Godfuckingdammit!!!
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Impossibru difficulties allowed use of combat oriented items against non humans.People don't seem (or rather, want) to remember, that the original games also had their share of silly gimmicks and weren't some pure stealth fairyland. Thief always had instakill headshots, combat oriented items like mines, fire arrows or frogbeast eggs. The difference is, any self-respecting fan played the game on the highest difficulty, so he couldn't use any of this crap. But this shit was there and there's no fundamental difference between THIAF and THIEF, the only open question is: will the highest difficulty punish combat oriented gameplay, or not.
Oh and BTW, TMA had a frikkin INVISIBILITY POTION. Is this popamole or what?
Their ignorance, lack of fantasy and lack of inspiration reeks out of every hole.
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"Eeeey, fug dat fantasy shit old man. This is about contemporary social commentary, about revolution, you know, hip and relevant things. Get on with the times you fossile. *Snoooooooort*"
Their ignorance, lack of fantasy and lack of inspiration reeks out of every hole.
![]()
"Eeeey, fug dat fantasy shit old man. This is about contemporary social commentary, about revolution, you know, hip and relevant things. Get on with the times you fossile. *Snoooooooort*"
In other news, Crooked Bee wants me to review Thi4f forRPGTafferCodex.
I am unsure if I want to.
In other news, Crooked Bee wants me to review Thi4f forRPGTafferCodex.
I am unsure if I want to.
Can't wait to see the IGN reviews, written by people who never even played the originals but still bullshit about how the new game is similar.
Revolutionary gameplay, yet true to its roots. A gripping personal story of loss and revenge. A mature take on rebellion and power. 82/10
They will write that shit, and I will rage, and there's nothing I can do. I really hope when this despicable abortion comes out, either the 'dex or /b/ reacts in some horrendous way
I actually liked the fact that Garrett carried a sword in T1 and T2 instead of a dagger like in T3.What kind of thief carries a sword, anyway?
How often do you jump? Only when you need to, whenever you want to or all the time?I'm still trying to wrap my head around that one.![]()
When I need to. The inherent problem with contextual jumping (or anything contextual for that matter) is that the developers can't possibly assume every case in which I would want to jump. The level designers know this, and the levels themselves suffer from it. For example, there are pressure plates in the eurogamer demo. Can I jump over those? I'm going to go out on a limb and say no, though I can't say for sure.How often do you jump? Only when you need to, whenever you want to or all the time?
(yeah I know, I couldn't make this bullshit up myself)."If I give you the possibility to shoot the rope arrow everywhere, I will have to cut something. I will have to reduce our intention for the narrative. If it’s everywhere, the cost of it is to block your view, because it’s still a console. It’s still tech. By having a smart level design, by making sure that feels natural that here you can go – not scripted, but you check and if you feel that you should be able to do that and it’s there, the job is done. If it’s not frustrating, the job is done"
In other news, Crooked Bee wants me to review Thi4f forRPGTafferCodex.
I am unsure if I want to.
Don't you fucking dare stain this site with that garbage.
When I need to. The inherent problem with contextual jumping (or anything contextual for that matter) is that the developers can't possibly assume every case in which I would want to jump. The level designers know this, and the levels themselves suffer from it. For example, there are pressure plates in the eurogamer demo. Can I jump over those? I'm going to go out on a limb and say no, though I can't say for sure.How often do you jump? Only when you need to, whenever you want to or all the time?
Here's a quote from their dipshit project lead:(yeah I know, I couldn't make this bullshit up myself)."If I give you the possibility to shoot the rope arrow everywhere, I will have to cut something. I will have to reduce our intention for the narrative. If it’s everywhere, the cost of it is to block your view, because it’s still a console. It’s still tech. By having a smart level design, by making sure that feels natural that here you can go – not scripted, but you check and if you feel that you should be able to do that and it’s there, the job is done. If it’s not frustrating, the job is done"
I can't speak for how well the jumping will work, but that quote is pretty goddamn telling to me.