nelsonroyale
Member
Seeing it in those screens, I am hoping it looks more impressive in motion. So far, I am not sure why they are not making current gen versions.
I don't see any dark corners worthy of hiding in, in that screenshot.
Those two always seemed to be everywhere. It was adorable
Masks = social stealth. Essentially hiding in plain sight as you do in more than one of missions in Dishonoured.
Yes, definitely need these guys back:
http://www.youtube.com/watch?v=fgSwjGkJYRM
Aww man, I'm gonna go beat Thief 1-3 before this comes out for sure.
- Focus mechanic: has many uses, including being able to aid Garretts vision as he navigates through open levels
- Focus lights up the screen and highlights pipes you can climb + candles you can put out to make the room darker
I don't see what's so bad about focus, as long as it's used right. Doesn't seem directly analogous to instinct/detective vision. Special objects, loot, and doors all highlighted in Thief 1 and 2, that hardly made them easy.
This thread begs the question: are we focusing too much on Focus?
I'm waiting until I actually see some gameplay footage before passing judgement.
This thread begs the question: are we focusing too much on Focus?
I'm waiting until I actually see some gameplay footage before passing judgement.
The game might end up enjoyable, but it's quite clear they're going to make it into a stealth hybrid, because moar options! And that's not something I want out of a Thief game.
Garrett was someone who was an excellent thief. His combat skills (sword-fighting and bow) were only as good as a well trained soldier. He's only as athletic as a physically well conditioned man. Combat is never really the best option for him, and facing more than one enemy can easily kill him. He was simply a master thief.
Now this new Garrett is seemingly multiclass specialist thief/assassin/ninja/whatever else with super powers. I'd be very surprised if Eidos don't make non-stealth gameplay a core feature.
Literally all of this seems to be intact from the article. The combat takedown aspect seemed to be more focused on escaping in the way they emphasized it.
Who's jumping to conclusions? I'm making a hypothesis based what information is available (see above), and the general trend in modern gaming design.We've seen absolutely nothing to indicate this.
Who's jumping to conclusions? I'm making a hypothesis based what information is available (see above), and the general trend in modern gaming design.
We didn't read the same article then?
Fighting against four or more guards in combat wont go well
Team is trying to find a balance between making combat enjoyable and allowing players to enter combat if they want
The entirety of Focus: X-ray vision, slow down time, attack points on enemies
Leaping across rooftops
Upgrade system
Does this mean that they aren't making Deus Ex Sequel, or is that another team?
Does this mean that they aren't making Deus Ex Sequel, or is that another team?
Despite all that, the game still seems to be about sticking to the shadows and stealing stuff, while avoiding combat. Nothing indicates that is not the case.
Either way, we should wait for more info and footage before making sweeping judgements.
-The 4 or more guards line was used to emphasize Garrett isn't a fighter. It didn't necessarily mean you can fight 3 and be ok.
-Making combat enjoyable suddenly means it's Ninja Gaiden? You could easily enter combat in the old ones, as well. Didn't break the stealth.
-Focus seems to be a way to emphasize Garrett's natural thief talents. Spotting finger prints, identifying valuable items, methods of escape, etc. Elements of that, as I've mentioned, have been present before. Slowing down time is certainly new, but hardly anything to freak out about.
-You mean theatrics like ones on display in the intro to Deadly Shadows?
-Strikes me as a natural evolution of the between mission shopping, personally.
The thing about focus really is that I don't see why anyone who has played the old games could come up with such idea, it doesn't improve on anything.
The thing about focus really is that I don't see why anyone who has played the old games could come up with such idea, it doesn't improve on anything.
Navigation beacons and detective mode highlighting, oh joy.
I feel that the original titles were designed well enough to the point where the inclusion of hand holding elements would be trivial.It improves on hand holding, that's the one thing the series was missing.
This thread begs the question: are we focusing too much on Focus?
I'm waiting until I actually see some gameplay footage before passing judgement.
After all of the outcry before HR came out about the object highlighting, I'm pretty sure Eidos Montreal will make anything like that optional. There were huge threads and petitions and everything dedicated just to asking EM to make it optional. They initially wanted to make it mandatory, but after all of the pushback from the community they made it optional.
I would think they would have learned from that to make anything like that optional for the player.
they want to allow players to play aggressively.
Being optional doesn't really make it better. Guiding the player should be done through visual hints, level design and lore, which the first two games did fantastically well. Your clue should be things like the only room with the light on, (or off!), not some beacon that when deactivated will make you grind for all doors.
Seriously, Thief 2 has a whole level which is only doing reconnaissance of the place you are actually going to rob in the next mission! thats the kind of polish and size in level design we are talking about.
Unreal Engine 3, as far as I know. Could have been moved to Unreal Engine 4.Any word on the technology being used in this game?
∀ Narayan;49282434 said:Unreal Engine 3, as far as I know. Could have been moved to Unreal Engine 4.
After all of the outcry before HR came out about the object highlighting, I'm pretty sure Eidos Montreal will make anything like that optional. There were huge threads and petitions and everything dedicated just to asking EM to make it optional. They initially wanted to make it mandatory, but after all of the pushback from the community they made it optional.
I would think they would have learned from that to make anything like that optional for the player.
- Focus lights up the screen and highlights pipes you can climb + candles you can put out to make the room darker