MetalCraze
Arcane
- Fighting against four or more guards in combat won’t go well
Thanks for the tip. I'll be sure to kill no more than 3 guards at once.
- Fighting against four or more guards in combat won’t go well
That is if you know for certain which animation is going to play. In Thief everything Garrett does is under your direct control and you know exactly what's going to happen when you press the attack button with the blackjack equipped. In Human Revolution you don't know whether Jensen is going to just quickly punch someone out or do some fancy maneuver that would make The Matrix seem subtle. When you press the awesome button, Jensen goes on autopilot and the player becomes just an observer. There's an enormous difference between the two. Don't know how Dishonored did takedowns as I haven't played it yet, but it didn't look much better based on some gameplay videos.It doesn't take control away if you can disengage at will (though possibly with negative consequences). It's just a different animation that plays in specific circumstances.
Why would you need awesome takedowns in the first place? Would the player be able to decide whether he wants to make a totally awesome takedown or a bit less awesome takedown? In what situation would the totally awesome takedown be a valid option? And if it's somehow randomized, how does it not take control away from the player?And if freeze-frame doesn't occur, the devs have to balance the awesome factor with usefulness of takedowns, because the more awesome they are, the longer they take and the longer they take the less opportunity windows exist and the less margin of error.
Already exists in Thief. If you try to knock someone out but screw up, you can try to take another swing to get the job done, or you can just decide to run. You might accidentally step on a hard surface and alert the guard you're trying to knock out. You might just misjudge the situation and get spotted by another patrolling guard. There are always risks. Of course, an experienced player will most likely get the job done without problems, but that's beside the point and nothing a slightly more aware AI wouldn't fix.You can have both and having to have contingency plans for guards refusing to cooperate in being knocked out, or having to factor the risk of attempted KO, with the risk of having this person active and patrolling would definitely add to the game.
NO U
I want it to share the same success as the recent Syndicate re-imagining did.
I weep for looking glass. rip thief
but really, it's ironic exactly how far decline has come. i remember people freaking out when thief 3 came out because of the overtly visible scrubbing (highlight) effect, which was distracting from the game's atmosphere.
from that to quest compass and super rambo mode, press A for awesome in less than 10 years, pretty impressive.
Ñeeeeeeeee!! the old thief is horse shit!, the codex praise that shit because they like shitty graphics instead of the faar superior console overlords.
The Anti-Stealth is coming!
The Unholy Trinity of Splinter Cell: Conviction, Hitman: Absolution and Thiaf: The Derp Project are his Prophits!
REPENT!
For you have bought too much Assassin's Greed! You brought takedown upon us all!
We're just biased, promoting out agenda "ur a stealthnoob if you haven't played Thief 1" /rpgwatch'dÑeeeeeeeee!! the old thief is horse shit!, the codex praise that shit because they like shitty graphics instead of the faar superior console overlords.
- Garrett crouches behind crates, which results in a dark tint covering the screen to show that you’re hiding safely
- Bottle thrown to distract the guards, and then Garrett climbs up a pipe up the side of a building
The only hope of an actual Thief game is going to only come from a Kickstarter it seems. If only someone would do one.
The only hope of an actual Thief game is going to only come from a Kickstarter it seems. If only someone would do one.
Are you joking?The only hope of an actual Thief game is going to only come from a Kickstarter it seems. If only someone would do one.