Th4if no more.

It's been a trope for as long as I can remember in FPS's.

Duke Nukem 3D did it, Half-Life did it, it's pretty much reached the point where all I do is yawn and go "Okay, where is the room with all my guns at?"
 
THe Narrative Hallway is the easist way for them to deliver high production values on a game. That's what happens whe ndouchebags get control of the industry.
The industry is prematurely big, it is not mature enough to be so bloated with money.
 
generalissimofurioso said:
It's been a trope for as long as I can remember in FPS's.

Duke Nukem 3D did it, Half-Life did it, it's pretty much reached the point where all I do is yawn and go "Okay, where is the room with all my guns at?"

Duke3D didn't have in-game cutscenes like that. And Half-Life's cutscenes were explicitly designed to never take away player control. They were just scripted events you could observe.

Half-Life 2 started doing the whole "Gordon! You've been knocked out!" shit but it's not the worst offender, either.

The worst offender is probably Max Payne 3.
 
shihonage said:
generalissimofurioso said:
It's been a trope for as long as I can remember in FPS's.

Duke Nukem 3D did it, Half-Life did it, it's pretty much reached the point where all I do is yawn and go "Okay, where is the room with all my guns at?"

Duke3D didn't have in-game cutscenes like that. And Half-Life's cutscenes were explicitly designed to never take away player control. They were just scripted events you could observe.

Half-Life 2 started doing the whole "Gordon! You've been knocked out!" shit but it's not the worst offender, either.

The worst offender is probably Max Payne 3.

We're gonna fry your ass, Nukem.

Hell, Doom1 had this too.
 
Stanislao Moulinsky said:
shihonage said:
generalissimofurioso said:
It's been a trope for as long as I can remember in FPS's.

Duke Nukem 3D did it, Half-Life did it, it's pretty much reached the point where all I do is yawn and go "Okay, where is the room with all my guns at?"

Duke3D didn't have in-game cutscenes like that. And Half-Life's cutscenes were explicitly designed to never take away player control. They were just scripted events you could observe.

Half-Life 2 started doing the whole "Gordon! You've been knocked out!" shit but it's not the worst offender, either.

The worst offender is probably Max Payne 3.

We're gonna fry your ass, Nukem.

Hell, Doom1 had this too.

And once again, neither sequence took away player controls. And they are just level enders.

I was talking about FEAR/Crysis 2/Max Payne 3 sequences, where the "narrative picks up" suddenly and they take away player control.
 
yeah, its really like comparing apples to oranges here. The stuff you have in Duke 3D or Half Life 1 really isnt much more then a way to "end" the level eventually. And it really was done maybe once in the game and it was not very long. A couple of seconds usually.

But certain games today ...

FPS_ef4ab8_2252325.jpg
 
shihonage said:
The worst offender is probably Max Payne 3.

While I like the gunplay in Max Payne 3, it is easily the worst when it comes to cutscenes. Practically every door led to a cutscene, and they consistently kept switching your weapons at the end of them. Even worse when they just flat out take away a two-handed weapon.

"What's that? You got a G6 Commando? Oh, well, we're just gonna take that away from you now."

Or maybe the worst one was when Max would clumsily let people just take away his weapons. First time I was okay with it, but the second was like, what. "Ok, I have to be careful." So what does he do? He just busts through the door as if he was about to do some John Woo shit, but just ends up doing nothing, and has his weapons taken away again. You can only carry a few weapons anyway so it isn't that huge of an issue, but it's like why bother.

Which brings to the point that I get annoyed at weapon limitations sometimes. Games start trying to be realistic on some level, and so now we can only carry a few guns as opposed to the huge arsenal we could in older games as if that somehow gave us a huge advantage. This was a particularly issue I had with Max Payne 3. It starts taking its own story too seriously with making things more realistic and down to earth compared to the previous games. I didn't mind being able to crash into wall when shootdodging, but a lot of the levels were so cluttered and confined that it was an annoyance at times. Still a great shooter, but that story really brings it down a notch.
 
