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Mr. Tibbs

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Everything posted by Mr. Tibbs

  1. The Playing Field is going to be streaming himself developing a map for the Dark Mod every Sunday:

    1. Show previous comments  8 more
    2. LDAsh

      LDAsh

      Did this end up happening, or was it only streamed but not uploaded as a video?

    3. SeriousToni

      SeriousToni

      Good question, I also can't find the video.

    4. jaredmitchell

      jaredmitchell

      Oh hey, I need to put this somewhere more public. It's unlisted, but I'm storing them in a public playlist on my channel. It's how I've seen a bunch of other YouTubers do it to keep their videos section organized.

  2. The Dark Mod was featured in the latest issue of PC Gamer U.K., with the feature highlighting a few standout missions for people to try.
  3. Yeah, Prey 2 was cancelled after Bethesda tried to buy Human Head Studios through milestone abuse, sadly. Because the publisher spent shit loads on the licence back in 2009, they forced Arkane use the name for their unrelated Shock-like reboot. They also botched the marketing so terribly that Arkane's game sold less than Prey 1 despite shipping on more platforms and costing a fucking fortune compared to Prey 2.
  4. Incredible job, Goldwell. I don't think I'll ever get tired of listening to Nocturne. I'll make a big thread about the 2.05 update, the Greenlight news, and the trailer on Neogaf when the release is live.
  5. I voted just in time. Less than two hours left!
  6. Amazing work, Broken Glass Studios! Thank you so much for your efforts. The new inventory system looks incredibly appealing!
  7. Amazing, enormous article courtesy of Polygon. http://www.polygon.com/2015/4/6/8285529/looking-glass-history
  8. 76% funded! https://twitter.com/TimStellmach/status/567373826422349824 Underworld snagged Terri Brosius, too!
  9. Mr. Tibbs

    Thief 4

    We don't know what their internal expectations were. They massively overestimated the demand for Hitman & Tomb Raider, so maybe they set more conservative numbers for Thief (2014)? One things for sure, Square-Enix and Eidos Montreal can't be happy with the games reception considering how long it was in development for.
  10. I'm very happy to hear that Underworld Ascendant will feature Stephen Russell. Russell's performance as Garrett is probably my favorite game character ever. His perfect delivery always manages to make me chuckle! https://www.kickstarter.com/projects/othersidegames/underworld-ascendant/posts/1136796
  11. I was browsing TTLG in 2010 after nearly 5 years away from gaming. I saw a thread about something called the Dark Mod which sounded pretty compelling. I was absolutely shocked when I realized it was actually playable and not just some ambitious pipe-dream. I mean playing HD Thief with dynamic lighting, improved physics, etc... sounds incredible but designing compelling stealth mechanics in an engine created around shooting demons in the dark is a tall order for a mod team. After checking out the tutorial, all my skepticism disappeared. Not only is The Dark Mod a brilliant re-imagining of Thief, it's one of the best stealth games ever released. Period.
  12. Paul Neurath's new studio, Otherside Entertainment, is working on a spiritual successor to Ultima Underworld. They just started a Kickstarter campaign for Underworld Ascendant, and I would recommend all LGS fans check it out. https://www.kickstarter.com/projects/othersidegames/underworld-ascendant
  13. Metal Gear Solid: Ground Zeroes is out on Steam (currently 33% off). It's an excellent stealth sandbox experience. Even as someone who doesn't particularly care for the series, Ground Zeroes is a must-play for people who love games that support experimentation and give the player the freedom to recover from failure in a controlled environment. The port is absolutely stellar. I have a crappy i3-2100 and it runs on high at 40-60 fps.
  14. The Dark Mod made #12 in PC Gamers top 20 Total Conversions Mods. Congrats!

  15. Good point. I was just saying that I won't be supporting them. To me, Wolfy looks like the team took Dishonored, removed any ambiance, story, or meaning and cribbed from Inglorious Basterds and Man in the High Castle instead. They don't have the chops to pull off an interesting setting and the mechanics look dull. Hands-on reports are appropriately underwhelming.
  16. Neat trailer, shame about the game. I'll never support Bethesda again after the Prey 2 fiasco and the latest Oculus nonsense. Zenimax has some of the worst business practices in the games industry. http://online.wsj.com/news/articles/SB10001424052702303948104579534013624548846 http://www.eurogamer.net/articles/2013-06-03-ex-human-head-developer-attacks-lie-that-prey-2-was-only-ever-just-a-demo http://au.ign.com/articles/2013/06/05/what-went-wrong-with-human-heads-prey-2 Luckily, Wolfy looks derivative; mechanically and thematically vapid so it won't be hard giving this one a pass.
  17. Mr. Tibbs

