03-16-2004, 05:26 PM | #1 |
merely human
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Thief: Deadly Shadows official thread
8-) Lookin' good! More new screeshots at the official site. Game is scheduled to launch second week May in North America (PC, Xbox), and first week June in Europe (PC).
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03-16-2004, 06:08 PM | #2 |
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Wonder if it'll be as much of a disappointment as Deus Ex: IW.
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03-16-2004, 06:08 PM | #3 |
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Better not be.
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03-16-2004, 06:26 PM | #4 |
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i never played the first deus x, is it anygood? i'm not a big FPS gamer but if there are other element in it like a decent story line then i'll probibly give it a try.
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03-16-2004, 06:49 PM | #5 | |
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Story Features Characters Reviews (primarily very high scores) Screenshots: More screenshots
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03-16-2004, 07:21 PM | #6 |
Tactlessly understated
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You know, I tried to play the first thief, I really did. I gave my best. But every time I would approach that fellow guarding the basement and when I would run towards the back of his neck to take him down, he would start screaming and call the guards. No metter how close I got to him and hit him it was never enough. So, ok, never mind. Then I tried to just kill everyone I ran into but I ran out of arrows. I was not having fun with that game.
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03-16-2004, 07:22 PM | #7 |
Tactlessly understated
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As for Deus Ex, I got somewhere to the third level and just stopped playing the game. It didn't hold me long enough.
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03-16-2004, 08:09 PM | #8 | ||
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* BEFORE anything, study the layout and lighting of the room, corridor, cavern, or street in relation to any guard or creature. * Study the guards' patterns, time your move, and sneak past them when they're furthest away (if you choose not to kill or blackjack them). * Keep tabs on any small objects you can throw to distract guards away from you. Shooting arrows strategically can also draw attention away from you. * Stone and metal groundings make noise when walked upon, grass and carpet, and moss arrows do not. * You getting it now? I think a lot of people grossly misunderstood the concept behind Thief. Resourcefulness, cunning, strategizing, and an almost obscenely concentrated level of patience are rule here, not blazing in, not killing everything in sight, not showing off your fragging skills. Quote:
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03-16-2004, 11:17 PM | #9 | |
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03-17-2004, 08:03 AM | #10 | ||
Tactlessly understated
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03-17-2004, 08:11 AM | #11 |
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I tried playing the Deus Ex 2 demo, which uses the same engine as this. The one thing I learned from it? My graphics card isn't good enough to support it, if it were not for this little snag then i'd be extremely excited about Thief 3.
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03-17-2004, 08:12 AM | #12 | |
Knowledgeable
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03-17-2004, 08:17 AM | #13 | |
Tactlessly understated
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03-17-2004, 08:26 AM | #14 |
Knowledgeable
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Yes, the neck is always better to hit on. The enemies that stands still are possible to go up and against (preferable crawl to him to make sure you are quiet), then stand up behind him and hit. Btw, if you have invested in some low-tech skills you can use the non-electric baton too (the electric was called riot prod iirc).
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03-17-2004, 08:49 AM | #15 | |
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I finished Thief and it deserves all the praises it gets for quality and genre innovation, but I didn't like it nearly as much as as many do. It WAS too unforgiving in places, and I found the strategizing to be fairly limited and repetitive. I'd guess that's why they added the undead stuff. Did they improve that with Thief II? I actually preferred Splinter Cell as a better balance of stealth, action, and strategic CHOICE, so I'm looking forward to Pandora Tomorrow more than Thief 3. That said, I'm eager to see what the Thief team has up its sleeve. Count me among those who aren't put off by the 3rd person addition. |
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03-17-2004, 03:02 PM | #16 | |||
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The reason I couldn't finish the game was that I had acquired a new CPU and the old Celeron was in bad shape, couldn't transfer the save game files over. I installed the game in my new rig but the sound was jumpy and I never figured out why. You know how absolutely vital sound is when playing Thief. Once I find a solution I will definitely jump back into it after such a long time. It's that good for me. Quote:
I also have Thief II: The Metal Age but haven't played it yet. I promised myself I'd play them all in order, so I can't touch it yet until I finish Thief: The Dark Project. It's still my benchmark as far as pure stealth, I consider it far more refined and elegant than Splinter Cell and more sophisticated in its simplicity than Deus Ex or Hitman. As far as point of view, I'm gonna stay hardcore and play Thief: Deadly Shadows in first person. Believe me, it's a shitload more suspenseful that way, and more immersive. From what I read, though, that this game's gonna do a few missions and/or sequences only in 3rd person so there's nothing I can do about that except switch back to 1st person immediately after.
