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Thief 4

  • Skacky
  • March 5, 2013 at 3:44 PM
  • Skacky
    • October 17, 2013 at 11:07 PM
    • #121
    Quote from KoKo5oVaR

    Even if the game is better than the previous one, they will be disapointed. Actually i think they just make up expectations


    That's not true, at least for me. It's not difficult to make a good Thief sequel for instance. You take everything that worked in Thief 1 and 2 and you improve on it. If a team of amateurs did it, then an AAA studio can definitely do better. Instead they just chose to take everything that was wrong with Thief 3 and make it worse.


    Hell the team had wide open doors to make something truly remarkable. They had a big lore just ripe for expanding (with several kickass shady factions left unexplored by Looking Glass), a level design model that worked (do more levels such as Assassins, The Cradle and Life of the Party and you'll get EVERY Thief fan happy) and keep Garrett the way he was. They did none of that.

  • Sentura
    • October 17, 2013 at 11:44 PM
    • #122

    I don't get it, I loved all 3 thief games... what was wrong with the third?

  • Skacky
    • October 17, 2013 at 11:51 PM
    • #123

    Small as fuck levels, very long loading times, terrible body awareness, lack of difficulty, the city hubs were a good idea but with an atrocious implementation, the economy was useless and made the player way too powerful/made the game way too easy, no rope arrows, horrendous in-game cutscenes and no swimable water. The only improvements were in the audio department (but Eric Brosius is a god, so), the addition of dynamic lighting, the art direction and the story.

  • Sentura
    • October 18, 2013 at 12:13 AM
    • #124

    I definitely thought the game an improvement on some of the levels from thief 1/2, especially the lost city (even though the concept is dear to me). Even if the loading times were long (I don't recall them being), and the levels small, I still think it has some great merits. The clocktower level and the cradle were amazingly cool, and easily up there among the best thief levels of all time (along with life of the party, assault on soulforge, the cathedral levels, casing the joint and the sword/escape).


    The rope arrows were removed in favor for the climbing gloves - probably because rope arrows were deemed to powerful or disruptive for the third game. It's not really that much of a change - admittedly it could have been utilized more than it did - but even so I didn't miss rope arrows even once during any of my runs through thief 3.


    Also, if you thought the economy was bad, then why make use of the excessive items? One thing is trash something because it wasn't balanced properly, but if it's balanced in your favor it doesn't mean you have to use it. Personally, I didn't really think of the economy of the game as any different than the first two, I had basically the same amount of items available.


    My only gripe so far with Thief 4 had been the voice of Garrett, but admittedly in the latest trailer he sounds pretty convincingly like the old Garrett. I don't really give a fuck if they make it possible for people to fight and and win that way, as long as the stealth remains intact.

  • Skacky
    • October 18, 2013 at 12:27 AM
    • #125

    Although I respect the author of the clocktower level (who made some great fan missions for Thief 1/2), I have to say that level is really rubbish. It's tiny and really narrow. Too narrow, and it's also extremely linear and short. The rope arrows were not implemented because the code for them was unsalvageable/unworkable, so they had to rely on climbing gloves instead that really killed exploration and forced you to switch to the third person because you had your face stuck against the wall all the time. Rope arrows allowed you to look around you and plan your next move while on the ropes, and they could stick to a lot of soft surfaces, not only wood. Some of these surfaces were not obvious at all and you had to test them with your broadhead arrows. Rope arrows were never overpowered. As long as the level designer controlled their use, the item was fine and was the defining tool of the game.


    The economy had nothing in common with the previous games. In Thief 1 and 2 you got some loot and then used it to buy the stuff you needed. You had a certain amount of items and certain types of items at your disposal as to not make the game too easy depending on the difficulty levels, and then all your unspent money disappeared. This is not the case in Thief 3, not at all. For starters you have "regenerating" money in the city hubs you can steal every day, and the shops offer quite a lot of items, much more than in the previous games with no difficulty changes at all. Sure you had a cap (like 25 water arrows), but you could buy these back in seconds, which was impossible to do in the previous games. I'm also not a fan of the "don't like it, don't use it" argument. It's in the game and it's flawed.


    And yes the voice actor for Garrett in Thief 4 is bad. I mean really bad. He could not sound more generic, he sounds like ye olde action game hero, nothing like the old Garrett.

  • KoKo5oVaR
    • October 18, 2013 at 12:31 AM
    • #126

    I understand your point shacky, but i'm pretty sure given the size of the team, the budget, and the japanese publisher; in no way you will be able to find back the charm and the atmosphere you liked in the old thief 1 & 2. Like HP said in a previous post, it's just made for a broader audience, not a niche for fans.

