Thief III: Deadly Shadows (2004) already moved in the direction of providing an urban environment that needed to be traversed to reach the mission locations, with a few shops and optional looting of buildings. If sufficient funding were provided for a Thief IV: Garrett Returns, it would be possible to create a sizeable, hand-crafted City, though making use of this creation would require a departure from the customary gameplay of the Thief trilogy, which was based around missions in isolated zones.In before THQ Nordic hires a developer to create an open world Thief game.
Thief could work as "open world" provided the world was a single city that functioned as a hub with procedural generated houses as filler between the actual levels. Would be a lot of work to make it something other than just an artificial extender.
Methinks this move will clear the way for Square-Enix getting nestled like a Russian doll into Sony.
it's not like Square Enix forced Crystal Dynamics to make that Marvel Avengers game suck.
Embracer has nothing to do with direction of Saints Row, they are hands off.embracer is fucking up Saints Row
I would love to see remasters and remakes of beloved classics. A 3D remake of Blood Omen would be really nice.
Embracer has nothing to do with direction of Saints Row, they are hands off.embracer is fucking up Saints Row
You don't unload IP before a buyout.
Didn't LGS originally intend for Thief to be a contiguous adventure featuring a city hub? I was under the impression that the isolated mission structure was due to budgeting constraints on the first project, and ISA's later work on Deadly Shadows was trying to bring some cut design elements back into the mix.Thief III: Deadly Shadows (2004) already moved in the direction of providing an urban environment that needed to be traversed to reach the mission locations, with a few shops and optional looting of buildings. If sufficient funding were provided for a Thief IV: Garrett Returns, it would be possible to create a sizeable, hand-crafted City, though making use of this creation would require a departure from the customary gameplay of the Thief trilogy, which was based around missions in isolated zones.In before THQ Nordic hires a developer to create an open world Thief game.
Thief could work as "open world" provided the world was a single city that functioned as a hub with procedural generated houses as filler between the actual levels. Would be a lot of work to make it something other than just an artificial extender.
I'd love to see one for Soul Reaver, a remake which would kept the art direction and the story but featured redesigned combat and either cut on the block pushing puzzles or replaced some of them with different, less repetitive and tedious types of puzzles would be great.I would love to see remasters and remakes of beloved classics. A 3D remake of Blood Omen would be really nice.
From the sound of it these studios were huge drains on Square Enix, spent like crazy, had little return, and were the place they were losing money most.
If you mean their episodic model, it could be something like one city district serving as a hub with one or two main missions and some content per episode. Or have one central hub with new episodes adding new main missions and side content to it. I could see that working.Thief should be made in the mold of the new Hitman games, but with less lethal objectives.
Same project, really, the original Dark Camelot design kept getting pared down and focused until we got Thief: The Dark Project. Skimming over what got cut, it seems the initial concept was broader, more like what Deus Ex delivered later. What I meant is that Thief 3's limited iteration with the city hub and faction reputation was probably not entirely alien to the Thief concept.I think you mean Dark Avalon which was supposed to be an open world RPG set in large steampunk city, Thief was built on the ruins of that project.
I was referring to the level structure that provides a wide space to experiment in with objectives that can be met in a variety of ways.Same project, really, the original Dark Camelot design kept getting pared down and focused until we got Thief: The Dark Project. Skimming over what got cut, it seems the initial concept was broader, more like what Deus Ex delivered later. What I meant is that Thief 3's limited iteration with the city hub and faction reputation was probably not entirely alien to the Thief concept.I think you mean Dark Avalon which was supposed to be an open world RPG set in large steampunk city, Thief was built on the ruins of that project.
Why would anyone want a Thief remaster? We already got NewDark.
Hands off!
Console versions.
Also, even on PC, have you noticed how many people played Quake only once the official remaster came out on Steam even though source ports were available for aeons.
HD remasters could potentially attract new fans on PC and consoles alike so at least for that they'd be a good thing.
From the sound of it these studios were huge drains on Square Enix, spent like crazy, had little return, and were the place they were losing money most.
Oh you mean Final Fantasy?
The difference between how Squeenix managed it's Western studios vs it's Japanese ones, was nothing short of retarded
On the Nippon side you have:
- studios enjoying great freedom of development
- shitty remarsters
- sequel bloat
- FF14 given a full redevolepment, despite being dogshit and a financial bomb
- FF15 taking 10 years (and 2/3 complete redesigns) to release, burning millions each year, only to turn out one of the most mediocre FF titles
- the shameless cashgrab that is FF7 Remake, divisive even among FF fanboys
And despite all this, these games only had a modicum of "success" in fucking Japan and S. Korea
While on the Western side, the devs were faced with:
- extensive micromanagement from Squeenix
- unchangable deadlines
- unrealistic goals
- harsher crunch time
- small funding comparatively to their eastern cousins
However the western side of Squeenix has the one that had regular success (even if it didn't meet the japs hilarious expectations) and actual appeal outside east asia
Yet for the last 10 years, Squeenix used their western projects as a scapegoat for their every fuck up
Sounds like those Eidos IPs just dodged a bullet.Sony’s Big Rumored Acquisition Was Square Enix, Says Grubb:
https://wccftech.com/sony-big-rumored-acquisition-was-square-enix-says-grubb/