rusty_shackleford
Arcane
- Joined
- Jan 14, 2018
- Messages
- 50,754
vtmb isn't very good
Man, they just have bigger levels. Mechanically they are behind most of the previous ones. Also consider that 50% of a hitman game was style, which the new ones lack completely.The last two games are the best Hitman games to date. Almost everyone admits that Hitman 2: SA had far too much filler. Most of the missions in that game had no replay value at all.
Yes, Thief 1 has a more varied quality of missions. Some are great, some are shit (I hate Escape and Strange Bedfellows). But Thief 2 is overall more average in mission quality. Nowadays, after having played hundreds of fan missions, the T2 missions feel less distinct to me because a lot of them are thematically similar, while the Thief 1 missions are still very distinct in my mind. Thief 1 just has the greater variety and keeps throwing unexpected things at you. Bafford is a good first mission that introduces the world and gameplay, Cragscleft is still my favorite Hammerite mission in the official games, Bonehoard is an amazing dungeon crawl with thicc atmosphere, The Sword is just awesome in its weirdness and surprises you on your first playthrough. The variety gives more spice to Thief 1 and makes each mission unique.
Thief 2 feels a lot less unique in contrast. Yeah, you have highlighs like Life of the Party, First City Bank and Trust, Shoalsgate Station, Shipping and Receiving. But there is less variety since all the missions are in an urban or residential context. You mostly rob mansions and warehouses, and the missions have less individual character than in Thief 1.
I love both games and Thief 2 brought some cool new stuff into the game, but Thief 1 is still the more interesting experience overall.
Huh? SA had the best disquising. It did play differently in that, you had to pay attention to what you were doing.IO didn't get the disguise mechanics right until the third game. Silent Assassin's disguise mechanics ruin it completely and make it play a lot differently to the later games.
Just because the levels are varied doesn't mean that the game is inconsistent. You came into Thief 1 expecting a mansion burglary simulator (especially since Bafford's Manor is the first level), but that isn't really what the game is about.T1 might be more distinct, but that for me that means little, when there are a fair number of levels which can be frustrating to complete in a enjoyable manner. Then to make matters worse, is how T1 sometimes seems to be conflicted in what kind of game it's trying to be. I don't hold these errors against LGS since the game did have a rocky development and the idea to be about stealth only came in late. But they are flaws none the less, flaws that T2 properly adressed.
Kidnap and Sabotage At Soulforge are far more terrible than Thief 1's worst levels.T1 worst levels can unfun and frustating (specially to ghost them). T2 worst levels on the other hand, are still enjoyable, complex, detailed and immensely replayable.
It's possible this was already mentioned, and forgive my inability to read, but if there's one thing that i've recently started to hate the most, that is waypoints or any other artificial clutter that tells the player exactly where they need to go or where their objective is. This not only undermines the player's intelligence, but also removes his/her ability to solve the problems and obstacles the game throws at them on their own.
That^ is the pinnacle of how to correctly give the player all the information he needs, and then send him off to his own accord to solve the game's (Deus Ex) own conflict. Not plastering this fucking UI shit that clutters the screen of useless, offensive pixels.
Just because the levels are varied doesn't mean that the game is inconsistent.
Kidnap and Sabotage At Soulforge are far more terrible than Thief 1's worst levels.T1 worst levels can unfun and frustating (specially to ghost them). T2 worst levels on the other hand, are still enjoyable, complex, detailed and immensely replayable.
Just because the levels are varied doesn't mean that the game is inconsistent.
Yes it is. Like I said, the game was originally to be an action game, but because of development problems did the dev team realise way down the line the idea to be a stealth game. And you can see the consequence of this genre shift in some levels, on how weirdly out of place some designs choices are and how frustating of missions are to ghost (meaning they weren't that well thought out as stealth challenges).
Kidnap and Sabotage At Soulforge are far more terrible than Thief 1's worst levels.T1 worst levels can unfun and frustating (specially to ghost them). T2 worst levels on the other hand, are still enjoyable, complex, detailed and immensely replayable.
