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Decline Thiaf Pre-Release Thread

Joined
Apr 18, 2009
Messages
8,268
Location
Gritville
"How can you say this game is shit? If you've played this much it means you liked it"

Reminds me of when I wrote a review of Bioshock Infinite shitting on the abysmal story and someone had the nerve to say I didn't finish the game and/or didn't understand the plot.

Bazinga.
 

skacky

3D Realms
Developer
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Mar 5, 2013
Messages
2,506
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The City
Well, if anything this game made me work my ass on my upcoming fan mission for Thief Gold and I've made lots of progress on it. It is everything this game isn't. You want a non-linear level? Oh boy, prepare your anus cause that's what you'll get.
 

Echo Mirage

Arcane
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1,610
Location
Tirra Lirra by the River
"You can't say this game is shit if you haven't played it"
Play the game
It's shit
"How can you say this game is shit? If you've played this much it means you liked it"

That was the arguement used by both of Eidos Montreal's PR henchmen on the Official forums in the build up to the release of DXHR and Thiaf.
 

zwanzig_zwoelf

Guest
Quoting myself in case I'll get banned for no particular reason.
x360 version uses ogg vorbis 32khz ~128kbps and that it sounds worse than original thiefs audio files
 

7/10

Learned
Joined
Sep 5, 2013
Messages
193
Just watched a dev playthrough on the tubes. The bald French faggot got really flustered, when he got asked, whether the game is a corridor. There's nothing worse than a corridor stealth game. Corridor is the main reason Human Revolution and Dishonored suck so much.
 

Siel

Arcane
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Aug 25, 2013
Messages
906
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Some refined shithole
Just watched a dev playthrough on the tubes. The bald French faggot got really flustered, when he got asked, whether the game is a corridor. There's nothing worse than a corridor stealth game. Corridor is the main reason Human Revolution and Dishonored suck so much.

You'll have to explain how Dishonored is a corridor because it might have the best level design from this generation. Dishonored is flawed and levels are somehow too small but they're far from being corridors.
 

SmartCheetah

Arcane
Joined
May 7, 2013
Messages
1,102
I still don't get the idea behind the shitty choice of music and those weird sound effects when you're caught. Oh, right. I just realized this game was made for deaf people from the beginning and they just added bunch of sounds for those who can actually hear! Makes perfect sense.
 

zwanzig_zwoelf

Guest
I'm going to rip that shitty theme when I get my hands on this game so I can set it as my alarm clock tune and wake up with the words THE HORROR, THE HORROR!
 

octavius

Arcane
Patron
Joined
Aug 4, 2007
Messages
19,685
Location
Bjørgvin
Posted this in another thread it just has to be here :

j489XhT.png


Also :

I'll tell my deaf friend

:hmmm:

And the wanker calls himself "Master Taffer". :D
 

Ninjerk

Arcane
Joined
Jul 10, 2013
Messages
14,323
Well, if anything this game made me work my ass on my upcoming fan mission for Thief Gold and I've made lots of progress on it. It is everything this game isn't. You want a non-linear level? Oh boy, prepare your anus cause that's what you'll get.
A linear level would be easier to get into my anus.

EDIT: I've cracked the code of modern game development
 

Baron Dupek

Arcane
Joined
Jul 23, 2013
Messages
1,871,364
This thread convinced me of playing Dishonored

Me too, stopped playing in 2nd mission (lost interesting, didn't liked sneaking nor fighting with instakills or terrible slashing).
But maybe when I finish Splinter Cell trilogy and/or some DLC pack appear on fair price.
 

AlexOfSpades

Arcane
Joined
Aug 19, 2013
Messages
494
Sounds very impressive. Fuck it, i've got nothing to lose. Time to get Dishonored.

Sound department is pretty weak though, they should desperately hire Brosius for the sequel, now that would be awesome.

But how are the sound effects? In TDP/TMA they were high quality and very immersive. Can you spot guards with your ears?

Well, if anything this game made me work my ass on my upcoming fan mission for Thief Gold and I've made lots of progress on it. It is everything this game isn't. You want a non-linear level? Oh boy, prepare your anus cause that's what you'll get.
A linear level would be easier to get into my anus.

:lol:
 

Coyote

Arcane
Joined
Jan 15, 2009
Messages
1,149
I've been noticing this pattern, you guys posted what has probably been 6 or so streams and I took a look on some others too, and every single person playing the game was absolutely retarded beyond any salvation. Guards have null AI and people get detected all the time by running straight to their faces swinging the blackjack. Perhaps, after all, Eidos did a great job. Seems like the game is perfectly balanced for their audience.

Also, the streams could tell you more about how the game is shit than your own playthrough, because the players were absolutely retarded and their dumb plays blatantly exposed the nonexistent AI and the disastrous combat where you can simply beat wave after wave of guards just by swinging the blackjack around.

One of the first guys linked actually seemed to be attempting a more Thief-like playthrough; he had most of the UI stuff turned off - though he still used focus - and was sneaking past most of the patrols, only knocking out one unaware guard and attacking one other who spotted him.

It only made the AI's shortcomings stand out more, however. There was one point when he walked out from behind a curtain and found himself face-to-face with a guard, only to swoop back behind it without even triggering the initial "suspicious" level of alert. The patrols looked quite easy to bypass because they were short, overlapped very little, and were pretty sparsely placed throughout the level. There was never any situation where you felt like you'd need to sit back and observe the guards for more than a couple of seconds; there weren't even any areas that looked like they'd be difficult to ghost.

