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Gloomwood


Diego
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1 hour ago, Nort said:

Well, that rules out sudden throat cancer as a possible cause for why SS3 got sold.

?

Thief with guns=Dishonored

Edited by lowenz

Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S.

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7 minutes ago, lowenz said:

?

Thief with guns=Dishonored

Oh, that's right: There was a gun in that game, wasn't there. It's like with the sword in Thief: Why are game designers so afraid to commit? Just do away with all the lethal stuff, and just focus on one playstyle. Why have a tool that is realistically heard throughout the entire level, and ruins half of the playstyle? I won't play Gloomwood until I'm positive that I never have to bring a gun with me anywhere. I hate guns. Guns and violence is so overused in games that I just want to scream. Games are not inherently murder sims, yet in practice they de facto are. It's very creepy how addicted to killing people are, "for entertainment". We are clearly an evil species.

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The Gloomwood demo is actually quite fun and plays smooth. It's been in development forever so it better be good. Guns in Gloomwood are optional (just like Assassins Creed and Dishonored) as your main weapon is a cane (aka blackjack/sword type tool), and it is a very stealthy game. You don't have to pick up the gun when you come across it. I wouldn't discount Gloomwood until after trying the demo.

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2 hours ago, Nort said:

Oh, that's right: There was a gun in that game, wasn't there. It's like with the sword in Thief: Why are game designers so afraid to commit? Just do away with all the lethal stuff, and just focus on one playstyle. Why have a tool that is realistically heard throughout the entire level, and ruins half of the playstyle? I won't play Gloomwood until I'm positive that I never have to bring a gun with me anywhere. I hate guns. Guns and violence is so overused in games that I just want to scream. Games are not inherently murder sims, yet in practice they de facto are. It's very creepy how addicted to killing people are, "for entertainment". We are clearly an evil species.

The Void by Ice Pick Lodge has no guns.

"I really perceive that vanity about which most men merely prate — the vanity of the human or temporal life. I live continually in a reverie of the future. I have no faith in human perfectibility. I think that human exertion will have no appreciable effect upon humanity. Man is now only more active — not more happy — nor more wise, than he was 6000 years ago. The result will never vary — and to suppose that it will, is to suppose that the foregone man has lived in vain — that the foregone time is but the rudiment of the future — that the myriads who have perished have not been upon equal footing with ourselves — nor are we with our posterity. I cannot agree to lose sight of man the individual, in man the mass."...

- 2 July 1844 letter to James Russell Lowell from Edgar Allan Poe.

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  • 2 months later...
On 2/1/2022 at 2:31 PM, datiswous said:

I think these games get away with poor graphics under the name "art direction" or "indy".

Don't worry, I'm sure loads of people will complain about it when it's released.

Which is pathetic. Every time I read stuff like that "Wow, it looks so great!" on a review of a new AAA game, I can only shake my head. Games are so ridiculously shitty in terms of gameplay these days that I wonder if 99% of the developers worked on the shiny graphics.

This game, on the other hand, looks like something I want to play for a change. Unfortunately, you have to go Indie for such games these days. But then, where's the problem? Shiny graphics are so 2022. ;)

Edited by chakkman
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I'm playing the early access right now and not complaining about it. The creator's vision is what we get and what we should respect. It's very sneaksie and thief-y and dark and gloomy and creepy so far. Few Thief-inspired games actually properly balance shadow hiding and light-gem meter strategy well, and this game does both very nicely. I'm not obsessed with 100% ghosting by any means, but I feel like this game is designed that you can do that.

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I find the light-gem/shadow balance to be quite strange in places, where the ground beneath your feet appears pitch black on default settings, but your light-gem is glowing faintly and you'll be in such a narrow space that you can't help but aggro an enemy (the dogs in the caves are especially hard to ghost past). If you crank up the brightness and gamma, you can see the edges of shadows more clearly but the whole aesthetic of the game is ruined. Sometimes you'll open a door near a light and the baked lightmap is static but your illumination seems to be dynamic, so it looks like there's a shadow flush with the doorway but your gem will light up anyway from direct line-of-sight with the lamp. If there were stencil shadows being drawn, this ambiguity wouldn't happen, or otherwise if enemies had more levels of alert with a forgiving curve, it wouldn't be such a touchy issue.

Several times I thought to myself, "The Dark Mod did this a little bit better..." but these are still early days and I'm sure these features will be improved, since they're so fundamental. Things like light graduation and enemy sensitively levels will probably takes months or years to hone in perfectly and I'm liking what I see so far. The combat is meh, but optional, the world-building seems promising, and I love the look of the game. It's also great to hear the vocal talents of Stephen Weyte and Terri Brosius, though the VO is a bit sparse in the demo.

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