bartekb81 on 28/7/2008 at 11:22
And I don't like Kurshok species. Even if they sound good, they're looking like cartoon characters...They should be scary, not funny.
But thread is no about dislikes and flaws so I like, as was written before:
-music and sounds
-graphics(dynamic shadows!)
-very atmospheric "the Cradle" mission.
-body awareness
-wall hugging move
-improved mantling
-new lockpicking system
and also:
-gas bombs(which are better than gas mines)
-holy water(which is better to be thrown than using with water arrow in limited time)
-loot glint(which is very helpful sometimes)
van HellSing on 28/7/2008 at 12:38
Off the top of my head:
-the Cradle (felt like being inside a Tool music video)
-the second half of the pagan level (beautiful atmosphere and music, Pagans themselves not so much)
-although probably unintentional, climbing up the clocktower
-the lockpicking
-often overlooked: the little touches that show the consequences of what you do. The guard getting fired if you rob the landlord. The widow thanking you for not stealing from the secret stash. The option not to pawn the Kurshok crown, which means you don't have to steal it later from the Museum. All these and more - to me they are ultimate proof that this game was done with love.
Ringer on 29/7/2008 at 10:17
I liked that in TDS Garrett finally decided to sell his tap shoes and invested in a nice pair of sneakers for when plying his trade.
deathshadow on 29/7/2008 at 11:36
I usually rip into TDS pretty hard (since there's so much TO hate even if it wasn't part of the series) but there were a (very) few bright spots.
I have to agree with the crowd on the lockpicking... That was really nice, though I'd like to see it maybe upped a bit and made even more complex as time went on, perhaps bring back having multiple picks (each ring could have a different shaped cutout). By the time I got about a third of the way through the game I found myself blowing through the locks right quick.
I liked being able to use holy water as grenades, though I missed being able to bless my arrows.
I liked the climbing gloves, I just missed the rope arrows. (I also didn't think the gloves were noisy enough - climbing a wall is not a silent affair - would also have been nice to have walls that 'fell apart' halfway up or gave way.)
A lot of people rag on the story itself, I thought it was one of the few redeeming qualities.
I liked that one of the fences seemed to have a crush on G...
Likewise I enjoyed the idea of going to different fences with different items and having the different equipment shops.
Meeting "Garrett" in the market district was a cute joke. Be fun to have him show up again. Fun dialog like the other Garrett, or the recurring bits about Benny's hand are typical of the dark humor found in all the Thief games.
The dagger - a lot of people disliked the dagger, to me it's a more thief-like weapon since you can conceal it better - and it's a play on the old phrase "You can master the sword and armor all you want, but nothin will crimp your style like a dagger in your back". It would be better though if his backstab was not the icepick to the neck (which has low odds of a killing blow) and was the more preferred knife-kill method of sticking it in the right side of the back just below the ribcage at an upward/inward angle.
Oh, and I REALLY I have to disagree on "body awareness" (one of my biggest complaints in ANY game that does it). In real life you don't think about the details of where your body is, you just kind of 'do it'. Making the player take the time to worry about that detracts from the realism, not add to it.
pavlovscat on 29/7/2008 at 23:14
Good stuff in TDS
* The climbing gloves (love/hate...combined with rope arrows they would give more access - alone they are...restrictive)
* Lockpicking - more realistic
* Gas bombs
* Thrown holy water vials (would like the option to throw or use on arrows)
* Wall hugging
* New environments (pagans, kurshoks, keepers' areas, The Cradle)
* Attention to details in the story reflecting Garrett's actions
* Factions - being able to be friendly with pagans or Hammers added a dimension to game play
Random1156 on 30/7/2008 at 04:24
That was Thief at its best, at least in T3.
I liked the climbing glove idea, but they didn't give you really enough of an area above the streets to explore with them.
I also loved when all hell broke out on the streets with the different factions attacking each other.
Beleg Cúthalion on 30/7/2008 at 07:45
Quote Posted by deathshadow
I liked the climbing gloves, I just missed the rope arrows. (I also didn't think the gloves were noisy enough - climbing a wall is not a silent affair - would also have been nice to have walls that 'fell apart' halfway up or gave way.)
I know I always have to be extra-exact, but I just want to know what makes climbing noisy...? :erg: From what I've tried out this is one of the most silent things one can do, simply because it's so slow a movement (here is a point for criticism in TDS but also elsewhere). I'd vote for an even more intelligent system, maybe like in AC, but I'm in the wrong thread again.
R Soul on 30/7/2008 at 14:24
Quote Posted by Random1156
I also loved when all hell broke out on the streets with the different factions attacking each other.
I liked that too. Some people thought it was silly, but I thought of it as a result of the Keepers no longer able to maintain the balance. I reckon in the past they'd kept the two groups reasonably separated to avoid this kind of chaos.
BrokenArts on 30/7/2008 at 14:51
Can we really call it *new* anymore people? :p
Blue Sky on 31/7/2008 at 15:44
Quote Posted by BrokenArts
Can we really call it *new* anymore people? :p
The OP meant "new to DS", rather than implying that DS is new. The threads about what new features were added to DS which people actually liked!
Personally my two favourite things were:
1) Realtime shadows which moved and changed. Really shook up my gameplaying style when I kept getting caught because some guards had flaming torches!
2) Location awareness of the AI. First time I experienced that was in the first mission. I disturbed a guard and so quickly legged it and ducked behind a table in pitch darkness. I watched the guard mooch about a bit, walk a bit closer, then stop. "There we go," I thought, "he'll go back to his post now." But instead, the guard said, "Hmm. Think I'll just go and have a look behind that table", and started advancing. I almost wet myself with sheer terror and joy. Brilliant.