Much like warby, except most of these were for old versions of CS. I also made one or two very very crappy Quake maps with WC 1.6 and some really lame deathmatch maps for UT. Fun times.
Posts by Skacky
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In my eyes id "died" as soon as John Romero, Sandy Petersen and American McGee (who's probably my favorite level designer) left. Now I'm not saying id's games after Quake were bad (except maybe Quake 2), but they did not have the impact of their earlier titles even though they had great engines. I'm confident Carmack will do wonderful things at Oculus now. I think he should have done that years ago.
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More impressions please. I want to believe.

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Give me Van Buren instead pls.

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Quote from Minos
When I first played FO3 I kinda hated it, it took me about 8 or 9 hours to really get into it and enjoy it. I ended up putting 80 hours or so into the game, and then accidentally deleted my xbox save when I was about to start playing the DLCs

To be honest I just didn't like it at all, no matter how many times I tried. New Vegas is an improvement but it's still a rather dull game overall, in my opinion.
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Everything.

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I seriously hope Obsidian picks this project, though it's most likely not gonna happen with them working on South Park and Project Eternity. I don't want another FO3, thank you very much.
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The Doom community in general is very active and wads and megawads are still being made, some of them being absolutely amazing, yeah. I'm not too keen on Brutal Doom because I think it defeats the purpose of the game a bit (that and some really ridiculous/out-of-place stuff), but I gotta admit it's really fun sometimes.
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To be honest base Diablo 2 wasn't very good either, and I remember I was hugely disappointed when I came from Diablo 1. However as soon as Lord of Destruction was released it became fantastic. With Jay "fuck that loser" Wilson out and the other changes they made, it can probably become good.
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Kotaku is the single worst video game news site. I used to read RPS but it became shit lately.
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Yeah that sounds interesting. I've read somewhere that this would be more focused on stealth and evasion than combat.
EDIT: Lol, I didn't see there was another page.
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Yup she did. I hope this isn't going to be another Aliens: CM.
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I tried PoE but the constant lag was horrible. Still the game had an awesome atmosphere and really creepy interiors.
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To be honest if there's something Thief 4 does right, it's visuals. It looks gorgeous, even if it could use more colors and lose the omnipresent fog.
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Well you got Project Eternity and Torment and Wasteland 2 that could fall into that category.
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The thing is while SE are dumbing down their games, they are also facing massive losses. The head of Eidos Montreal quit a few months ago too.
Also, sequels to brilliant games are fine as long as you improve on them and don't make them worse. Thief 2 was a definite improvement on Thief 1 in many aspects: more tools, better AI, better engine, arguably better levels. Even if Thief 1 is my favorite game and I think it is vastly superior to Thief 2, Thief 2 is still a sequel to a brilliant game done damn right. See Splinter Cell too; both Pandora Tomorrow and Chaos Theory are amazing games, especially the latter. I seriously cannot say the same of Double Agent, Conviction and Blacklist. Let's take Hitman, too. The first one was not a very good game but it had a cool concept. Hitman 2 is a great game. Then came Contracts that I'm not that fond of but it's still a good game, and then speaking of 4th games you got the masterpiece Blood Money, that improved on everything and sent the whole thing sky high with awesomeness. But then we got Absolution to break it all down.
And don't get me started on reboots. Hey let's cash in on some old, loved franchise and beat a dead horse. Out of all the reboots I've played, the only one that's even decent (and it's actually good and fun) is Shadow Warrior 2013. The rest, nah.
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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.
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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.
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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.
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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.