Jump to content
The Dark Mod Forums

Recommended Posts

Posted
The whole point of a reboot is so you don't have to keep what happened in the past.
I think you're misunderstanding what a reboot is. It doesn't just mean starting the series up again, it mean creating a completely new timeline

 

But can't be said a reboot is also similar to a re-imagining? I may be wrong on this, just asking to be sure.

 

I wonder why they didn't just invent a new franchise if they ended up changing to much.

 

The Rogue game would be about stealing and killing with headshots that give XP.

 

With no existing to appease old fans, they could have done pretty much anything.

 

That's why I said back there this :) : " Thiaf could have other name and they could say it was inspired in Thief, and probably many people could receive this game with more open arm.

 

i got bored halfway through that video, wishing it would end.

 

You are not the only one, I also got that wish.

 

Glaucoma simulator

 

Lool... never hear of that :).

Posted (edited)

Holy hell AluminumHaste that's very nice!

 

Also Fen looks nothing like how I imagined (still looking badassthough) and damn his voice is incredible!

Edited by Goldwell
Posted

No story really. He had a decent monitor before, it died and he was using an ancient 4:3 ratio TN panel that had horrible light bleed.

Nobody should have to use that to play TDM and dark games like Thief, so I pestered him until he gave me his address and sent him the new monitor, that's it.

 

I also hoped that he would enjoy TDM more if he could see it the way it was meant to be seen.

  • Like 1

I always assumed I'd taste like boot leather.

 

Posted

It is not like the original for umpteen different reasons and I doubt I'll ever play it for some of those reasons...

BUT!

...having said that I'd like to point out that the graphics are amazing and Im sure the game will fit right in with millions of 'new' players and some of the original players who don't mind and will enjoy the new methods of play.

Eidos has no choice but to fit the game to todays players or it would fail and they would lose money.

Very few people today have the desire to spend hours crouching in a darkened fireplace and slowly sneaking as they pass a guard.

It's more rush, hurry, grap and run.

Old Thief games are still playable and with TDM and missions there is plenty of 'old tyme' playing to do.

  • Like 1
Posted (edited)
Eidos has no choice but to fit the game to todays players or it would fail and they would lose money.

 

This is incorrect...EM could have decided to lower their budget with this title, and market it to a relatively smaller audience. If they determined that this would not work with their business strategy, they could have chosen to sell the rights and create a new IP or chosen another, more appropriate title, to utilize their diametrically principled, non-Thief-like design philosophy.

 

Very few people today have the desire to spend hours crouching in a darkened fireplace and slowly sneaking as they pass a guard.

 

There are more than you think...they just aren't being served by the current main-stream trends.

 

Old Thief games are still playable and with TDM and missions there is plenty of 'old tyme' playing to do.

 

Except the problem is, the diminished cultural impact...EM has missed a huge opportunity to be a trend-setter, or at least in a great way, to help sustain and proliferate a more advanced genetic strain of virtual experience.

Edited by Vae
  • Like 3
Posted

Yeah, they have the IP and brilliant examples of how it should be done with Thief 1 and 2.

 

I just think they lack the vision to do it properly, or perhaps just the creativity. It's sad really, especially as we're posting here - the last true bastion of hardcore stealth lovers.

 

I'll tell you what amazes me - that no studio (afaik) that is doing a reboot/remake makes a concerted effort to engage with the fans and really ask them what they want. I know EM went to TTLG a little bit and EM forums a little bit, but apart from removing stuff due to clear backlashes (to the XP, the QTEs and the 3rd person, which we should give them credit for) they didn't really engage.

 

Imagine if they'd got a couple of people to come here and really ask what makes Thief!

I want your brain... to make his heart... beat faster.

Posted

I would love to see a Thief style kickstarter.

 

But it's going to be interesting how new comers to the series react when they find out and play T1/2/3/TDM especially how they react towards TDM and it would be very exciting if we get some new mappers from all this as well :)

Posted

I would love to see a Thief style kickstarter.