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03-17-2004, 05:48 PM | #17 |
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You're absolutely right about the level design in Thief offering infinitely more possibilities than Splinter Cell, Trep. SC was extremely linear in terms of path, no doubt about it. I should have said tactical choice, not strategic. More gadgets and weapons and physical abilities simply offered more variety in terms of handling any individual scenario. No way to approach the scenario from an entirely different perspective, though, like Thief or Deus Ex (still haven't gotten around to Hitman yet).
I openly admit it's my lack of either obscene OR meditative levels of patience that shape my preference. After a handful of reloads in pure stealth, a double-tap was a welcome option. ... Never killed a guard in Thief, though. Just couldn't. I also feel the need to play Thief II before Deadly Shadows, so looks like I've got a lot of sneakin' to do! |
03-17-2004, 06:14 PM | #18 | ||
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04-01-2004, 11:04 AM | #19 |
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The latest preview from IGN is tantalizingly revealing. Here are some highlights about gamplay, exploration, performance, and strategy choices: You could also empty an oil flask at the entrance, then light the oil with a fire arrow as the guards come outside. The guards will slip and fall on the oil, so it's also a good item for a quick getaway. Flash bombs are also pretty effective, blinding and disorienting everyone for a few seconds. Also, you don't have to use a water arrow to take out some lights. With candles, you can simply walk up to them and snuff them out with your fingertips. ...there's the nifty moss arrow. You can fire it at the floor to prepare a quiet landing, or fire it at a guard's head, which will choke him on the moss and make him unable to warn the others. ...there was an unarmed guy hanging around outside. What's cool is that if and when he spots you, he'll immediately go looking for the nearest guard for help. When you're found, you'll also hear "custom barks," meaning NPCs will talk to each other with the dialogue customized to where you are, like in Far Cry. Two hundred thousands words of recorded dialogue means you'll hear a pretty large variety of phrases, and you'll be able to use what they say to find a good hiding place. Another level of added realism involves being able to frame bystanders. When something is stolen, you're not necessarily the automatic suspect, to be quickly chopped up and disposed of. In certain situations, there will be other people milling around, and if you're quick enough, you can get in and out, hang back and watch the fur fly. You can also use mobile objects to obscure your location. We went to a big clock tower at one point, and there was a huge pendulum swinging slowly from side to side. Garret could sidle along with it and keep the bottom of the pendulum between him and the guard, with no one being the wiser. The Ion Storm team recommends at least a GeForce 4 (and not the MX variety), but pointed out that DS is not a DirectX 9 game. It still looked pretty darn spiffy, thanks also to a tweaked version of the Havok physics engine. The controls and performance all felt butter-smooth in this build, with nary a hiccup or graphical error. ....third-person [perspective] is optional. Third-person is handy for spotting valuables and light sources, but I found myself switching back and forth (seamlessly, with the push of a button) equally between the two modes. First-person is more immersive, but third-person was strategically helpful. And remember, kids, you don't have to use third-person if you're a Thief traditionalist. The theme of overall gameplay flexibility extends to the difficulty levels. You can choose from a few presets, but the neat thing here is customization. Want to make it so that you're not allowed to kill anyone? Click here. Want to go wild with bloodshed? Click there. The difficulty system in Deadly Shadows offers some very subtle and tweakable gradations. What's this open-ended section like, the part in between the missions, where you're free to roam? Well, here the guards don't automatically try to skewer you, so that's nice. You can wander freely, stealing this and that and running across hidden caches of arrows, bombs, and other supplies. Walk into a tavern and overhear some people talking about a particularly tasty-sounding bauble. Then you go over to where they said it was, steal it, and sell it. There are bunches of scripted conversations to overhear, some of them pretty hilarious. There was this one guy trying to pass himself off as Garrett, boasting drunkenly, and his client wasn't really convinced but was willing to ahead with it anyway. I don't know how that conversation would have ended, because we decided we'd had enough of listening to this imposter and thought he should taste some moss. So he danced around, choked, and grabbed his throat. That'll teach 'em.
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04-01-2004, 06:41 PM | #20 | ||||
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I like Thief but never finished either game (and don't plan to--a bit too old already...). Care to summarize the story for me?
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