 |
|  |
 |
|  |
 |
|  |
 |
|  |
 |
|  |
 |
|  |
 |
|  |
 |
|  |
 |
|
Skanky Burns
|
 |
Skanky Bastard Quartermaster
Aug 2001 time: 14:35
|
|
While it has always been possible, it has generally been easier to knock them out, and it has never been easy fighting off multiple guards. In Thief 1 it was possible to ghost most levels (complete them without anyone seeing you), knock everyone in a level out or to kill everyone. In Thief 2 you had some missions where you could not knock certain guards out, some missions where you had to knock at least some of the guards out. Take that to the extreme, they could make missions where you had to kill a certain person which just doesn't sit well with the whole Thief experience.
Not that far-fetched when they want some action moments in the game and the console version is expected to sell more than the PC version.
A whole bunch of Thief videos are available at http://www.bloodofthemartyr.com
There are a number of other controversies going around too.
* Arrows produce a blue trail through the air as opposed to, say, just going through the air normally. This makes the arrow appear to be dropping from the sky. Apparently it can be modded out though.
* Similarly, all loot now glows with an unnatural ghostly blue colour. It too can be modded out.
* Third-person view (nicknamed "cheating mode") is used by default. 
* There are no rope arrows. They have been replaced by climbing gloves. I don't see this as being too bad though, considering how buggy rope arrows were in the previous games.
* Smart guards vs stupid guards. On expert difficulty, guards will notice doors you have opened, loot missing, chests opened, etc, and will then investigate. Apparently they will still wave to their fellow guards, even after you have knocked out and moved the person they are waving to.
* Loading zones. In the middle of the maps are loading zones, which work similarly to the way houses do in Morrowind. The loading zone is a misty blue area you walk into where you get the option of going through or staying. If you go through, the other side of the map loads and any guards that were persuing you before are stuck on the other side, ready to resume the chase when you return. A minor positive is there are two loading zones each map, so two different "doors" you can go through from one zone to another.
* No burricks 
* Editing tools are not being released yet, although there is a petition to get the to release it. Sign it if you can. 
* Someone was foolish enough to ask about a collector's edition. Aaarrrrrgggghh!!!
Exciting times. 
Last edited by Skanky Burns on 09-05-2004 at 18:11
|
|
|  |
 |
|
Kassiopeia
|
 |
Jyväskylä, Finland
Jul 2001 time: 07:35
|
|
quote: * Loading zones. In the middle of the maps are loading zones, which work similarly to the way houses do in Morrowind. The loading zone is a misty blue area you walk into where you get the option of going through or staying. If you go through, the other side of the map loads and any guards that were persuing you before are stuck on the other side, ready to resume the chase when you return. A minor positive is there are two loading zones each map, so two different "doors" you can go through from one zone to another. |
That's like what happened with DX:IW, sadly. Invisible War had incredibly small areas that had to be loaded every time you entered them, which got to the point of being ridiculous pretty quickly. This was AFAIK to conform to the limitations of console hardware.
This doesn't bode too well for the size or the playbility of the maps in Thief, if there are only two areas per map. Also, you'd think the whole "leave area, guard won't follow" trick/bug would be dealt with by now. Why can't the guard come to the other zone? It shouldn't be impossible to do, by any stretch of the imagination.
|
|
|  |
 |
|
Kassiopeia
|
 |
Jyväskylä, Finland
Jul 2001 time: 07:35
|
|
quote: Originally posted by DrSpike
I'm surprised about those comments Kassi. Halo had a great loading system for the PC port, despite the limitations with the X-Box version. Why should these other games be limited? |
I've played both Halo's and Invisible War's PC ports, and Halo did this well, but Invisible War did not. Halo's portions were actually big, and it was of no consequence really whether or not the enemies from the earlier one "carried over" to the next one, but in IW one section would be a few dozen meters of a street. It got really annoying on the long run. And, quite simply, Thief III is coming from the same company that brought us IW - albeit from a different crew, I'm pessimistic nonetheless.
Of course, Halo's good port can be also explained by the fact that it was made for, what, a year after the X-Box version had been released. With IW the PC port was treated like the bastard child of the console version.
|
|
|  |
 |
|  |
All times are GMT. The time now is 05:35. Apolyton Time is 00:35. |
top of page
|
|
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|