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Thief 4

  • Skacky
  • March 5, 2013 at 3:44 PM
  • blackdog
    • June 19, 2013 at 2:49 PM
    • #61

    In general, what doesn't come out of the E3 demo is the liberty of exploration.

    I haven't played the previous titles, I just played the demo of the original title when it came out, until I had experimented in every way possible (and that was 10 hours by itself already)... that said, I remember it was possible to climb everywhere there was a wooden surface the rope arrow could attach to; here seems the team is using the same principle of the new Tomb Raider: you can climb where there's a roped wooden beam.

    I still remember as one of the best moments in gaming, a guard coming to investigate, while I had disappeared climbing above him, attached to a beam, like they do in the movies

    Quote from Steppenwolf

    Game looks good enough but don't like what i saw in the gameplay. The small fov+vignette gonna be annoying as fuck.

    I think the vignette is fine, what I don't dig much is its supposed function (you have the vignette if hidden in the dark i guess?) is duplicated in the HUD (with the light-gem).

    In regard of what you wrote, i might add I wouldn't be happier to choose between first/third person, usually controls aren't as smooth as when devs focus on one. This title definitely could be also nice to play in third person though.

    Just choose one perspective and stick to it, I didn't like much to see the switch to a fixed camera angle to highlight the takedown.

  • Thrik
    • June 19, 2013 at 2:57 PM
    • #62

    Another thing the Thief dudes could take a tip from Dishonored about is giving the player loads of HUD options even on consoles.

  • onji
    • June 19, 2013 at 4:26 PM
    • #63

    A bigger FoV would definitely be better, situational awareness should be a high priority in any stealth game, and any FPS game for that matter.

  • Nysuatro
    • June 20, 2013 at 5:45 PM
    • #64

    https://www.gameinformer.com/b/news/archive…n-consoles.aspx

  • ZZZ
    • June 20, 2013 at 6:19 PM
    • #65

    How can the character steal guard's keys like that? He shuts down the fountain and climbs up. How can the guards not hear that the water stream has been turned off? It's a game but it feels artificial or dumb AI.

  • Sentura
    • June 26, 2013 at 3:03 AM
    • #66

    http://www.officialplaystationmagazine.co.uk/2013/06/25/thi…ut-doesnt-work/

    Quote

    Roy says the combat was a big challenge for Eidos Montréal. Early in development the studio playtested the old game’s original style of more direct fighting. “A lot of people, a menagerie of people, told us okay, ‘it doesn’t work. Ten years later, that type of gameplay doesn’t work’, said Roy. “I don’t know if you remember with the previous game? Let’s say I’ve been detected; it was really, really tough to survive. You know? It was unforgiving. Game over”.

    a shiggy diggy diggity woop badam bum bap

    Quote

    Garrett just broke into a whole new level of thievery. He's going straight meta. No longer content with stealing mundane items, he's going after your wallet, your expectations, and your nostalgia. Garrett may in fact be the best thief ever.

  • blackdog
    • October 10, 2013 at 12:11 AM
    • #67

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  • dux
    • October 10, 2013 at 12:20 AM
    • #68

    This isn't Thief.

  • -HP-
    • October 10, 2013 at 12:39 AM
    • #69

    Looks a bit monochromatic, but it looks good.


    As for gameplay, i don't know, looks more "game" than half the shit out there.

  • D3ads
    • October 10, 2013 at 12:49 AM
    • #70
    Quote from dux

    This isn't Thief.


    Yeah it's like someone wanted to copy Thief and then add EXPLOSIONS into the mix

  • Sentura
    • October 10, 2013 at 1:02 AM
    • #71

    It looked pretty good to me. I see small gameplay improvements that are nice. I didn't see a single explosion, all I saw was collapsing buildings - and honestly if this is what drags it down for you, it's like you don't remember how genuinely fucked up the first three thief games were (in terms of story, magic and supernatural elements). One of the key points of the series has always been that not all is what it seems, so I'm looking forward to see what'll happen with the city this time.


    And it seems that they've at least attempted to hit the VO from the original games.