  • Sentura
    • October 18, 2013 at 1:04 AM
    • #127

    If you want to hate for no other reason than to hate (which is the case at least with the voice of Garrett in the new thief), then by all means go ahead. Just don't mask it as legitimate criticism of the game.


    Like Kokos said, it's new times for new players. Games change because people change as well. Even IF the case was that the new game was like the old games, it would never evoke the same nostalgia as the old games - and rightly so.


    As for the clocktower: Yes it was narrow and to some extent linear, but this was not the case throughout the entire level at all. To me that level always stood out because the way it showed how narrow space can be used well in a stealth game - something not seen very often.

  • dux
    • October 18, 2013 at 1:26 AM
    • #128

    To sum it up, Thief has lots its identity in the hope of attracting the same attention Dishonoured got and in doing so has alienated the true thief fans. And a lot of what Skacky said is true - he isn't "hating for no other reason" it's a legitimate criticism.

    Ahh, bliss.


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  • Skacky
    • October 18, 2013 at 1:28 AM
    • #129

    I don't hate for no reason. I like Thief 3. The good in Thief 3 is good; the story is a lot better than Thief 2's, the art direction is a lot more focused than Thief 2's and the sound design is godly. But it also fails on a lot of levels I already explained, and many people share my views.

  • Sentura
    • October 18, 2013 at 1:52 AM
    • #130

    I was referring to your opinion about the new Thief 4.


    Also, I consider myself a "true" fan of the series, yet I'm looking forward to this new game. Maybe it's not so much the game that needs to change, but the "true" fans that need to understand why things change.

  • Skacky
    • October 18, 2013 at 2:04 AM
    • #131

    This is a false argument, and again I don't hate for no reason. We've all seen the trailers/videos and we've all read the previews. The game has no direction, no focus (pun intended) and you know it, even the usually optimistic journos are thinking this game is meh at best. The lead designers seem to have no clue what they're doing and they're always changing stuff; now this would have been good if the game wasn't 4 months before release. The game was started in like 2009 and was rebooted at least twice. You'd figure they would have understood what worked and what didn't by then, but no they only just realized that XP was detrimental to stealth and stealing, and I'm not making shit up these are their exact words. Besides they've had years and years to listen to player feedback and they never did despite the official forums being up and running for years before the game in its "current" state was announced, they only started to listen recently when they saw no one was interested in the game.

  • Chimeray
    • October 18, 2013 at 10:47 AM
    • #132

    You make it sound like they're able to design their games in a vacuum. While it's definitely possible to make a good (and niche) Thief game, it's undoubtedly harder to make a Thief game that will not make them go bankrupt. There's more to game development than just coming up with a design for a fun game (publishers/marketing oh god the horror ) . Just look at Splinter Cell, Hitman, Deus Ex. All of those had to aim to a broader market, more focus on progression systems, etc. I'd say they adapted quite well but you got to admit they lost some of their original flavor that set them apart so much back in the day. That's just how it is I suppose, niche doesn't cut it anymore when development costs are so big.


    I'm willing to cut them some slack and hope they find a golden ratio. You might just have to look at this as a Thief-esque game and let's just judge the game by its content and not because "Thief" is slapped on the cover. I understand the butthurt though, I suppose not all games can see a new iteration in the current day climate and stay true to their roots.

  • mjens
    • October 18, 2013 at 11:56 AM
    • #133
    Quote from Chimeray

    You make it sound like they're able to design their games in a vacuum. While it's definitely possible to make a good (and niche) Thief game, it's undoubtedly harder to make a Thief game that will not make them go bankrupt. There's more to game development than just coming up with a design for a fun game (publishers/marketing oh god the horror ) . Just look at Splinter Cell, Hitman, Deus Ex. All of those had to aim to a broader market, more focus on progression systems, etc. I'd say they adapted quite well but you got to admit they lost some of their original flavor that set them apart so much back in the day. That's just how it is I suppose, niche doesn't cut it anymore when development costs are so big.


    I'm willing to cut them some slack and hope they find a golden ratio. You might just have to look at this as a Thief-esque game and let's just judge the game by its content and not because "Thief" is slapped on the cover. I understand the butthurt though, I suppose not all games can see a new iteration in the current day climate and stay true to their roots.


    But how much marketing and naive design is that in looking for a broader market? The game that is the same as previous could fail because lack of innovation but from the other hand I think some marketing guys wanna make as much unique selling points as possible so new games are a bit out of the spirit of it's previous part. There's a thin line between evolution of a title and that's the golden ratio you're talking about. Still I'd like to know how much it's a designer's fault to overdo the title so much that it makes the games too different. Is it the features' fault that actually hurt the fine developed gameplay?