Before seeing that I would have guessed that the stealth would be at about the level of Dishonored's - limited but adequate for a game where stealth is complementary to other forms of gameplay - but at least in Dishonored the guards noticed if you moved right in front of them. Here you had the same blindness to heights and leaning coupled with what appears to be a short delay before they even register something directly in front of them, as well as an apparent lack of peripheral vision (one thing that Dishonored did quite well IMO, with guards able to spot you even if you weren't in front of them and head/eye animations supporting this mechanic so that it didn't feel like you were getting caught for no reason). Also, it appears, based on other streams, that even guards who are actively searching won't see you if you're a few feet above their heads.

There's a possibility that I'm overgeneralizing from a few instances here (e.g., maybe the guards can look up when searching but just didn't in those specific situations), but I was left with the impression that the stealth mechanics don't even clear the low hurdle of being passable for a game where they're a secondary consideration.
 

7/10

Learned
Joined
Sep 5, 2013
Messages
193
You'll have to explain how Dishonored is a corridor because it might have the best level design from this generation. Dishonored is flawed and levels are somehow too small but they're far from being corridors.


Some levels are less linear than others, but the game generally makes you walk through a long corridor, before you get to a small "open" part of the level (prime example: Sokolov's mansion level). The game has almost no exploration, apart from finding secrets. Thief levels were large, explorable, self-contained areas, where you actually had to FIND your objectives. Dishonored levels are corridors with a bunch of "side rooms". It's a railway with optional detours.
 

Azazel

Arbiter
Joined
Dec 4, 2012
Messages
481
Sound department is pretty weak though, they should desperately hire Brosius for the sequel, now that would be awesome.

Terri Brosius was the lead writer on Dishonoured so I don't see that being out of the realm of possibility. I'm guessing it would come down to how much Betheshit/Zenicocks interferes with development.
 

ERYFKRAD

Barbarian
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Strap Yourselves In Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Tried watching a video of this, the russky one. Saw a guard with a torch peek in, look through window, THEN open door and walk into NuGayrett before attacking.
Crom.
 

Infinitron

I post news
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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
You'll have to explain how Dishonored is a corridor because it might have the best level design from this generation. Dishonored is flawed and levels are somehow too small but they're far from being corridors.


Some levels are less linear than others, but the game generally makes you walk through a long corridor, before you get to a small "open" part of the level (prime example: Sokolov's mansion level). The game has almost no exploration, apart from finding secrets. Thief levels were large, explorable, self-contained areas, where you actually had to FIND your objectives. Dishonored levels are corridors with a bunch of "side rooms". It's a railway with optional detours.

You're abstracting the definition of "corridor" to the point of meaninglessness. Even Thief levels had objectives that could be considered to be at the end of a "corridor".

You start in the street and have to work your way up to the top floor of Bafford's Manor? Corridor! You start over ground and have to work your way down to the Quintus Tomb in the Bonehoard? Corridor!

Some Thief levels were practically identical to the typical Dishonored street level, eg The Haunted Cathedral (the first one, not Return to the Haunted Cathedral) or Life of the Party.

Dishonored's real problem is that it has a bit too many street levels and not enough of other sorts of levels, not that it uses "corridor design" as a general rule.
 
Last edited:

7/10

Learned
Joined
Sep 5, 2013
Messages
193
You start in the street and have to work your way up to the top floor of Bafford's Manor? Corridor! You start over ground and have to work your way down to the Quintus Tomb in the Bonehoard? Corridor!

Some were even almost identical to the typical Dishonored street level, eg The Haunted Cathedral (the first one, not Return to the Haunted Cathedral)

Here's a good example of the difference between Thief and Dishonored level design. The First City Bank mission can be speedrun in 4 minutes if you know exactly where to go, because all you need to do is to go to the basement, open the vault, get the recording and exit. Yet, a first time player will spend hours figuring the mission out, even on a low difficulty. Basically, apart from the loot requirements, you can skip a huge part of the level, if you've played it before.

This is something that's completely absent from Dishonored, because Dishonored devs seem to think, that having "open level design" means giving the player two corridors leading into the exact same place.
 

Infinitron

I post news
Patron
Staff Member
Joined
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Messages
99,624
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
You start in the street and have to work your way up to the top floor of Bafford's Manor? Corridor! You start over ground and have to work your way down to the Quintus Tomb in the Bonehoard? Corridor!

Some were even almost identical to the typical Dishonored street level, eg The Haunted Cathedral (the first one, not Return to the Haunted Cathedral)

Here's a good example of the difference between Thief and Dishonored level design. The First City Bank mission can be speedrun in 4 minutes if you know exactly where to go, because all you need to do is to go to the basement, open the vault, get the recording and exit. Yet, a first time player will spend hours figuring the mission out, even on a low difficulty. Basically, apart from the loot requirements, you can skip a huge part of the level, if you've played it before.

This is something that's completely absent from Dishonored, because Dishonored devs seem to think, that having "open level design" means giving the player two corridors leading into the exact same place.

Dude, that's just not true. Dishonored is even easier to speedrun because of blink and because your objective is usually just to kill someone, without all the complexity of getting vaults open or whatnot.

Its levels aren't as large as Thief's, but hey, what console game's are?

In any case, I don't see what this has to do with "corridor design".

Also, you seem to have replied to a very old version of my post
 

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