Yaar Podshipnik
Arcane
- Joined
- Jan 9, 2011
- Messages
- 2,823
Just finished Bridgamore Witches. Very fun, varied missions, good atmosphere.
It’s all about players, not what the designer wants them to do.
This is so spot on. I always felt that Dishonored, for all its shortcomings, adhered perfectly to this philosophy. Don't just design an Approach A and Approach B. Let the player carve his own path through the level, and make the levels in such a way that they facilitate experimenting with them. I'm not saying Dishonored is anywhere close to Deus Ex, but it is honestly the first game I've played since then that comes close in terms of level design. Human Revolution suffered from small and ultimately limited levels, and while Dishonored's levels are not gigantic, you can feel the influence of DX in every one of them. They're simply a joy to explore and navigate because they always allow you to do things in exactly your own way, rather than simply making a choice in the beginning between the Combat Route and the Stealth Route and then sticking to that choice for the rest of the level/game (which is what I feel HR did).
I think Arkane may be the first developer in a long time to understand what good open level gameplay is truly about. I'm glad they're around.
It’s all about players, not what the designer wants them to do.
This is so spot on. I always felt that Dishonored, for all its shortcomings, adhered perfectly to this philosophy. Don't just design an Approach A and Approach B. Let the player carve his own path through the level, and make the levels in such a way that they facilitate experimenting with them. I'm not saying Dishonored is anywhere close to Deus Ex, but it is honestly the first game I've played since then that comes close in terms of level design. Human Revolution suffered from small and ultimately limited levels, and while Dishonored's levels are not gigantic, you can feel the influence of DX in every one of them. They're simply a joy to explore and navigate because they always allow you to do things in exactly your own way, rather than simply making a choice in the beginning between the Combat Route and the Stealth Route and then sticking to that choice for the rest of the level/game (which is what I feel HR did).
I think Arkane may be the first developer in a long time to understand what good open level gameplay is truly about. I'm glad they're around.
Ironically, creative player-driven gameplay is something Warren Spector has preached for decades, but never followed through. He gave us Epic Mickey instead.
Unlike Warren Spector, Smith and Colantonio are actually making what they're believing in.
Though, I found it odd that blink didn't work in a couple of spots (like the courtyard where executions are being held) and there's no explanation given for why that is.
Maybe Warren Spector just isn't what he's made out to be. I'm sure you can find a million examples of certain high ranking game developers receiving credit for things that were actually down to their team and not them.
(source:http://uk.ign.com/articles/2001/11/12/deus-ex-2 though I probably saw this on here anyway)IGN said:
My own personal changes to the game would be:
My own personal changes to the game would be:
Good changes for a sequel but I don't think you could throw them into the current game, since it's not balanced for them so broadly. The very first area you stealth through in the game would be impossible to do non-violently for example, with that 15 foot noise radius on takedowns added.
Not sure about that. I managed to ghost the whole ordeal including the DLC with the ultimate difficulty mod which basically adds some of those changes, including guards being able to spot and hear you from pretty far away. It's doable.
Not sure about that. I managed to ghost the whole ordeal including the DLC with the ultimate difficulty mod which basically adds some of those changes, including guards being able to spot and hear you from pretty far away. It's doable.
Yes, I ghosted the whole game on the hardest mode. That's not the change he is talking about, otherwise he could just play on hard and be satisfied.
The very first encounter in the game is a guard standing about 6-7 feet from another guard that you have to either kill or choke to get through. It would be impossible to do so without a violent confrontation if the second guard always heard your actions, which he would if there was a 15 foot sound effect.
In short the game is not designed for a 15 foot gap between guards for all takedowns. The game is not designed to avoid all takedowns. Thus it would have to be redesigned to be playable with said 15 foot sound effect.
Examiner: What direction is the studio heading in now?
We’re going to have another project and we’re in the concept phase of that now, it’s nothing we can talk about yet, but we’ll be excited to announce it soon.
AI is dumber than bag of bricks.
You guys really owe it to yourselves to try out the AI difficulty mod: http://www.ttlg.com/forums/showthread.php?t=141188
I've been using it almost since I bought the game, and while it doesn't change anything drastically, it does bring a few improvements to the table, such as enemies being able to hear and see you from twice the distance, lean being nerfed and enemies being better at dodging and using items and weapons in combat. Oh, and I think they actually also look up on occasion.
The mod is only in alpha state, but I never experienced a single problem with it. If anything, I thought the AI was sometimes slightly too good at spotting you.
And oh yeah, bodies pile up now instead of just vanishing.
The game crashes whenever I quickload in the third mission. Since I'm playing pacifist/ghost, this is extremely frustrating. Other than that it's really awesome. Also, the storyline has a huge, huge Thief vibe.
I had this occur to me too. For me it only happened inside the manor itself, however, and even then it didn't always happen. Have you tried going back to a save made outside of the manor, or simply making a fuckload of saves inside of it and seeing if some of them still work? It's what I did anyways, and I got through it (though not without a few crashes).
Anyways, it seems Bethesda and Arkane are aware of the problem and are trying to fix it. Hopefully not long before we get a patch.
Agree with you about the Thief vibe, by the way. The Brigmore witches are pretty similar to those nature freaks from the Thief games, and Daud narrating those little intros before each level in Knife of Dunwall reminded me very much of Garret's own mission briefings. I wish they'd kept this in Brigmore Witches as well.
Another project... could be that Arkane has two projects or he was talking about another project meaning the one after Dishonored. The mystery grows... those press fucks are going to get pissed.New interview: http://www.examiner.com/article/ark...nored-next-title-and-ps4-xbox-one-development
Interesting tidbit:
Examiner: What direction is the studio heading in now?
We’re going to have another project and we’re in the concept phase of that now, it’s nothing we can talk about yet, but we’ll be excited to announce it soon.
Soon huh?
Aren't the DLCs adding "Master Assassin" difficulty? Try play with that, because you're otherwise missing out on an excellent game.