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Posted: Thu, 27th Jun 2013 12:21 Post subject: |
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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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Posted: Thu, 27th Jun 2013 12:26 Post subject: |
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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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Posted: Thu, 27th Jun 2013 23:04 Post subject: |
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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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Smaggit
Posts: 71
Location: Gamerland
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Posted: Sun, 11th Aug 2013 22:00 Post subject: |
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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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Posted: Mon, 12th Aug 2013 09:51 Post subject: |
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Posted: Mon, 12th Aug 2013 10:07 Post subject: |
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Sounds great, who needs jumping... 
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Posted: Mon, 12th Aug 2013 10:24 Post subject: |
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Obviously, the people in charge are not enthusiast gamers.
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Posted: Mon, 12th Aug 2013 10:28 Post subject: |
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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
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Posted: Mon, 12th Aug 2013 10:35 Post subject: |
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Dear lord, instead of using Dishonored as their inspiration they went straight for the SC Conviction contextual BS ? Eidos 
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Posted: Mon, 12th Aug 2013 11:09 Post subject: |
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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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Posted: Mon, 12th Aug 2013 12:08 Post subject: |
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| lolozaur wrote: | http://www.incgamers.com/2013/08/eidos-montreals-new-thief-wont-even-let-you-jump-when-you-want-to  |

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.
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Posted: Mon, 12th Aug 2013 12:37 Post subject: |
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| 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 
| 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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Posted: Mon, 12th Aug 2013 14:21 Post subject: |
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Posted: Mon, 12th Aug 2013 14:29 Post subject: |
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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
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Posted: Mon, 12th Aug 2013 14:42 Post subject: |
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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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Posted: Mon, 12th Aug 2013 15:03 Post subject: |
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| 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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Posted: Mon, 12th Aug 2013 19:35 Post subject: |
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zmed
Posts: 9234
Location: Orbanistan
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ixigia
[Moderator] Consigliere
Posts: 65123
Location: Italy
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Posted: Tue, 13th Aug 2013 00:28 Post subject: |
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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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Posted: Tue, 13th Aug 2013 00:37 Post subject: |
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Last edited by Interinactive on Tue, 5th Oct 2021 03:08; edited 1 time in total
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Posted: Tue, 13th Aug 2013 01:01 Post subject: |
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I hope they remove jumping from Mirrors Edge 2 as well - it kinda destroyed the first ones potential.
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Posted: Tue, 13th Aug 2013 05:30 Post subject: |
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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
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Posted: Tue, 13th Aug 2013 07:56 Post subject: |
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The jumping in Frogger ruined that game, too.
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Posted: Tue, 13th Aug 2013 10:10 Post subject: |
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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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Posted: Tue, 13th Aug 2013 10:16 Post subject: |
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Wow, this sounds like a nightmare. Somebody wake us up.
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Posted: Tue, 13th Aug 2013 10:22 Post subject: |
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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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