Jokes on you. Thief 2 has no bad levels. Kidnap is pretty fun, and Sabotage at the Souls Forge was a good way to end the game.
While Thief 1, without even mentioning Thieves Guild, you have: Into The Maw Of Chaos, Escape!, Strange Bedfellows, Undercover and Down In The Bonehoard.
- Oversexualised women in games are annoying. Giant breasts, skimpy outfits, all that tedious 3D titillation. It makes the medium more lowbrow than it deserves to be.
Just because the levels are varied doesn't mean that the game is inconsistent.
Yes it is. Like I said, the game was originally to be an action game, but because of development problems did the dev team realise way down the line the idea to be a stealth game. And you can see the consequence of this genre shift in some levels, on how weirdly out of place some designs choices are and how frustating of missions are to ghost (meaning they weren't that well thought out as stealth challenges).
Kidnap and Sabotage At Soulforge are far more terrible than Thief 1's worst levels.T1 worst levels can unfun and frustating (specially to ghost them). T2 worst levels on the other hand, are still enjoyable, complex, detailed and immensely replayable.
Jokes on you. Thief 2 has no bad levels. Kidnap is pretty fun, and Sabotage at the Souls Forge was a good way to end the game.
While Thief 1, without even mentioning Thieves Guild, you have: Into The Maw Of Chaos, Escape!, Strange Bedfellows, Undercover and Down In The Bonehoard.
Soulforge is the worst level out of the first 3 games.
I really like Down In The Bonehoard. Escape! isn't exactly bad - trying to stealth it makes it terrible, but it's alright as just a kind of frantic run-past-everything level.
Soulforge is the worst level out of the first 3 games.
You misspelled Thieve's Guild.
Dragon Age Origins is awesome.
Mass Effect 1 is brilliant too.
I'll summarise all this: you think that people who identify weak game mechanics need to use their imaginations to pretend that the mechanics don't exist.
What you've said here is literally exactly what I said in my post - the best way to play Thief (ghosting) requires you to ignore the way the devs intended you to play it. That's a bad thing because the player shouldn't have to ignore mechanics to have the best experience, yet that's what you're asking people to do by ignoring the blackjack.
The whole point of this sentence was to show that I agree Thief is a great game without the blackjack, but I don't think the player should have to come up with "metagames" (as you call them) such as ghosting/no KO to create a balanced and fun game.
The limits are restricted only by the will of the player (a.k.a. the metagame) and the outermost boundaries of the game, i.e. whether the game becomes completely unplayable as a result.
In this case, the people who say Oblivion/Fallout 3 work as hiking simulators if you just ignore the quests are correct. I'm pretty sure that's how a lot of the mainstream audience played the games - ignore all the NPCs and quests and just have fun looting and exploring. I think that's a legitimate way to play the games, and probably the best way given the state of Bethesda's writing.
I'll try and make this short
Once again you butt heads with the truth: Games are about the player's choices. Your choices are your choices, my choices are mine, anvi's (dumb) choices are his, and so on.
But you can't seem to get away from your thought that there is only one way to play a game, and that it must be done in one particular manner... which is the one you've decided upon, and all other players must and need to play the game in your way. If you're lucky this discussion may be over a game where it just so happens that the developer agrees with you (sucks to be him then) but this is Thief, a game that's incredibly lax on how it gets played. As long as the loot is grabbed and Garrett lives it really doesn't give a taff about the hows, wheres or whys. That's one of many reasons why people love it.
Correct. Sometimes it's just about finding enjoyment in a pile of shit. Whether people choose to do that in a shitty/great game is their choice, and their right. (Whether it's a Bethesda title or not is irrelevant.)
On a final note: Thank you for having this debate. It helped me remember how I used to approach games back when I was a kid, and how I have lost track of that in subsequent years. I'm hoping this will help me going forward. I hope you experience something similar.
Is that really an unpopular opinion?Most old games have aged horridly from a UX standpoint. Terrible UI, bad controls, barely any/no key remapping, and in the case of nearly every RPG: absurdly bad inventory management, etc.,