But can I share them with my friends in multiplayer using my share button?Special artifacts like this are scattered throughout Thief's levels, which Garrett using to decorate his hideout
But inb4 postmortem
Noob question: Wouldn't that be achievable by just adjusting the monitor settings? (you know contrast, brightness etc.)?
I'd be pleasantly surprised if they do have a decent sound design. It's not that hard to make, really.
I have, I even worked on one (it was an indie game, but still) but thanks for asking. You could play Dishonored without buying anything or even using anything (I think you had to use Blink once, but that's about it) while ghosting without KOing anyone, and it was a lot more fun this way even if full killing is strangely soothing too. I know that if I ever play Thief, I'll never use any of the crap they mention (Focus, guiding beacons and other stuff) and you can be assured I will never fight.
Jaesun, you should have this thread redirect to http://www.rpgcodex.net/forums/index.php?threads/lets-play-thief-the-decline-project-finished.54745/.
I'd be pleasantly surprised if they do have a decent sound design. It's not that hard to make, really.
Then why no game past Thief3 could compete in the sound design department? In 10 years.
I have, I even worked on one (it was an indie game, but still) but thanks for asking. You could play Dishonored without buying anything or even using anything (I think you had to use Blink once, but that's about it) while ghosting without KOing anyone, and it was a lot more fun this way even if full killing is strangely soothing too. I know that if I ever play Thief, I'll never use any of the crap they mention (Focus, guiding beacons and other stuff) and you can be assured I will never fight.
So you absolutely never haven't killed anyone in Dishonored? And you absolutely sure a dev like Eidos of all people will not force you into combat? And that creating a fake challenge by ignoring features of the game would work?
Ah, the folly of blind edginess.
Ah, the folly of blind edginess.
At eleven pages in a few hours you're going to have to give me the cliff notes version to unblind my edginess. Not going to sift through this morass.
Ah, the folly of blind edginess.
At eleven pages in a few hours you're going to have to give me the cliff notes version to unblind my edginess. Not going to sift through this morass. If it boils down to the new Thief game having a shitload of nextgen/console design then... big surprise. No, really, I'm shocked!
I would be very surprised if they did. Most editors nowadays have a lot of proprietary components that would be hard to license. Plus, making a mission for modern engines is no longer brush-based; you need to build most everything from models you create in an external app. It has become a much more complex and time-consuming process than it used to be, and that has reduced the number of fanmade levels.To make this complete they just need to announce they won't release a mission builder.
But inb4 postmortem
What postmortem? The whole point of this reboot is to get that dough, mang
Noob question: Wouldn't that be achievable by just adjusting the monitor settings? (you know contrast, brightness etc.)?
Deus Ex: HR actually had exactly this type of thing. On default it looked way too fucking bright but if you turned the "luminosity" setting down it started to look very proper indeed. You weren't even going against their advice either, the setting in the game even at lowest had the "should be barely visible" image still visible.
They're just defaulting to super dark monitors for some fucking reason. Marketing research on TVs I would guess.
That's what I'm hoping. No magic should be involved in that if you want to play it dark (unless they put "darkness" as default at 100% brightness of your screen)
Bioshock bro... been there, done that.EA acquires full System Shock rights.Thankfully, I don't think there's anything left to defile after Thief.
Ah, the folly of blind edginess.
At eleven pages in a few hours you're going to have to give me the cliff notes version to unblind my edginess. Not going to sift through this morass. If it boils down to the new Thief game having a shitload of nextgen/console design then... big surprise. No, really, I'm shocked!
Just go to page 7 and read Bruticis' posts where he showed the pictures of the article. That should show you the true and why it's not about graphicswhoreism.
Josh Sawyer always has the answers.I didn't enjoy DX: HR, so I doubt I'll enjoy this. Still, it might be lulzy to see how exactly they are going to "update" the series.
Also I've still no idea why AAA devs continue to introduce all these minigames in their games; I find it hard to believe there really are enough people who enjoy minigames out there to create such a demand for them.
Technically even Thief locks were simple minigames, since you had to switch lockpicks sometimes.
I'm not opposed to very quick and simplistic minigames whose only purpose is to occupy the player's concentration, leaving him open to being surprised and ambushed. For example, the hacking minigame in Bioshock 2.
I agree, I guess - I was just wondering about the current popularity of minigames in general, really.
Meh, everyone hated DX:HR when the first details came out too.
Josh Sawyer always has the answers.I didn't enjoy DX: HR, so I doubt I'll enjoy this. Still, it might be lulzy to see how exactly they are going to "update" the series.
Also I've still no idea why AAA devs continue to introduce all these minigames in their games; I find it hard to believe there really are enough people who enjoy minigames out there to create such a demand for them.
Technically even Thief locks were simple minigames, since you had to switch lockpicks sometimes.
I'm not opposed to very quick and simplistic minigames whose only purpose is to occupy the player's concentration, leaving him open to being surprised and ambushed. For example, the hacking minigame in Bioshock 2.
I agree, I guess - I was just wondering about the current popularity of minigames in general, really.
http://www.formspring.me/JESawyer/q/639636904
http://www.formspring.me/JESawyer/q/654812230
http://www.formspring.me/JESawyer/q/654846266
http://www.formspring.me/JESawyer/q/177439741547934762
Some of the answers still apply, the third link uses Bioshock as an example.Except here we're talking about minigames in a game that's already based on player skill. Thief isn't an RPG. Josh is talking about minigames in RPGs.
I've written this before, but if there's no active decision making in picking a lock or hacking a terminal, there's no "play" in it, no player skill or decision making at all.