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Decline Thiaf Pre-Release Thread

Joined
Nov 28, 2011
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Digger Nick
This Dishonored aesthetic is too soft, polished and glitz to do justice to that gritty and brooding 'victorian' setting, and bam, they do it again. Why is this game such a shameless copycat of it?
 

MetalCraze

Arcane
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Urkanistan
'Blackjacking' is what gave it away immediately. In modern derp games they use nothing but knives for 74k3d0Wn2. Didn't Thief 3 itself have one?


Here's a Thi4f trailer btw

 

Raapys

Arcane
Joined
Jun 7, 2007
Messages
4,994
Been a while since I played Thief3, but though very inferior to the two previous games I don't remember it being hugely dumbed down. Most of the trouble was with crappy and small levels, wasn't it?
 

Gord

Arcane
Joined
Feb 16, 2011
Messages
7,049
Dynamic lighting was a nice addition, though.
With larger levels it might have been almost on par with the first two parts, even though the story was a bit forced at times.
 

Raapys

Arcane
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Messages
4,994
It's kind of strange though, taking away what's basically the trademark of the two first games. If made today, they might have solved it using streaming instead of dividing the levels into small parts. Then again, if made today it would probably have had a cover system and minimap showing enemies and their view cones.
 

Gord

Arcane
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Messages
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It still had most of what made the Thief games Thief games.
The sneaking system with lighting and sound was still in, as were most of the gadgets and esp. the setting was still the same (taking into account how it evolved due to the events from the first two games).
Had it not been multi-platform, I guess the levels would have been larger - maybe not as large as in 1 and 2, due to the different engine, but certainly larger.

I also liked the idea of the city hubs, although the implementation could have been improved at times.

Overall I still consider it a rather good game, but it could have been better, for sure.

Edit: And Shalebridge, indeed. Smaller or not, some levels still were pretty good.
 

Lancehead

Liturgist
Joined
Dec 6, 2012
Messages
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Problem with Shalebridge Cradle level is that it wasn't much of a stealth level, but more of a horror level. Compare that with the undead levels in TG, which were both horror and stealth levels.
 

Captain Shrek

Guest
Problem with Shalebridge Cradle level is that it wasn't much of a stealth level, but more of a horror level. Compare that with the undead levels in TG, which were both horror and stealth levels.
:hmmm:
 

Unkillable Cat

LEST WE FORGET
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Codex 2014 Make the Codex Great Again! Grab the Codex by the pussy
One minor addition in Thief 3 that I loved was the addition of cats, though at the cost of other small critters like rats and spiders.

There was nothing quite as satisfying as nailing a cat to the floor with a broadhead arrow.
 
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I consider being so scared that even fully dark lightgem could not be enough to hide successfully from those... patients stealth level enough.

While some of the elements of T:DS story were derp, like smashing gargoyles with blackjack, the whole intrigue leading to "Of Brethren... and Betrayer" had at times that amazing suspense, at least up until that derp twist. Plus they were the foundation to some great levels, like House of Widow Moira.
 
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Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
My biggest complain about Thief 3 is loading times. I don't remember any game who would be so annoying in that department. With or without better textures it's the same for me. I abandoned game for now, maybe after some time will give it a shot.
 
Joined
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Brazil
Divinity: Original Sin
Problem with Shalebridge Cradle level is that it wasn't much of a stealth level, but more of a horror level. Compare that with the undead levels in TG, which were both horror and stealth levels.

That's why it's great for the first time. It really takes you out of your enviroment. You play it stealthly againt enemies that aren't there. After you played it once, then, you can't have the same experience. But I remember when I played thief 1 for the first time and I really didn't feel scared by it's undead levels...

The craddle was the first horror theme game/level that I stopped playing for a while because I was genuinelly scared. To be honest, it was mostly due to sound design, and I almost had a heart attack on that attic stair and the door knocks. I prayse that level because no other game I played manage to do that, though I never played amnesia.

Other great thing about the cradle (and in thief games in general) is how well constructed the level is, with notes, papers, and conversations giving insights about the place, and the levels told us a story of their own.
 

Darth Roxor

Rattus Iratus
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The Cradle has a fair share of sneaking, though. You don't only go around the zombie patients, you also have to avoid the staff when placed in its memory.

My favourite part of the Cradle was probably the lobotomy theatre, where you have to get the super-cleaner to wipe off the blood in the attic. You can do a pretty sweet homerun from the entrance, through the lobotomy table and into the upper-placed exit, while grabbing the chemical and showing a middle finger to the bunched up staff wraiths :thumbsup:
 

Rostere

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PC RPG Website of the Year, 2015 RPG Wokedex Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire
Thief 3 is OK, essentially a good game in some regards but the console adaption REALLY shows, and the game has a few major letdowns. It leaves a really bitter taste in the mouth after having played the first two games. It's not outright bad, but it's still so obviously strictly worse than T1 and 2, you keep on thinking "why did they have to do it like THIS..." when you play it.