    Lost Alpha

    The manual's up. http://www.moddb.com...pha-game-manual Launch trailer: http://www.moddb.com/mods/lost-alpha/videos I can't wait to play this!
  18. I thought I would share my impressions that I posted over on QT3 a few weeks ago. This game is all over the place. I finished a ghost run on Master Thief difficulty with most of the ui switched off. It's a massive, generous game that plays like it was rushed out the door. When it works, it can be enjoyable but it has too many bugs, design flaws and questionable decisions to recommend to anyone but desperate stealth fans. Thief is a broken, tragic, rewritten mess of a game. The plot has clearly been reworked multiple times. The Baron and Orion standing in for the Mechanists and Pagans respectively, is fine on paper but it doesn't work in execution. Since they have barely any screen time, they have to scream their motivations to the player in an awkward, rushed manner. Erin feels like a holdover from an earlier iteration of the game, when it was a straight sequel to Deadly Shadows. The Thief Taker General is hilarious. I love it when he happens to find Garrett, who has just returned from a trek through a long forgotten ruin, underneath his bed at the brothel. I like the idea of Garrett having an antagonist but TTG is just awful. A bald, mustachioed villain who walks with a limp, drops f-bombs like a desperate comic, kills his underlings over trivial matters (so you know he's bad!) and has a crossbow affixed to his arm. There's way too much going on here. He feels like a one of the grotesque characters from Hitman: Absolution. Why Eidos Montreal thought he would be a good choice for the Thief universe is baffling. The sound-mixing is atrocious. The worst I've ever heard in a blockbuster game. That's not hyperbole. It's broken. Sound cuts out frequently, guards across a courtyard sound like their yelling into the players ear, npcs yell ambient dialogue over Basso repeatedly during cutscenes, and Garrett's voice actor frequently pauses to his read lines. The lip-syncing is horrid. I really miss the sound propagation from the earlier titles. Unless you're walking on glass or water, it's doesn't matter where you walk, Garrett won't make a sound. There are some really cool additions including blunt arrows (must-have for all future Thief games), some instances of impressive a.i. (noticing open safes, lights switching off etc...), knocking over bottles, real-world alarms (birds, dogs), the lockpicking game making a noise when you fail. It's quite enjoyable, but not without reservations. Some of the best parts of the game are undermined by, I suspect, poor play testing. After cracking a safe in tailors shop, Garrett refused to stop examining the silly earring he just nabbed. The animation was unskippable, so when the guard rounded the corner, I didn't have time to shut the safe, and he went on alert. Not cool. While the city looks gorgeous, its pretty much empty. The sidequests are neat, but most of the time I'm just exploring an vacant apartment; no one's home. If I mess up the lockpicking or set off a trap 9 times out of 10 it doesn't matter. All these cool additions to the game are underused. Also, there's so many loading zones! Enter a one room apartment. Pick up a letter opener and a ring. Leave in under 20 seconds. Load for just as much. This content just slows the game down. Then there's a lack of abilities and gadgets. I like Swoop, but it's basically a grounded Blink and the rest of Garrett's abilities are essentially uniquely skinned door-openers. Garrett's movement has a nice heft to it. He feels present. But moving through the world is about working out exactly what the designer wants you to do, not using your instincts or experimenting. If a rope arrow is just out of reach, don't bother trying to grab it. You need to look for a crate, or a ladder or a walk way to reach it. It's a discrete puzzle that was made for that specific instance. I wish it was like Assassin's Creed or Mirror's Edge. Instead it's an awkward compromise that isn't particularly enjoyable. Unlike Dishonored, where the designers have a set of rules that you can rely upon, Thief is about instances: These guards will patrol in this pattern no matter what. This object can be leaned around, while another identical space cannot. You can climb this crate, but not this one. Such a frustrating game! It doesn't have the same love Eidos Montreal had for Deus Ex. That team got the brand. Thief doesn't play like the rest of the series. That's fine. It's been a decade since Deadly Shadows. Time moves on. But Dishonored is Thief's competition and that game, as a stealth adventure, did a better job in every respect of capturing the essence of Thief. Thief plays like it was made in 18 months. It simply wasn't ready. I hope they get the opportunity to take a long look at what happened here, evaluate and take another stab at the licence. I'm really looking forward to reading a post-mortem on the game. On a podcast, Eurogamer writer Simon Parkin mentions he was told by Eidos Montreal team members that the game was rushed out the door. It certainly plays that way. http://www.gamingdai...e-in-lampposts/ - 31:00
  19. http://www.gameinformer.com/b/features/archive/2014/04/07/afterwords-thief.aspx
  20. Mr. Tibbs

    Signal Ops

    It's pretty neat. The multi-perspective squad gameplay concept goes back to an Amiga game called Hired Guns. There was an attempt at an Unreal 1 era game that was basically finished but never saw release since the team couldn't secure a publisher after Psygnosis left the PC scene.
  21. During the briefings I can usually hear npcs, a mission-giver and the vendor compete/talk over Basso and Garrett. Absolutely atrocious.
  22. It's the best Splinter Cell game. I loved it. It's definitely worth checking out for $5.
  23. Here's the first few missions without commentary. https://www.youtube.com/user/365GamerMan/videos Here's some Assassin's Creed-style climbing. https://www.youtube.com/watch?v=lN6m8pWhfjQ The inconsistent presentation drives me nuts. Every few minutes the camera flies out of Garrett's head to point out an obvious destination or object of interest. It ruins any hope of immersion.
  24. Absolutely ridiculous. There are lots of great AAA games. Dishonored proved it possible to make an immersive-sim style game popular without compromising. Heck, Eidos Montreal did a great job with bringing Deus Ex to a modern audience. As Platinumoxicity said over on TTLG: http://www.neogaf.com/forum/showthread.php?t=772097
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