Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Decline Thiaf Pre-Release Thread

Volrath

Arcane
Patron
Joined
May 21, 2007
Messages
4,299
Hey Renegen, did you know that leaning is context-sensitive in Thief 4? As in, you can only lean around a corner if the level designer decided to put a trigger there. Even more amusingly, vertical movement is context-sensitive as well. What I mean by that, is if you want to, say, climb to the roof of a building, not only can you only do it where there's a trigger for it, but you can't even jump off without another trigger. You're literally stuck to the roof until you go to a special spot, where you can press X and Geralt will jump down.

Expecting good level design from the idiots who cooked this up seems like wishful thinking at best. Especially since level design is a function of game mechanics, and if the mechanics are shit, the resulting design will be as well, no matter how many stupid features you disable. See Hitman: Absolution, or even Skyrim with the quest compass disabled. Thus far, Thief 4 seems like Dishonored Lite, with all the good things about Dishonored removed.

And Dishonored was already a piece of shit to begin with.
 

Cowboy Moment

Arcane
Joined
Feb 8, 2011
Messages
4,407
Hey Renegen, did you know that leaning is context-sensitive in Thief 4? As in, you can only lean around a corner if the level designer decided to put a trigger there. Even more amusingly, vertical movement is context-sensitive as well. What I mean by that, is if you want to, say, climb to the roof of a building, not only can you only do it where there's a trigger for it, but you can't even jump off without another trigger. You're literally stuck to the roof until you go to a special spot, where you can press X and Geralt will jump down.

Expecting good level design from the idiots who cooked this up seems like wishful thinking at best. Especially since level design is a function of game mechanics, and if the mechanics are shit, the resulting design will be as well, no matter how many stupid features you disable. See Hitman: Absolution, or even Skyrim with the quest compass disabled. Thus far, Thief 4 seems like Dishonored Lite, with all the good things about Dishonored removed.

And Dishonored was already a piece of shit to begin with.

There were good things about Dishonored though, which could make it a fun game if those were the things you care about. It wasn't a particularly good stealth game, but the setting and lore were quite cool and surprisingly deep, and the movement was really well done. Most fun thing about Dishonored was just running around roofs and ledges, it controlled very smoothly and the levels were fairly open in a vertical sense (console memory limits forcing them to be split into pieces aside). You could see that the designers wanted to give the player as much freedom as possible, which is what invited the comparison to Thief I suppose.

Contrast this with Thief 4, where you're glued to the roof of a building, and the setting was transformed from something original and interesting into a reenactment of early XIXth century politics.
 

SCO

Arcane
In My Safe Space
Joined
Feb 3, 2009
Messages
16,320
Shadorwun: Hong Kong
Death triggered intentionally to offset the 'wait' time at the end of successful mission. Return to the catedral ends with a brush jump to get out of the catedral, strange bedfellows has a AI brush jump to jump out of a pit, the lost city has a bizarre jump i don't understand off the ledge to get the talisman.

Dishonoured wasn't the first! (and thief didn't need no stinking XP to do it either)
 

skacky

3D Realms
Developer
Joined
Mar 5, 2013
Messages
2,506
Location
The City
I've made a single-segment speedrun of Thief Gold (patched to 1.21) in 1:01:17. It's possible to improve this time by at least 1 minute without doing all the stupid mistakes I make. Alas most of the incredible glitches were fixed with NewDark, but I'm still using some engine exploits nonetheless and making good use of the new mantle (especially in The Mage Towers and Return to the Cathedral). Since it's single-segment, most very hazardous bugs aren't used.



I'm also trying to single-segment speedrun TDP (1.33). So far I've managed to get a time of 38:56 but this was with at least one level restart (I died in Escape!). Since this one isn't patched with NewDark, all the engine exploits are there but speedrunning it in one go is SO FUCKING HARD compared to a NewDark TG. The Lost City in particular demands very tight and precise movements, otherwise you're completely screwed.
 
Joined
Feb 19, 2005
Messages
4,641
Strap Yourselves In Codex+ Now Streaming!


