Z
ZombieFred
Unconfirmed Member
It still remains to be seen if we can cycle between first and third person, the image only shows the character in third person but one can hope since of the previous title having this feature.
StuBurns said:I've looked at the shot plenty now, and I have literally no idea what it is, I can't see a guy, I can't see a bow, nothing.
From the looks of things, he's holding the bow horizontallyStuBurns said:I've looked at the shot plenty now, and I have literally no idea what it is, I can't see a guy, I can't see a bow, nothing.
Much better thank you.revolverjgw said:The guy is that big guy-looking thing (with a hood), and the bow is that big bow-looking thing to his right
DaBuddaDa said:Of all game series, the Thief series is the antithesis of everything modern, hand-holding game design is all about. I am extremely nervous about the dumbing down of this property.
From The Dust said:From the looks of things, he's holding the bow horizontally
ZombieFred said:It still remains to be seen if we can cycle between first and third person, the image only shows the character in third person but one can hope since of the previous title having this feature.
I loved both, but the furnace-powered robots made for some of the best moments in T2, IMO.Gorgon said:That's why I didn't like it. Oh, and the fucking survailance cameras. Whoever got that idea should have been shot.
First one still the best.
From The Dust said:From the looks of things, he's holding the bow horizontally
miladesn said:No, he is not, he is the producer of Deus Ex HR. There are many ex-Ubi Montreal staff working at Eidos Montreal though.
Gorgon said:First one still the best.
Did you not play Thief 3, or something?fushi said:Third person?
/bail
AgentOtaku said:Preferred 3rd person in Deadly Shadows honestly. One of the best visuals in the game was garrett's model and the light bouncing off of it. The rest of the environments/NPCs were so so
Gorgon said:You make it sound like Thief was the pinacle of game complexity.
Yes, played it to completion, never switching out from the first person perspective. There is zero immersion for me when I can see my character on the screen.Did you not play Thief 3, or something?
RyanDG said:I may have agreed with you aside from the completely random forced combat sections that tried to turn the first thief into a first person shooter/slasher. The simple fact that the second game was completely designed around the principle that all encounters should have an alternative path (rather than through combat) and that the use of combat often times made the encounter harder rather than easier, meant that the second Thief's design was definitely more actualized and was by far the better game, regardless of your feelings of the inclusion of technology. I mean fuck, it's a steampunk world anyway. Through your expectations of what should be included out the window.
szaromir said:Thief series has such glorious level design.
This level was when Thief went from "fantastic" to "one of the best games ever". So good.
Gorgon said:Huh? I never slashed my way through any part of the first Thief.
Gorgon said:Far more stylish, admit it.
Zeliard said:Relative to how most games are today, it was. We've seen a clear trend away from complexity and depth and into streamlining and accessibility. I mean look at what's happened to the once-glorious Splinter Cell series.
RyanDG said:I am almost 99% postitive that there were 2, maybe 3 points in the first Thief which weren't solvable by any means other than combat. I'll look it up to see if I can find it when I get home. Or reinstall the game maybe.
I can possibly be completely off my rocker, but I really thought that was the case.
Yes, that one.Gorgon said:Is that "sorceres's house" level? Wher you have to? Don't really remember that part but I remember the level and it was fucking ace.steal a sword
Level design was quite complex and required focus player's focus for navigation.Sure, but there was nothing "complex" about Thief.
szaromir said:Thief series has such glorious level design.
This level was when Thief went from "fantastic" to "one of the best games ever". So good.
The bow to me looks like a more modern composite bow. I guess the screen is like an inkblot test cause it looks like the guy is wearing a big parka with the hood back and a beanie as well.MightyHedgehog said:What do you mean? AFAIR, electricity already was part of the series' technologies, though more sparingly used.
Damn it feels good to be a thiefneorej said:Like a tru gangsta.
Looks late 19th century to me.Ceebs said:So Thief: Modern Times? Was this already known?
From The Dust said:Damn it feels good to be a thief
Are the other three games worth playing? I hear 3 isn't as good as the first two. (and are they even on steam?)
From The Dust said:Damn it feels good to be a thief
Are the other three games worth playing? I hear 3 isn't as good as the first two. (and are they even on steam?)
szaromir said:Level design was quite complex and required focus player's focus for navigation.
At first I was "ZOMG why am I in space?" Then it turned out it's just a night sky and if you look below you'll see pavement.Ogs said:That bit was so fucking freaky the first time i played it (in my gaming noob years), never forget it
Ceebs said:The bow to me looks like a more modern composite bow. I guess the screen is like an inkblot test cause it looks like the guy is wearing a big parka with the hood back and a beanie as well.
Gorgon said:Sure, but there was nothing "complex" about Thief. Use of shadows was top notch, but not really "complex" in any way. The guards movement was totally predictable too, it was just a matter of observation and patience. The game was pretty acessible in every possible way. I can't think of anything that could possibly be "streamlined". Unless we have different concepts of "streamlined".
Ceebs said:The bow to me looks like a more modern composite bow. I guess the screen is like an inkblot test cause it looks like the guy is wearing a big parka with the hood back and a beanie as well.
Gorgon said:Sure, but there was nothing "complex" about Thief. Use of shadows was top notch, but not really "complex" in any way. The guards movement was totally predictable too, it was just a matter of observation and patience. The game was pretty acessible in every possible way. I can't think of anything that could possibly be "streamlined". Unless we have different concepts of "streamlined".
From The Dust said:Damn it feels good to be a thief
Are the other three games worth playing? I hear 3 isn't as good as the first two. (and are they even on steam?)
Sho_Nuff82 said:Looks late 19th century to me.
ZombieFred said:Thief's level design still allowed the player to give a selection of options than most games today lack - giving a very linier route from point a to b, little exploration and risk vs. reward, and a more casual system that isnt as robust.
Most scenarios in thief allowed the player to get to their objective on different floor levels/layers rather than a one straight path. Or in some cases, with some exploration you could find a route that would help bypass a locked door or a room of guards where you might have to fight your way through and loose that perception of being a ghost. You had to really pay attention to where you were going and listen or you could easily be detected. Most games today tend to not have that and just point the route for where the player had to go.