MetalCraze
Arcane
That was Ion Storm putting a teaser trailer for Thiaf into Thief 3
Skyway, meet Skyw4y.
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I have an idea for the story for Thiaf 2 (Thief 5?).
You play as old Garrett who returns to City only to find out that there is an impostor using his name, not only stealing but also killing in his name. So now Garrett has to stop this newcomer and clean his name. In the final mission he kills him, and not because of XP AWARDED.
The impostor is NuGarrett.
It would seem that they finally temp banned Heresy from making retarded comments. But it seems that they also took down our very own Alexofspades. Just another shit day of piss poor moderation by Jerion I would guess.
While Garrett is armed with a bow and a plethora of arrow types, once he gets into close combat he has to either try to fire the bow at point-blank range (which is surprisingly effective in an off-putting way) or use a club.
It's clear that the game design doesn't really support slugging it out with guards — this is a game meant to be played from the shadows. But players can still manage to slug their way out of discovery. Normally this wouldn't be a big deal, but this form of melee-combat gameplay feels disjointed. I would have preferred being cut down by guards to the awkward combat that near-capture seems to lead to.
Gameplay aspects aside, what I will just never understand about this game is why they decided to change the style of the cutscenes and CGs. The briefings and those scenes with the characters' silhouettes were so rich and fantastic, how can any designer in the world don't have the crazy desire to work with that style and create new content like that? Isn't that the whole point anyway, to give continuity to Thies stuff?
Eh, I'll never understand present game development.
While Garrett is armed with a bow and a plethora of arrow types, once he gets into close combat he has to either try to fire the bow at point-blank range (which is surprisingly effective in an off-putting way) or use a club.
It's clear that the game design doesn't really support slugging it out with guards — this is a game meant to be played from the shadows. But players can still manage to slug their way out of discovery. Normally this wouldn't be a big deal, but this form of melee-combat gameplay feels disjointed. I would have preferred being cut down by guards to the awkward combat that near-capture seems to lead to.
What happened to the Guy Ritchie bullshit?
There are difficulty levels, but it's a fairly standard thing--less hit points, but you can challenge yourself within the game's space anyways, create your own difficulties.
It's still your game--if you want to push your moral envelope and start killing people left and right, that's fine.
No, it doesn't actually affect the story, but it certainly affects your *perception* of the story.
So if you want, you can kill everybody with explosive arrows, and if that's the end result you wanted, great!
THIEF: the Michael Bay Edition.There are difficulty levels, but it's a fairly standard thing--less hit points, but you can challenge yourself within the game's space anyways, create your own difficulties.
It's still your game--if you want to push your moral envelope and start killing people left and right, that's fine.
No, it doesn't actually affect the story, but it certainly affects your *perception* of the story.
So if you want, you can kill everybody with explosive arrows, and if that's the end result you wanted, great!
http://www.crunchyroll.com/anime-fe...-thief-senior-producer-and-narrative-director
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What is this, I don't even.It will have the Thief "smell."
So if you want, you can kill everybody with explosive arrows, and if that's the end result you wanted, great!
THIEF: now with smell-o-vision!What is this, I don't even.It will have the Thief "smell."
Dubstep in a Thief trailer, I think we've reached a new low:
P.S: I think TDM's standalone release deserves a thread of its own.
You know that when a game developer add a xp system on a game that really don't need it, it is because the basic gameplay is so boring that people wouldn't pay attention if not rewarded with something![]()
Stealing gives less XP than killing, lol.
The totally non-obvious clocktower hideout would also work out great if - heaven forbid! - it was discovered. After all, a master thief could easily escape from a tall, solitary structure through the---He certainly didn't strike me as someone who could be bothered to collect trophies of his exploits in his (TOTALLY NON-OBVIOUS CLOCKTOWER) hideout.
Again, there wasn't even a hint of that in the previous installments. Stealing came easily for Garrett because he had a natural talent for it and enjoyed an exceptional training by the keepers. But he seemed to have a rather pragmatic take on the whole deal. Certainly Garrett enjoyed his job, but that's what it was - a job. Or a trade if you like, the only trade he knew and that could earn him a decent living.