 

But it's going to be interesting how new comers to the series react when they find out and play T1/2/3/TDM especially how they react towards TDM and it would be very exciting if we get some new mappers from all this as well :)

 

That's part of the reason I'm excited for this reboot. Even if it doesn't turn out as good as it's predecessor, it's bringing the franchise to a new generation and allowing newcomers to experience atleast a glimpse of what makes the series special, so they'll be more willing to try out the previous games and TDM. The best thing that can happen with this reboot is giving the Thief franchise more exposure. Despite other issues people may have, I don't think anyone can complain about that.

  • Like 1
Posted

New footage thats aimed at "old school" Thief fans...Very interesting ... Also they have REALLY toned the shroud down... I actually sort of don't mind the shroud here :-O

 

http://www.ign.com/videos/2014/02/11/how-to-play-thief-in-old-school-mode

Posted

 

The writing is still rubbish, as well as the voice acting.

I've never cringed harder.

Posted
New footage thats aimed at "old school" Thief fans...Very interesting .

 

I notice that the KOs are now "takedown" animations even in first person. It's not you swinging the blackjack and aiming properly, it's "press X to takedown" at which point Garrett grabs the guard's head, wrenches his kneck, or whatever else the computer decides you should do as part of your KO.

Posted

I notice that the KOs are now "takedown" animations even in first person. It's not you swinging the blackjack and aiming properly, it's "press X to takedown" at which point Garrett grabs the guard's head, wrenches his kneck, or whatever else the computer decides you should do as part of your KO.

 

So now I can't even properly blackjack a guard myself without the game assisting me?

Damn, that's a real shame.

Posted

Well the more they tone it down the more I like the game but at the end of the day they are fixing a problem which shouldn't even be there in the first place :/

Posted (edited)

There is a button marked "melee" on the keyboard layout, so I'm hoping that means you can still do a manual blackjack.

But there is no incentive to do so if you can do a perfect "takedown" by just pressing one button.

Edited by Nacht7
Posted

Well, we knew the auto-takedown thing was there, it's been that way for a while now. But if I can do it manually, I will. I'm not concerned with the "perfect takedown" whatever that is.

Posted (edited)

I read preview from a guy who apparently swung and missed a blackjack swing during his playthrough.

 

http://www.edge-onli...nre-originator/

 

"A guard patrols an upstairs room containing drawers, cabinets and a locked safe stocked with valuables. We attempt to knock him unconscious with our blackjack after sneaking around a cabinet to get behind him, but miss the swing"

 

So it does seem like timing and aiming is still required.

Edited by bjshepp
  • Like 1
Posted

Interesting. I don't even quite understand what that means. If that company did "modelling of all 3d assets", does that mean they created the Garrett model??

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


  • Recent Status Updates

    • jivo

      I just uploaded a new version of the Visible Player Hands mod. It's been updated for TDM 2.13 and has new animations. Check out the post if you're interested!
      · 0 replies
    • datiswous

      I moved from Manjaro Linux (rolling release) to Linux Mint (LTS). One of the reasons was that I found the updates a bit too often and long. But now on Mint I get updates every day, although they're usually small updates.
      · 3 replies
    • JackFarmer

      "Hidden Hands: Vitalic Fever" - new update available including subtitles & compressed briefing video (thanks to @datiswous) and several fixes.
      · 0 replies
    • Wolfmond