WATCH AT YOUR OWN RISK



What's interesting is how open the guy displays his disgust when asked the question as to whether game offers anything special for fans of the old games. Look at his face and listen carefully to what he says, the very idea that there should be any kind of continuity between the old games and this installment seems appalling to him and he doesn't even hide it.
 

skacky

3D Realms
Developer
Joined
Mar 5, 2013
Messages
2,506
Location
The City
So, I've finally completed a single-segment speedrun of TDP in 37:26. This was done in an OldDark version of the game (1.33) using DDFix 1.5.11 so I could record the menus and Autohotkey so I could bind my sword and my blackjack to the mousewheel. This was extremely important because I make good use of the 'swordcopter' as I like to call it, which Xmodule999 discovered and is a master at. This allows the player to negate a fall and even boost the player when coupled with a jump, but it's very random and very difficult to do and it can often kill you. Overall this run went pretty smoothly but I was extremely lucky on many instances. I made ~25 runs and I've only completed 3 from start to finish and this one was the best. I died so many times on The Lost City or Escape, or I screwed-up and was forced to restart from scratch, etc. I've got hours and hours of footage with some very interesting bloopers I might upload someday. This run can be improved quite a bit, especially on the Maw which was pretty sloppy overall (I missed the blue thing). DDFix coupled with Fraps made the menus lag like hell for some reason.



My next project will probably be a single-segment speedrun of Thief 2, but that one will most probably be extremely tough and perhaps much longer than TG. The best time on Soulforge is 10 mins and even then the runner has lots of equipment I probably won't have in a single-segment run. That and I don't know Thief 2 as well as Thief 1/G.
 

skacky

3D Realms
Developer
Joined
Mar 5, 2013
Messages
2,506
Location
The City
Oh boy, it keeps getting better and better every day with these losers. :lol:

We won't be able to make everybody happy," says Daniel Windfeld Schmidt. He's the lead level designer on Eidos Montreal's Thief relaunch, and he's right. I recently played the first-person stealth game, and some people aren't going to be happy.

This Thief game has third-person climbing sections. It makes minor use of quick time events. It has "Focus Mode'," which gifts master thief Garrett with limited time-slowing combat abilities. It has context-sensitive controls that mean you can only jump when the game says you can jump.

http://www.ttlg.com/forums/showthread.php?t=141375&page=13&p=2201285&viewfull=1#post2201285

It's funny how the last few apologists on TTLG are making a complete turn over now that this has been revealed.

It's about time. :hero:
 

Gord

Arcane
Joined
Feb 16, 2011
Messages
7,049
Man, if this would be a franchise I don't care about, it would be source of the most exquisite Internet Drama, but alas... :(
 

Lancehead

Liturgist
Joined
Dec 6, 2012
Messages
1,550
We already knew that, more or less:
http://www.ttlg.com/forums/showthread.php?t=141814


Leaning is limited to specified spots, but this is one case where they've also added quite a bit of functionality (they're calling it "Peeking"); this has been covered in the AMA thread. In this case I would take the tradeoff.

Falling by accident from a high surface was impossible, but dropping to the ground (or next level down) can be done at just about any edge if memory serves (go to the edge, hit a button, drop down). Accidentally leaping to one's doom is not supported at this time.

ib06o1Jc75opqg.gif
 

Jarpie

Arcane
Patron
Joined
Oct 30, 2009
Messages
6,710
Codex 2012 MCA
Since this gonna be popamole shit, at least it's going out the whole nine yards.

:bravo:
 

Rahdulan

Omnibus
Patron
Joined
Oct 26, 2012
Messages
5,323
Well, the industry has done it at last. What franchises are there left that can be turned from "here's a level, do your thing" to "here's a level, follow the corridors"? Hitman and Thief got the memo, Splinter Cell is long past gone. Is Death to Spies next?
 

Name

Cipher
Joined
May 24, 2013
Messages
866
Location
Glorious Nihon
I just finished Tomb Raider: A Survivor is Born 2013 Edition, and realized how many game elements that it can share with Thief: What's Yours Is Mine 2014 Edition. Like the whole bow thing with fire arrows and rope arrows. And Croft can use optional semi-stealth approach to dispatch guards. And its contextual cover system. Collecting and looting stuff. And lots of QTEs.

Then I saw the credits and they got some developers from Eidos Montreal and United Front Games on board too!

Is this the future of AAA action games? A linear story set in a semi-open-world with lots of meaningless collectibles? When will they get rid of all these percentages and Amounts/Totals collectibles? Why can't items be like real items like in a RPG game?
 

Darth Roxor

Rattus Iratus
Staff Member
Joined
May 29, 2008
Messages
1,879,052
Location
Djibouti
Bros don't let bros click on kotaku links, bro
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom