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Decline Thiaf Pre-Release Thread

dnf

Pedophile
Dumbfuck Shitposter
Joined
Nov 4, 2011
Messages
5,885
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?
Impossibru difficulties allowed use of combat oriented items against non humans.
 

octavius

Arcane
Patron
Joined
Aug 4, 2007
Messages
19,946
Location
Bjørgvin
Their ignorance, lack of fantasy and lack of inspiration reeks out of every hole.

videosgalerie_max_3192.jpg


"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*"

I bet they fart in our general direction as well.
 
Joined
Mar 30, 2012
Messages
7,301
Location
Elevator Of Love
Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
Their ignorance, lack of fantasy and lack of inspiration reeks out of every hole.

videosgalerie_max_3192.jpg


"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*"

They look like some guys in internet before/after ad.
 

Oesophagus

Arcane
Joined
Nov 19, 2010
Messages
2,330
Location
around
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
 

Unkillable Cat

LEST WE FORGET
Patron
Joined
May 13, 2009
Messages
29,096
Codex 2014 Make the Codex Great Again! Grab the Codex by the pussy
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 hope you'll forgive me if I borrow that text...
 

Shadowfang

Arcane
Joined
Aug 27, 2009
Messages
2,059
Location
Road to Arnika
Shadorwun: Hong Kong BattleTech
What kind of thief carries a sword, anyway?
I actually liked the fact that Garrett carried a sword in T1 and T2 instead of a dagger like in T3.
I always saw it as something he inherited from training with the Keepers.

The combat was pretty cool at the time, at least for me. Sword fighting with the guards was better than anything Bethesda has tried so far.
I do agree that a more offensive approach was not severely punished, at least on lower difficulties, but then again i don't see that as a bad thing.

But it is true, people tend to forget. The original rainbow six had aim-bot in the lower difficulties as an option, operation flashpoint had all these boxes telling you where
your enemies were hidden. But these things were quickly forgotten, and do you know why? Because those games weren't built around them. You could turn them off and you would quickly forget about their existence.
You couldn't do the same with Dishonored. I played it with NO HUD at all and sometimes i wouldn't know where was i suppose to hide the body of that gals uncle.
It was a very specific spot, and the only way you could know about it was through the fucking compass.
And with Thiaf this will be the same. Even if you play at expert, the game, will remind you of all the crappy features it has, even if you switch them off.

So no Thief is not like Thiaf.
 

Machocruz

Arcane
Joined
Jul 7, 2011
Messages
4,632
Location
Hyperborea
Their rationalizations are more egregious than the features themselves, because they are so illogical and inconsistent. Immersion is soooo important that you can't jump whenever you want to, which is something a normal human can do in real life, but slowing down time, XP alerts, glowing items, and other kinds of artificial, gamey bullshit somehow don't compromise immersion. Unreal.
 

Mofleaker

Educated
Joined
Sep 14, 2013
Messages
30
I don't understand why people complain about certain features in the older thief games - tap dancing shoes, sword wielding Garrett, complete invisibility in shadows, wireless eye scout thingies, whatever - just because they're unrealistic. Fun > Realism. "THATS UNREALISTIC" is probably the worst reason to remove anything from your game, especially one like thief.

"Why does Garrett wear tap dance shoes?" is exactly the reason Thiaf makes you completely silent if you're crouching. "What kind of thief carries a sword?" is exactly the reason we got the shitty dagger from deadly shadows.

Is it possible to have features that are both realistic and fun? Absolutely, but I wouldn't put it past EM to completely jump the shark. Listen to the QA session of the eurogamer preview and you'll find they've done just that.
 

JarlFrank

I like Thief THIS much
Patron
Joined
Jan 4, 2007
Messages
35,351
Location
KA.DINGIR.RA.KI
Steve gets a Kidney but I don't even get a tag.
I jump everytime I think it's necessary. Like, I'm in a room with a stone floor and the hallway that leads out of it is marble with carpet on, so instead of walking over the marble I jump onto the carpet over any marble I would otherwise have to walk over.
 

Mofleaker

Educated
Joined
Sep 14, 2013
Messages
30
How often do you jump? Only when you need to, whenever you want to or all the time?
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.

Here's a quote from their dipshit project lead:
"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"
(yeah I know, I couldn't make this bullshit up myself).

I can't speak for how well the jumping will work, but that quote is pretty goddamn telling to me.
 
Last edited:
Joined
Mar 3, 2010
Messages
9,633
Location
Italy
in dark messiah you could shoot the rope arrow everywhere, and it was probably more of a stealth game than this crap will ever be.
 

Pika-Cthulhu

Arcane
Joined
Apr 16, 2007
Messages
8,440
Smells like its going to be a cinematic cutscene scripted 'masterpiece'

Perhaps the codex can make a new lets play/reviewing shtick of MysteryGamingTheater2000 where the codex troll and prosper shit golems take games to task that rely on scripted cinematic cutscenes to progress the storyline. Press X to cutscene! Though BroTeam kind of does this with much more panache
 

AlexOfSpades

Arcane
Joined
Aug 19, 2013
Messages
494
How often do you jump? Only when you need to, whenever you want to or all the time?
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.

Here's a quote from their dipshit project lead:
"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"
(yeah I know, I couldn't make this bullshit up myself).

I can't speak for how well the jumping will work, but that quote is pretty goddamn telling to me.

That quote... no, it has to be a joke. You're trolling. You came up with this. Oh my fucking god
 

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