  • mjens
    • October 10, 2013 at 1:04 AM
    • #72

    It's not so bad guys, come on! Graphics are really nice and the art team should get applause for that but for the gameplay... time to go forward I guess. Making another part of Thief is not about doing the same, it's not Need For Speed... Too bad that they had so much problems during development but this should teach us all that people like Dux have a bit of right, adding crazy stuff to existing franchise can kill it. Syndicate is a good example but for a total reverse, new XCom is different but it actually works. Remember how much complaining there was before the release...?


    BTW we are "old" gamers, we remember the shipment day of first Thief and it wasn't our early childhood. Most of the players now are in our age from back then, they know shit about old gameplay...

  • Sentura
    • October 10, 2013 at 1:06 AM
    • #73

    I actually thought the art was the weakest part of the trailer (along with the walkthrough of the first mission basically). Blorange all over, it's just getting trite. They should have gone for an art direction that would push more of the darker colors, as thief is a pretty lightless world.

  • Steppenwolf
    • October 10, 2013 at 1:14 AM
    • #74

    The art is nice. Problem is the washed out lighting drags it completely down. I can only assume they did this to differentiate the look of the game from the lush colors of Dishonored.

  • mjens
    • October 10, 2013 at 1:16 AM
    • #75
    Quote from Sentura

    I actually thought the art was the weakest part of the trailer (along with the walkthrough of the first mission basically). Blorange all over, it's just getting trite. They should have gone for an art direction that would push more of the darker colors, as thief is a pretty lightless world.

    I had the same problem in Hellraid. Decission to hide all the details or show it a bit with ambient but also hear complains about "it's not a dark fantasy game!". Hard choise but I went to show the detail a bit. Player can move the gamma a bit lower and it will be all fine.


    Blorange? That's not so clean blue there, a bit of turquoise, blues getting to greens, also I like the natural orange. That's the direction I would go, I've also ried lots of "dark fantasy night" weathers and that's actually what is represented by deep medieval paintings or early-renaissance in gothic manner. I guess there's the inspiration for the palettes...

  • mjens
    • October 10, 2013 at 1:19 AM
    • #76
    Quote from Steppenwolf

    The art is nice. Problem is the washed out lighting drags it completely down. I can only assume they did this to differentiate the look of the game from the lush colors of Dishonored.

    Acually that's a typical "natural moody night" problem. You can pump up some colors but it will look like there's something wrong. Or go for the classic.


    When making lighting you need to know how it works, how lack of light desaturates the shadows. I only agree with the argument that interiors are to washed out, there's a scene with getting the golden loot - desaturation. Still it's not a Gears of War so it's very fine for me. It's and art directors decission, not taken from ass I presume.

  • Steppenwolf
    • October 10, 2013 at 1:28 AM
    • #77

    It's still a stylized game not a real life simulation. If more saturated colors and some different color accents make the game look better and let the art that some people put thousands of hours in shine better then i would go for it.

    Btw i live in a medieval city center. When i look out the window it doesn't look so washed out. Granted light these days is artificial and ther's lighted ads and whatnot in different colors but it's just a question of will on the side of the art director to come up with something. Thief plays in this half mechanic fantasy world. It wouldn't look out of place to have some different colored light sources. Gas lanterns in different colors, light that comes from behind colored stained glass windows etc.

  • Sentura
    • October 10, 2013 at 1:41 AM
    • #78

    No blorange? Check at 0:14 in the trailer. The whitening effect that makes it look insignificantly less blorange is bloom.


    In general I would let surrounding be darker and less saturated while lights should be brighter and more saturated/vibrant. You want sharper contrasts in a world like this, because it makes the world seem dark. And if Thief is anything, it's dark.

  • Steppenwolf
    • October 10, 2013 at 1:48 AM
    • #79

    The problem is i think they try to go for the Thief 3 look but they do it via post processing so everything is washed out. Thief 3 wasn't the most colorful game but it still had some color accents. For example the red flags in front of the building would look actualy red instead of greyish with only a hint of red.


    case in point:

    [Blocked Image: http://i.imgur.com/vbAQK1r.jpg]

  • Rick_D
    • October 10, 2013 at 7:41 AM
    • #80

    how do i cancel my mapcore account?

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