Also, I'll ask again, where are these screenshots?
Yeah I don't think focus is going to be a toggle.
this isn't Thief from the sound of thingsThis is only thier first Thief game, expecting them to make a game that's as good as the first two in the series is a bit too much.
If they can make a decent start with this, then they always build on that.
this isn't Thief from the sound of things
Uhh... fighting should be fun. It should be discouraged by something else. Setting out to make a game where parts of it are simply not fun is a dumb idea. Yes, you shouldn't be seen in a stealth game, but when you do, you shouldn't need to curse the game for burdening you with a shitty mechanic.
My biggest worry is that it'll be in third person perspective (or feature optional third person perspective), thus forcing the game to rely on a stealth system that's more about cheating by looking around corners or watching vision cones on a minimap than simply listening for enemies who are whistling as they walk down hallways or hoping you're in dark enough shadows.
If there is a positive to this "focus" mode and if I understood it correctly, garret has a more interesting arsenal of non-lethal attacks like pushing and arm-twisting instead of outright murdering a guard. I'm actually interested on what they're doing with this system.
They should make a fight with one guard very hard to get out off. I'm talking back up against the wall, give everything you have just to win. Afterall Garret is a thief, he isn't trained in combat.
My biggest worry is that it'll be in third person perspective (or feature optional third person perspective), thus forcing the game to rely on a stealth system that's more about cheating by looking around corners or watching vision cones on a minimap than simply listening for enemies who are whistling as they walk down hallways or hoping you're in dark enough shadows.
I always love when stuff like this is announced. You always have a complete overreaction no matter what because its not exactly like the old games.
This happened with Deus Ex, X-com, Hitman Absolution, Castlevania Lords of Shadow among many others and I thoughly enjoyed all of those games.
X-Com and Deus Ex were excellent comebacks, but I still think Hitman Absolution sucks.
I always love when stuff like this is announced. You always have a complete overreaction no matter what because its not exactly like the old games.
This happened with Deus Ex, X-com, Hitman Absolution, Castlevania Lords of Shadow among many others and I thoughly enjoyed all of those games.
I think Thief games aren't for you, this one game might though.
Do You know why sandbox games are called 'sandbox'? I bet You do, so why are acting like You dont?Yes I need game developers to do their job and make a game. If I had to make my own fun I'd still be outside creating a tree fort or having rock fights. It's lazy to just to make a sandbox with no rules or development and tell the player "well go on, do something". It's the virtual form of your parents kicking you out of the house just because they want you outside.
And don't try to talk down to me. All of the great PC titles were run by rules and restrictions, like the old Thief games. You think the player created the masterful level design in those games, or the mechanics?
The screenshots someone posted were mostly in first person.
Hah hah, very funny. I've loved stealth games for ages now. I'm just saying that making a part of your game shitty by design, just to snap the player on the nose for getting spotted /attempting to take out a guard is a bad way of doing it. You could for example have the game create heavier patrols, guards spawning near normally unguarded treasures, dock your pay for alerting the guards... Or maybe design the combat like that you could expand a resource to take out a single guard quickly, but if you screw up badly and get swamped by multiple guards you're out of luck.
- Iron-fisted Baron now rules the city
- Baron crushes City’s citizens through militarized watch
- Good fortune only for the elite
- Garrett views the political chaos as a chance to get rich
- Not concerned with being the hero
- “Would-be revolutionaries preach to deaf ears while men in stockades slowly waste away”
- Xiao Xiao enters, but Garrett rolls into a darkened corner
- Xiao Xiao doesn’t detect Garrett
- He then uses Focus to look at the wall Eastwick is examining
- Garrett isn’t a fighter
- Fighting against four or more guards in combat won’t go well
- Guards and other NPCs are aware of the level design, so they know where a person might try to hide
- Guards understand the topography of the level and which areas could be useful for hiding
- Different NPCs will look for Garrett in different ways
- Blackjack: use when sneaking up behind guards to knock them unconscious
- Bow: powerful, can be used outside of combat (ex: fire at a bottle in another room to lure a guard away, trigger a switch to lock the guard inside)
- Specialty Arrows: different uses; dry-ice arrow can be used to snuff flames from far away; smoke-starter arrow: cover and a distraction
- Claw: grapple attaches to certain points
- Many of the series’ magical elements will be toned down
...mostly?
FUCK.
BONEHOARD AND CRACLE ARE AWESOME, I LOVE MAGIC, DON'T RUIN IT YOU BASTARDS FUCK FUCK FUCK
IF THERE ARE NO ZOMBIES OR BURRICKS I WILL STAB EVERYONE
FUCK.
BONEHOARD AND CRACLE ARE AWESOME, I LOVE MAGIC, DON'T RUIN IT YOU BASTARDS FUCK FUCK FUCK
IF THERE ARE NO ZOMBIES OR BURRICKS I WILL STAB EVERYONE
I have a suspicious feeling that the magic elements are going to be something that's a main plot point that is going to be build up/being used behind the scenes at first for this title than having it all thrown in your face like it was in the past. Magic is an important part of the Thief universe and if you look at Garretts eye in this title you can see it has some of those elements still (and why the focus mode can also make sense).
It's pretty funny that if this was announced a few years ago we would have like a 30 page thread about this game by now but since we're so used to developers making the most brain dead games that try to appeal to everyone we really just dont give a shit anymore, no matter what big name is on the box.
I think we've been defeated. I really don't think you can take any genre and expect to be able to balance it for every type of player, espacailly in the stealth genre. Will developers ever realize this or do they have to all go out of buisness to figure this out? Your going to drive away the hardcore gamers and at the same time the casuals will give a whole fucking shit about playing a stealth game.