If I was a kid and Thief 3 was the only game in the series I had played, I'd think it was a great game. It's really like what DE:HR is to the original game. It feels OK, some elements are great but some are absolutely horrible, like (in DE:HR) the boss fights and the tacked- on ending.
 
Self-Ejected

Jack

█▓▒░
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Insert Title Here
Gameinformer update thing transcribed half-heartedly, click link for full vid:
Gameinformer said:
Nicolas Cantin (Game Director): In the beginning of the conception we added carte blanche¹ to completely restart a new design of Garrett. We wanted to keep the main DNA of who was Garrett, we didn't want to change that much because it was kinda working already.

Steve Gallagher (Narrative Director): To be honest my biggest inspirations from the very beginning would have been I've played the original games of course they have a sligthy different flavour, times have moved on so I mean we're not still in 1998 but the character was there.

NC: We wanted to bring in more for the modern audience of today's console market is now in the game doing more action move and that's how we wanted the costume and the suit to reflect that. In the beginning it was kinda more gothic, we turned down all the things that feels gothic. For example black nails and things like that, we don't have that anymore. We wanted to make him a bit more mainstream on that but yes so dark character but we don't want to say that he is a gothic one and things even though the victorian period feels really gothic

SG: Building a story with him has been a great challenge and great pleasure, I feel I know the guy pretty well now. We can define him as an masterthief so this puts him at the top of his trade, the best there ever was you could say. This means that for Garrett a lot of the stuff that gets him out of bed in the morning :roll: a lot of stuff that gets him out of the bed in the evening is about the challenge. I think he puts a lot of time and effort into how people are thinking and how they might react I also think that this can extend to him as a character that when he takes something, possibly of emotional value, it's maybe not just a ring to him now it's what the ring may have meant before. Let's be poetic, stealing sometimes what he might not be able to have himself, because he's such an independent spirit.

NC: It was my role to art direct the team that was working on Altair, same thing that I did with Garrett. Both were character that can often feel -intelligible- we had to make them more actiony figure. Make them stand out in a crowd of NPCs when he needs to stand in the rows at the market and that people would often say oh he's too white he is too black he is standing too much but that's a good thing he needs to stand out when he is in a crowd.

SG: I'd say what's interesting about Garrett is the fact that he wouldn't describe himself as a hero. I don't think he has ever pretended to want to stand on a rooftop and look down and say I shall save you.

NC: He's really seen as an anti-hero and we wanted to prove ourself that kind of hero was fitting with today's market. And that a mean character can also be mainstream. So with the Joker and the movie The Crow and all those inspirations come for us to give a good direction.

SG: He's an fairly closed individual, we know him as an independent. He doesn't trust a lot of people, only himself. He doesn't talk to a lot of people but he is very talkative inside his own head. He's a funny guy but doesn't necessarily crack a lot of jokes. This all sounds like someone who's not going to be a lot of fun to play a game with but to be honest the contrast of that can bring in the way that we tell this narratively and I think it brings some really interesting texture.

1. French for blank card, what he is saying is that he started over from scratch.
2s7ay6o.jpg

Dark edgy action hero Garrett confirmed.
 

Zdzisiu

Arcane
Joined
Dec 3, 2009
Messages
3,523
Ok, now I can see it. The new Garret will be that: He will crack a fair bit of one liners about how he is the best and how he can overcome every challenge. But inside he will be a very emotional guy, longing for some love and affection. There will be a lot of internal monologue on how he can no longer find fulfilment in being a thief. During his campaign to stop some rich aristocrat from usurping power/ending the world as we know it, Garret will meet somebody with whom he will gradually fall in love, possibly somebody who he will have to rescue first. At the end, Garret will defeat the evil Duke/Archduke/Baron/whatever and will give up on the life of a thief to live happily ever after with the chick.

Mark my words.
 
Joined
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Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
I also think that this can extend to him as a character that when he takes something, possibly of emotional value, it's maybe not just a ring to him now it's what the ring may have meant before

There is an awesome action sequence where Garrett, whose parents were killed by an evil duke for no reason (but Garrett sweared he will get his revenge) has to steal a ring from duke's captain of the guard.

Skyway confirmed as a worker of Square Enix
 

sea

inXile Entertainment
Developer
Joined
May 3, 2011
Messages
5,698
Jesus fuck that interview just killed any happiness in my life I may have once felt.
 

SCO

Arcane
In My Safe Space
Joined
Feb 3, 2009
Messages
16,320
Shadorwun: Hong Kong
Well, anyway, back to the dark mod. Hey, do you know you can disable the light gem in the Dark Mod? I mean, if you swing that way, challenge-wise, you can do it.
 

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