Thief 4
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Casus




Posts: 4429

PostPosted: Thu, 27th Jun 2013 12:21    Post subject:
I would not be opposed to a viable non-stealth approach - just as long as stealth is handled right - and in the spirit of Thief games.

But QTEs and bullshit like not being in SERIOUS danger when exposed with multiple adversaries sounds like a completely different game.

Then again, I expect this kind of thing from the modern industry - and it's only because DE:HR was so faithful that I'm extra disappointed

But AFAIK DE:HR wasn't as big a hit as we all hoped it would be. Can't recall specifics, but I think it "only" sold 1-2 million copies or something.

These days - most big boy investors (as in, moron suits) are going for 5+ million - or so it seems.
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MinderMast




Posts: 6172

PostPosted: Thu, 27th Jun 2013 12:26    Post subject:
Don't forget that DXHR was on sale like every other week... Those copies sold doesn't mean much at all in terms of profits.
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Radicalus




Posts: 6425

PostPosted: Thu, 27th Jun 2013 23:04    Post subject:
If anything, shooting was not viable in DXHR, unless you stayed strictly in cover - which I don't consider shooter gameplay, as cover is for console fuckfaces.
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guvna




Posts: 814

PostPosted: Sun, 11th Aug 2013 21:20    Post subject:
so... jump is context sensitive because "Jumping, bouncing up and down, kind of broke the immersion" rope arrows as well

Can you imagine a mission like life of the party where you can only jump in a few certain places, same with rope arrows... I hope this game bombs hard and the lead devs get tossed into the garbage where they belong

posting after lurking here for like 10 years feels weird hah
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Smaggit




Posts: 71
Location: Gamerland
PostPosted: Sun, 11th Aug 2013 22:00    Post subject:
Why give control to the player at all? It will only break immersion. Let's just watch a movie with a few fake QTEs that don't really affect the story or outcome.

Do these people actually play games?


There were so many complaints about the climbing gloves in T3. You could only use it in certain spots. People wanted the arrow rope back so they 'listened to their fans', but it seems even more constrained than the gloves... They totally missed the point.

I think they don't want to play-test the whole map for glitches caused by oddly placed rope arrows (trying to reach weird areas is part of the fun!), so they go all control-freakish and try to force the player where they want them to go.
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lolozaur




Posts: 26309

PostPosted: Mon, 12th Aug 2013 09:51    Post subject:
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Mr.Tinkles




Posts: 12378
Location: Reino de Suecia
PostPosted: Mon, 12th Aug 2013 10:07    Post subject:
Sounds great, who needs jumping...


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madness




Posts: 13322

PostPosted: Mon, 12th Aug 2013 10:08    Post subject:
This game sounds more and more like a quick cash in with the Thief name Sad
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Bendi




Posts: 3403

PostPosted: Mon, 12th Aug 2013 10:10    Post subject:
Oh FFS "Going where you want and figuring things out by yourself is not immersive, going where we want you to go/the big glowy arrow points to/your superpowers show you...now thats immershun! "


This game needs only dubstep and it's journey to the dark side will be complete.
Oh well back to the Dark Mod.
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Casus




Posts: 4429

PostPosted: Mon, 12th Aug 2013 10:24    Post subject:
Obviously, the people in charge are not enthusiast gamers.
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Drowning_witch




Posts: 10818
Location: Strawberry fields
PostPosted: Mon, 12th Aug 2013 10:25    Post subject:
you guys are nubs, the game has swords, explosions and nice graphics. What else do you guys want?

 Spoiler:
 


steam: Drowning witch
uplay: Haxeety
game completion log:
http://pastebin.com/g6MgD5DV
rig: http://www.userbenchmark.com/UserRun/2090866
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Interinactive
VIP Member



Posts: 29477

PostPosted: Mon, 12th Aug 2013 10:28    Post subject:
⁢⁢


Last edited by Interinactive on Tue, 5th Oct 2021 03:08; edited 1 time in total
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Ph3nom3n




Posts: 137
Location: Czech Republic
PostPosted: Mon, 12th Aug 2013 10:35    Post subject:
Dear lord, instead of using Dishonored as their inspiration they went straight for the SC Conviction contextual BS ? Eidos
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Casus




Posts: 4429

PostPosted: Mon, 12th Aug 2013 11:09    Post subject:
Fuck Dishonored (ok, it was decent) - just give us a real Thief where you can feel rewarded - because you need to be a fucking stealth ninja to succeed. That's what stealth gaming should be about = challenge and the sensation of reward for being sneaky and smart.
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h0rnyfavn
Serial Humper



Posts: 13885

PostPosted: Mon, 12th Aug 2013 12:08    Post subject:
lolozaur wrote:
http://www.incgamers.com/2013/08/eidos-montreals-new-thief-wont-even-let-you-jump-when-you-want-to Reaction





