Ninja Destroyer
Arcane
Kojima should team up with David Cage, they would make the ultimate gaming experience
Kojima making a Thief game.
Garrett using a magical thingy to communicate with the keeper HQ? That and many many cutscenes.
So we can't be stealthy in a stealth game. The decline pit is just has no bottom."We actively chose to prevent Garrett from being perfectly concealed in the darkness - and therefore invisible to enemy patrols - as we felt this robbed the player of an exciting confrontation element as they watched the guards walk up to where they're waiting, notice something is amiss, and before they could react, the player has the option of executing them. We feel this is a great method to convey just how powerful Garrett is, and concealing him in the shadows would have limited this excitement."
"We actively chose to prevent Garrett from being perfectly concealed in the darkness - and therefore invisible to enemy patrols - as we felt this robbed the player of an exciting confrontation element as they watched the guards walk up to where they're waiting, notice something is amiss, and before they could react, the player has the option of executing them. We feel this is a great method to convey just how powerful Garrett is, and concealing him in the shadows would have limited this excitement."
You made up this quote just to annoy us, right?"We actively chose to prevent Garrett from being perfectly concealed in the darkness - and therefore invisible to enemy patrols - as we felt this robbed the player of an exciting confrontation element as they watched the guards walk up to where they're waiting, notice something is amiss, and before they could react, the player has the option of executing them. We feel this is a great method to convey just how powerful Garrett is, and concealing him in the shadows would have limited this excitement."
You made up this quote just to annoy us, right?"We actively chose to prevent Garrett from being perfectly concealed in the darkness - and therefore invisible to enemy patrols - as we felt this robbed the player of an exciting confrontation element as they watched the guards walk up to where they're waiting, notice something is amiss, and before they could react, the player has the option of executing them. We feel this is a great method to convey just how powerful Garrett is, and concealing him in the shadows would have limited this excitement."
it would be madness to expect otherwise
WATCH AT YOUR OWN RISK
Garrett doesn't know his place in the world, who his parents were, he grew up in an orphanage and stuff and wants to send a message to the world like "I only need myself" ((((((((((
and the decaying city is a very raw emotional experience for him!
CRAAAAAAAAAAAAAWLING IN MY SKIIIIIIIIIIIIIN
and more! They even admit that there is absolutely nothing special the "old fans" will like about thiaf
Maybe I am sympathizing with Eidos Montreal here, but think of it this way. Many of the people that joined Eidos Montreal did so expressly because they wanted to work with Deus Ex and Thief. The studio was formed with the intention of rebooting these 2 franchises. They were all fans of the original. Additionally, Montreal is a big place for game developers, the senior people on this project all had to leave their jobs at other studios to work here, they want to produce something of quality.it would be madness to expect otherwise
This is the first step towards removing all dignity from human lives. What about the unexpected, my friend? What about what can be? What we can hope? What we must fight for? Resist! Resist, you piece of shit!
So what this leaves us is a desire to create a game that is similar to the original Thief, but they also know their overlords want the game to sell 10 millon copies! So what do they change to please "modern sensibilities"?
Montreal is a big place for game developers, the senior people on this project all had to leave their jobs at other studios to work here, they want to produce something of quality.
The actual gameplay is the same, the light gem is there, the focus is on stealth, there is no health regeneration, all the arrows and tools are there
the blue focus shit is optional and can be turned off, and they mentioned the interface has many things that can be turned off/on, like the map.
The stealth gameplay is all there, it's the level design that will determine if it's going to be fun and challenging, and given these guys worked on DX:HR
In the new Thief, Garret escapes from a burning mansion by diving through explosions and running for his life in a button-mashing, third-person quick time event. The level design appears to be linear and highly compartmentalized, with small, tight environments and pre-scripted interaction points (i.e. "rope arrow hooks") rather than open systems that work anytime, anywhere and allow the player to make inventive use of gameplay and AI systems. Combat is no longer a last resort and now a valid way to play the game. It has strong visual aids, quest compasses, markers telling you the guards' alertness, a full minimap, psychic "can see enemies through walls" vision modes, and more.Maybe I am sympathizing with Eidos Montreal here, but think of it this way. Many of the people that joined Eidos Montreal did so expressly because they wanted to work with Deus Ex and Thief. The studio was formed with the intention of rebooting these 2 franchises. They were all fans of the original. Additionally, Montreal is a big place for game developers, the senior people on this project all had to leave their jobs at other studios to work here, they want to produce something of quality.
So what this leaves us is a desire to create a game that is similar to the original Thief, but they also know their overlords want the game to sell 10 millon copies! So what do they change to please "modern sensibilities"? They change all the superficial shit, the feel of the combat, the main character, the story. The actual gameplay is the same, the light gem is there, the focus is on stealth, there is no health regeneration, all the arrows and tools are there, the blue focus shit is optional and can be turned off, and they mentioned the interface has many things that can be turned off/on, like the map. The stealth gameplay is all there, it's the level design that will determine if it's going to be fun and challenging, and given these guys worked on DX:HR, you have to assume as far as AAAAAA developers go, they are better placed than almost all of them to succeed in that department.
Ban Renegen.
Ban Renegen.