So good luck thinking that you can achieve 5-10 million sales by trying to appeal to everyone. It hardly ever works.
I understand the reason, why those element exists. The same reason why Garrett could fight one or two guards without dying. They exist to give player, who don't get the answers to a "puzzle", a chance to progress with the game: "If anything fails, you still can try to take the direct way.". If you give players this option, it should be only for limited use. Garrett can fight, let's say, three guards. After this he has not enough health to fight anymore. So the players has three "jokers" for a "puzzle". The same idea should be deploy to "Focus". You limit it, so that the player will only use it, if he is stuck with a "puzzle".Uhh... fighting should be fun. It should be discouraged by something else. Setting out to make a game where parts of it are simply not fun is a dumb idea. Yes, you shouldn't be seen in a stealth game, but when you do, you shouldn't need to curse the game for burdening you with a shitty mechanic.
It's pretty funny that if this was announced a few years ago we would have like a 30 page thread about this game by now but since we're so used to developers making the most brain dead games that try to appeal to everyone we really just dont give a shit anymore, no matter what big name is on the box.
I think we've been defeated. I really don't think you can take any genre and expect to be able to balance it for every type of player, espacailly in the stealth genre. Will developers ever realize this or do they have to all go out of buisness to figure this out? Your going to drive away the hardcore gamers and at the same time the casuals will give a whole fucking shit about playing a stealth game.
So good luck thinking that you can achieve 5-10 million sales by trying to appeal to everyone. It hardly ever works.
I understand the reason, why those element exists. The same reason why Garrett could fight one or two guards without dying. They exist to give player, who don't get the answers to a "puzzle", a chance to progress with the game: "If anything fails, you still can try to take the direct way.". If you give players this option, it should be only for limited use. Garrett can fight, let's say, three guards. After this he has not enough health to fight anymore. So the players has three "jokers" for a "puzzle". The same idea should be deploy to "Focus". You limit it, so that the player will only use it, if he is stuck with a "puzzle".
But the developers should really try to design a game, where the direct way and the use of "helper skills" are the exception. The rule should be teaching players how to solve those "puzzles", give them ways to be creative and have good level-, mission- and art-design, what hints the player to the "answer".
Again, a reasonable approach. You don't have armor, but you're nimble, so you can maybe dance around a single guard, but multiple guards will fuck you up. Plenty of ways to skin a cat.Thief doesn't make it shitty. It's pretty satisfying.
Thing is, you're on equal terms with everyone else, except some of them have things like armor. You don't, because you're a rogue. In other words, they do a lot more damage than you, the player, can, so you're pretty much fucked if facing more than one guy.
This site mined some info.
http://gamingeverything.com/42090/thief-tons-of-details-from-game-informer/
Gameplay mechanics
- Navigation beacon shows players where to go
- “Focus” mechanic: has many uses, including being able to aid Garrett’s 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
- Can upgrade Focus
- Doing so will give you a bigger radius of things to see
- Fingerpints system: gives you hints on which drawers are best to look in
- Use Focus while pickpocketing to slow time and swipe up to three times as many items from others
∀ Narayan;49084260 said:Hmm. I hope you can turn off the assistive functions.
I wonder how this "Focus" mechanic will work? Is Garrett going to have his Mechanist eye?
Is Stephen Russell returning to voice Garrett?
Oh well i'm not interested in it just because it's in first person.
After Dishonored, i'm not wasting money on another FP game (not full price, anyway).
That said, i'm a bit disappointed by its graphics, doesn't look all that impressive (and that's really the only thing i can comment on, since i'm not a Thief fan or anything like that).
All these are points why MGR is not in the holy trinity of action games among other issues.- An AR Mode which highlights all enemies even behind walls, shows where items on the leve are, and highlights anything which can be cut.
- Blade Mode events which highlights the specific targets you need to aim for.
- Tons of QTEs.
As much as I'm excited for Thief 4, the Level Design will make or break this game for me. Eidos are no longer being held back by dated hardware and I want them to take advantage of the next-gen hardware to create sprawling, believable sandboxes with multiple points of entry and exit. I'm not bothered by Focus but level design should be main pillar of the game's overall design.
Also, dynamic light/dark detection system and good AI pretty please.
His eye is glowing on the cover art.
I hope so.
Deus EX HR had some great level design. Hopefully the same can be said with this game.
Oh well i'm not interested in it just because it's in first person. After Dishonored, i'm not wasting money on another FP game (not full price, anyway).
As much as I'm excited for Thief 4, the Level Design will make or break this game for me. Eidos are no longer being held back by dated hardware and I want them to take advantage of the next-gen hardware to create sprawling, believable sandboxes with multiple points of entry and exit. I'm not bothered by Focus but level design should be main pillar of the game's overall design.
Also, dynamic light/dark detection system and good AI pretty please.
Instinct, focus, blink, etc. All part of the same problem that results in dumbed down games that offer very little in the way of challenge. They claim that the game can be played without using them, but that often results in a game that becomes increasingly frustrating to play as it becomes patently obvious the level design, enemy encounters, etc are all developed around using that so called 'optional' feature.
∀ Narayan;49086111 said:Yeah, I noticed. Is it a Mechanist eye, though? If this is a reboot, I wonder how they're going to explain that.
First person perspective is really the best for any game that tries to be immersive. But doubly so for a Thief game.The first person perspective is the ONLY acceptable viewpoint for a stealth-based game. Anything else is effectively cheating.