That's why we have so many fan missions and artwork because its the space beyond the locked door, wall too high to climb or window that we can't squeeze through that makes Thief so "open" and above all sparks our imagination.
....or could be that I don't want buy a new computer just to run it! :cheeky:
Vernon on 29/8/2010 at 04:43
Quote Posted by ZylonBane
No problem. UKians aren't known for their use of irony anyway.
That's some low-hanging fruit right there