1) Lenovo Legion 7 (AMD Ryzen 7 5800H, RTX 3080 16Gb, 32Gb DDR4, SSD 1TB +2TB

2) SFFPC (streaming via Moonlight+ Sunshine)
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tonizito
VIP Member



Posts: 51488
Location: Portugal, the shithole of Europe.
PostPosted: Mon, 12th Aug 2013 12:37    Post subject:
Quote:
But wait, there’s more! In defense of this awful, awful decision, Eidos’ lead level designer (in italics, because holy shit) William Schmidt explains that “Jumping, bouncing up and down, kind of broke the immersion … We didn’t want you to be the master thief and you just tend to fall off stuff all the time.”
Holy shit indeed Laughing Laughing Laughing


boundle (thoughts on cracking AITD) wrote:
i guess thouth if without a legit key the installation was rolling back we are all fucking then
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Bob Barnsen




Posts: 31973
Location: Germoney
PostPosted: Mon, 12th Aug 2013 14:21    Post subject:
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sabin1981
Mostly Cursed



Posts: 87805

PostPosted: Mon, 12th Aug 2013 14:29    Post subject:
Yet more incompetent assholes ruining games in order to cater to the lowest common denominator; braindead derp fucktard console gamers >_> I knew DXHR was a fluke.. and even that was a pale imitation of the original DX.
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dsergei




Posts: 4062
Location: Moscow, Russia
PostPosted: Mon, 12th Aug 2013 14:42    Post subject:
I have to say that jumping does feel and look completely unnatural in most games. But unless they can make a smooth-looking contextual animation for climbing EVERY object/structure in the game please keep the awkward jumping.

I like how it was done in SC:CT - you could hop like a rabbit but if you were trying to get onto a ledge it would change into a special custom animation.
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capretto




Posts: 521
Location: Italy
PostPosted: Mon, 12th Aug 2013 15:03    Post subject:
Quote:
“Jumping, bouncing up and down, kind of broke the immersion … We didn’t want you to be the master thief and you just tend to fall off stuff all the time.”




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dodger2020




Posts: 3537

PostPosted: Mon, 12th Aug 2013 19:35    Post subject:
I Am Disappoint
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zmed




Posts: 9234
Location: Orbanistan
PostPosted: Mon, 12th Aug 2013 19:50    Post subject:
Holy hell... Reaction

Well, they are really, REALLY working hard to get rid of every bit of consumer good will they managed to scrounge together with DXHR.
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ixigia
[Moderator] Consigliere



Posts: 65123
Location: Italy
PostPosted: Tue, 13th Aug 2013 00:28    Post subject:
Of course jumping breaks the immersion, the game is designed to provide a linear experience where the developers decide what's best for you, and having the ability to jump and move freely could lead to unpleasant situations/bugs that ruin the cinematic pace and direction.

Just follow the big arrow, watch the cutscene, use the auto-focus to spot enemies, fight them with QTEs, and you'll finally get rewarded with a big prize: bonus XP points that will allow you to take the first spot in the online leaderboard! Preordered.
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Interinactive
VIP Member



Posts: 29477

PostPosted: Tue, 13th Aug 2013 00:37    Post subject:
⁢⁢


Last edited by Interinactive on Tue, 5th Oct 2021 03:08; edited 1 time in total
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akvma
Banned



Posts: 193

PostPosted: Tue, 13th Aug 2013 01:01    Post subject:
I hope they remove jumping from Mirrors Edge 2 as well - it kinda destroyed the first ones potential.
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Stormwolf




Posts: 23805
Location: Norway
PostPosted: Tue, 13th Aug 2013 05:30    Post subject:
They should also remove strafing. I mean, how is that good for the immersion? who does that? also crouching whenever you want.
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LMLM




Posts: 825
Location: Meta Cortechs
PostPosted: Tue, 13th Aug 2013 07:56    Post subject:
The jumping in Frogger ruined that game, too.
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The_Zeel




Posts: 14922

PostPosted: Tue, 13th Aug 2013 10:10    Post subject:
give me a good on-rails shooter.
but fuck aiming!
aiming sucks!
on-rails shooter with enemies popping up in the middle of a fixed crosshair.
and tell me when to press the button goddamit!
dont wanna miss out on popping an enemy just because i turn to the side to grab a bunch of doritos or sip on my mountain dew.
EEHMURRZHON!
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4treyu




Posts: 23223

PostPosted: Tue, 13th Aug 2013 10:16    Post subject:
Wow, this sounds like a nightmare. Somebody wake us up.
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Pixieking




Posts: 3452
Location: UK
PostPosted: Tue, 13th Aug 2013 10:22    Post subject:
Sarcastic comments aside...

Maybe this is what happens when someone who's grown up on "easy" console games gets into the industry? Maybe he's designing something that he himself would want to play? A quick Google reveals that William Schmidt's only credit (at Eidos, anyway) is as "Production Baby" on Deus Ex:HR.


Pixieking
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