      🇬🇧

      2025-04-20
      I'd like to track my level design progress a bit more often now, so I'm using the feed in my profile here.
      I've been working intensively on Springheel's YouTube course over the past few days. I'm currently up to lesson 8. There is so much information that needs to be processed and practiced. 
      I have started to create my own house. As I don't have the imagination to create a good floor plan, I grabbed a floor plan generator from Watabou and experimented with it. I chose a floor plan that I will modify slightly, but at least I now have an initial idea. 
      I used two guards as a measuring tape: The rooms are two guards high. It turned out that I can simply double the number of boxes in DarkRadiant in grid size 8 that are drawn in the floor plan. 
      I practiced the simplest things on the floor plan first. Drawing walls, cutting walls, inserting doors, cutting out frames, creating VisPortals, furnishing rooms.
      I have had my first success in creating a book. Creating a book was easier than I thought. I have a few ideas with books. The level I'm creating will be more or less a chill level, just for me, where I'll try out a few things. I don't have an idea for my own mission yet. I want to start small first.
      For the cellar, I wanted to have a second entrance, which should be on the outside. I'm fascinated by these basement doors from the USA, I think they're called Bilco basement doors. They are very unusual in Germany, but this type of access is sometimes used for deliveries to restaurants etc., where barrels can be rolled or lifted into the cellar. 
      I used two Hatch Doors, but they got completely disoriented after turning. I have since got them reasonably tamed. It's not perfect, but it's acceptable. 
      In the cellar today I experimented with a trap door that leads to a shaft system. The rooms aren't practically finished yet, but I want to continue working on the floor plan for now. I'll be starting on the upper floor very soon.

      __________________________________________________________________________________
      🇩🇪

      2025-04-20

      Ich möchte nun mal öfters ein bisschen meinen Werdegang beim Leveldesign tracken, dazu nutze ich hier den Feed in meinem Profil.
      Ich habe mich in den vergangenen Tagen intensiv mit dem Youtube-Kurs von Springheel beschäftigt. Aktuell bin ich bis zu Lektion 8 gekommen. Das sind so viele Informationen, die erstmal verarbeitet werden wollen und trainiert werden wollen. 

      Ich habe mich daran gemacht, ein eigenes Haus zu erstellen. Da mir die Fantasie fehlt, einen guten Raumplan zu erstellen, habe ich mir einen Grundrissgenerator von Watabou geschnappt und damit experimentiert. Ich habe mich für einen Grundriss entschieden, den ich noch leicht abwandeln werde, aber zumindest habe ich nun eine erste Idee. 

      Als Maßband habe ich zwei Wächter genommen: Die Räume sind zwei Wächter hoch. Es hat sich herausgestellt, dass ich in DarkRadiant in Gittergröße 8 einfach die doppelte Anzahl an Kästchen übernehmen kann, die im Grundriss eingezeichnet sind. 

      Ich habe bei dem Grundriss erstmal die einfachsten Sachen geübt. Wände ziehen, Wände zerschneiden, Türen einsetzen, Zargen herausschneiden, VisPortals erstellen, Räume einrichten.

      Ich habe erste Erfolge mit einem Buch gehabt. Das Erstellen eines Buchs ging leichter als gedacht. Ich habe ein paar Ideen mit Bücher. Das Level, das ich gerade erstelle, wird mehr oder weniger ein Chill-Level, einfach nur für mich, bei dem ich ein paar Sachen ausprobieren werde. Ich habe noch keine Idee für eine eigene Mission. Ich möchte erst einmal klein anfangen.

      Beim Keller wollte ich gerne einen zweiten Zugang haben, der sich außen befinden soll. Mich faszinieren diese Kellertüren aus den USA, Bilco basement doors heißen die, glaube ich. Diese sind in Deutschland sehr unüblich, diese Art von Zugängen gibt es aber manchmal zur Anlieferung bei Restaurants etc., wo Fässer dann in den Keller gerollt oder gehoben werden können. 
      Ich habe zwei Hatch Doors verwendet, die allerdings nach dem Drehen vollkommen aus dem Ruder liefen. Inzwischen habe ich sie einigermaßen gebändigt bekommen. Es ist nicht perfekt, aber annehmbar. 
      Im Keller habe ich heute mit einer Falltür experimentiert, die zu einem Schachtsystem führt. Die Räume sind noch quasi nicht eingerichtet, aber ich möchte erstmal am Grundriss weiterarbeiten. In Kürze fange ich das Obergeschoss an.



      · 2 replies
    • JackFarmer

      On a lighter note, thanks to my cat-like reflexes, my superior puzzle skills and my perfect memory, I was able to beat the remastered version of "Tomb Raider: The Last Revelation" in a new superhuman record time of 23 h : 35 m, worship me!
      · 5 replies
×
×
  • Create New...