Goddamn this game sounds like a complete mess.

Was really looking forward to it for a while. Now it's obvious I'll be waiting on a Steam sale. $20 or less maybe. :(
 
Wumbology said:
Crni Vuk said:
Thief had a different style to speak so. A lot more medieval.

Gunpowder weaponry, electric killing machines, and industrial-era machinery are medieval?
much of those came later, yet they still tried to stay in the setting. I mean com on ... a bow that looks like a clear rip of from a 21 century bow made out of carbon or fibreglass, whats next a Nanosuit that makes you invisible so you can better fight aliens :roll:

[spoiler:0f6d2f9de7]
thief-4-garrett-hanging-on-building-with-bow.jpg


crysis-bow-release-in-spring-time-370767.jpg

[/spoiler:0f6d2f9de7]
 
[youtube]http://www.youtube.com/watch?feature=player_embedded&v=SlxSn_bu1pY#t=167[/youtube]
Gameplay Trailer.

oh...shit
idiotic mini game
automatically finding sercret behind the paint.
action!
cut scene
looks linear maps
dramatic event scene
some kind of bullet time.
back dash
Those aren't suppose to be Theif's contents......
:(
 
Until i see otherwise, this is just another cutscene driven, semi-open world, dumdbed down piece of junk. Watered down skyrim with quikc-events, or an assasins creed rip off (which might be even worse). Would love a serious game, but this is just not happening and hasn't happened for many years.
 
Actually I didn't expect this shit before since automap will added and map design would be watered down for so called "light gamers". these two are most fundemental feature of Theif but so called idiotic "light gamers" hate it so developers would erase these two.
but watching this I started to think "what they want to make??" they even lost sneaking and search... hell...
 
No Stephen Russell (because Eidos hired another actor in order to use "FULL MOTION CAPTURE for Garrett's STUNTS"), no Hammerites/Mechanists/Pagans/Keepers/Undead, no relation to the originals' storyline whatsoever...

Even if the trailer ends up not being the most accurate representation of the gameplay, this game already feels like an empty shell of a real THIEF game.



PS. Just saw THIS. The Dark Mod, originally a Thief mod for Doom 3, is now a stand-alone release. And their site has already gone offline due to bandwidth issues.
 
they should do a kick starter project and simply deliver a game that has its own story, world, NPCs etc. but all in the faith and spirit of Thief 1/2/3. Or well, only Thief 1.

It will be sad to lose Garett in the end. But oh well ... what can you do when some people simply HAVE to screw around with a once great franchise.
 
Crni Vuk said:
they should do a kick starter project and simply deliver a game that has its own story, world, NPCs etc. but all in the faith and spirit of Thief 1/2/3. Or well, only Thief 1.

Metal Age fo' life, playa. Life of the Party. <3
 
Jumping broke IMMURSHUNZ so we took out your ability to do so, because nothing is more Immurshive than a master Thief that can only jump in Cutscenes.
 
I guess they made Thief for kindergarten student.
but I think even kindergarten student can learn Thief 1 without reboot.

actually it's problem for all watered down franchise.
even kindergarten student can learn how to play oldschool games but developer or publisher think that player can't learn difficult things by him or herself.
 
It's weird, the same guys made Deus Ex: Human Revolution, and that game was rightly praised as a worthy entry to the franchise (I personally hold it just under Deus Ex 1, praise indeed). Whereas even IGN was underwhelmed at those Thief gameplay previews and it seems widely decried as linear and simplified (among other things).

And it still baffles me that, after the successes of Dishonored and Human Revolution, devs/publishers still thing taking off choices is a good idea. I mean, OK, a few years ago that line of thought might have been slightly less ass-backwards, but nowadays you have many examples of challenging/deep gameplays being very successfull, especially in the indie scene. If a game like Dark Souls can sell well, where's the argument that hard/complex titles cannot sell? It's just one example but it's a striking one.
 
Back
Top