  • Sentura
    • October 18, 2013 at 1:11 PM
    • #134

    I think there's many things that could be classified as the designer's fault - the game mechanics might not be well thought out in relation to what the premise of the game is, or the levels might not adequately make use of the mechanics to the point where the "fun" gets sapped out of the game. I think we're forgetting that the industry is young, and as such there are very few ground rules to follow. Designers do hits and misses constantly, which leads some games to succeed while others tank - even if those games may be similar in many respects.


    The "golden ratio" will only be achieved when the industry matures so much that it begins to accept proper and established research, coupled with uncovering the tacit knowledge behind proper team collaboration and design. Until then we'll continue the same trend with designers not being secure enough in their knowledge to understand whether or not some effect will work or not. But at least we're slowly moving towards an equilibrium, as more designers enter circulation with different backgrounds and understandings of how to use mechanics, gameplay, levels, art, experience and whatever other factor and abilities they have to their advantage. The day will come... eventually.

  • Steppenwolf
    • October 18, 2013 at 1:36 PM
    • #135

    I wouldn't even go as far as blaming designers for the bigger picture. I'm sure most people who work in this industry appreciate games that have a little more depth or unique features. When i read interviews with the Thief designers i can't believe how detached they sound but knowing this industry i assume they just try to sell something that was more or less forced on them. I think this "broadening the audience" is mostly pushed by publishers who assume a positive effect on their wallets.

    And maturing of the industry won't fix that. Look at Hollywood. It's been around for way longer and all they seem to produce for blockbusters nowadays is one superhero movie after another. Who cares if ther's plenty people who want to see different movies when this one boring concept is a sure shot to make money over and over again. It's the same story with dumbed down, casualized, over the top AAA games unfortunately.

  • Sentura
    • October 18, 2013 at 2:27 PM
    • #136

    My point was that I was absolving a large part of the blame from designers - or rather pointing their faults out as necessary. It is the venerable price of progress.


    And yes, maturing the industry will fix this. Hollywood is known for its blockbusters, but there are also more sublime films coming from there. Film theory is widely used and respected. However, it seems like your ideal position would involve the removal of a capitalist economy - which is likely to never happen unless there's a total world collapse. In the golden ratio mentioned, I assume that the capitalist society will continue. It doesn't mean we'll get rid of the Call of Duties, in the same way that we won't get rid of blockbusters. But we'll get more nuance and more depth, perhaps so much so that even Call of Duty 46 will pick up a thing or two. Evolution is slow, but that doesn't mean it's not there.

  • 2d-chris
    • October 18, 2013 at 2:54 PM
    • #137

    Surely the 4th of anything isn't going to hit the right spot? Doesn't matter if you keep it the same, or change it, right?


    If you keep it the same, people will complain it's a quick rip off, if you change it people will complain it's not the same. This is why sequels to brilliant games are such a royal pain in the ass to work on, if you want to make creative decisions run like a mile


    time can heal this though, if you give it long enough people forget.

  • Sentura
    • October 18, 2013 at 2:59 PM
    • #138

    At this point, who knows? It's not like the fourth version of a game is a common occurrence. Street Fighter 4 turned out to be the best 2D fighter for years to come, but then maybe even that is not really comparable. Keep in mind I'm not hyping Thief 4 at all, I just want to give it a fair chance. Stealth games are pretty rare, so I'm not going to look a gift horse in the mouth just yet.

  • mjens
    • October 18, 2013 at 3:14 PM
    • #139

    Still Quake 4 wasn't perfect but COD4:MW was a giant milestone in modern war shooters and one of my favorite FPP games ever. Do you remember the COD4 shitstorm before the release? Everyone was complaining but after the release it turned out to be a nice game. I don't remember Q4 having any complains but right now the title isn't mentioned as a industry example of perfect product. I guess it's all about the idea, that hook that will take you up or down...


    Chris: Crysis 3 was OK, so 4th is next...

  • 2d-chris
    • October 18, 2013 at 3:34 PM
    • #140

    There will always be sequels, nothing wrong with them at all, as a gamer I enjoy them if done right. My problem is as a developer, not as a consumer.


    If you get the chance to work on a new IP, or refine an old one, I'd know which one I'd go looking for


    I think my biggest beef is when we make a newer version of a game, only to have less complexity and features than the original in hope that you attract a wider audience, this happens all the time, all over the industry. We have more experience, more tools, more powerful hardware, bigger teams with specialized positions and what do we do with it, simplify for the masses It's almost as if these days we think people are stupid, which is really disrespectful and not true at all.


    Urg I'm sounding more like an indy developer everyday


    PS: this has nothing to do with Thief 4, I've not played any of them D:

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