I put tripwires everywhere. You get more security because they're there even when you're not, and they're much less messy than a shotgun. When an intruder falls over one, I don't have to shoot them and spray blood and gore everywhere, I just rush over and kick them in the head while they're down.
Yep...I made a new thread to talk about it...Another CM Bites the Dust
Phishing mispelled Thief 4 because you actually get Identity Theft 4.
Thanks for helping warn everyone. There is no demo and absolutely no beta.
First they phish for personal info, take your email address, then you download an 800 megabyte virus.
Searching www.4shared.com for thief 4 fails because hosted on hidden pages.
(warning - protect your personal info, surveys or download button clicks)
Hidden pages scam with innocent looking instructions (don't click on anything)
(debated whether to show link or not, so I broke link and not accidentally used)
http:// w w w . 4 s h a r e d . c o m / f i l e / v 2 m - p c 0 O / T h i e f _ 4 _ B e t a _ G a m e . h t m l
http:// w w w . 4 s h a r e d . c o m / g e t / v 2 m - p c 0 O / T h i e f _ 4 _ B e t a _ G a m e . h t m l
Last edited by jtbalogh; 21st Oct 2013 at 23:37.
I added about a dozen or so links under a new section, titled "New York Comic Con 2013" in the OP. Most are hands-on reports from gaming journalists who had a chance to see (and play) the latest build of Thief.
"PC Gamer Holiday Issue" has a somewhat lack luster preview of Thief. They made is sound dull. February release.
Well well, now this sounds promising.
http://www.pcgamer.com/2013/12/10/th...e-an-iron-man/
Has anyone completed either of the first two games as a ghost and an iron man at the same time?
If EM believes nuthief can be completed as an iron ghost, it probably means the game is going to be far more forgiving than the originals. Which unfortunately implies its going to be much easier.
Maybe, but you're forgetting that there's more than one difficulty mode. Surely on Hard or whatever they end up calling it the game will actually be Hard. I guess we'll see.
If only that was true for Dishonored. Taking the stealth route, there really wasn't any increase in difficulty playing on the hardest difficulty setting (on the other hand, frontal combat was punishing on the higher difficulties, but that's playing in the least efficient manner possible).
As an after thought, playing Dishonored as an iron ghost would be frustratingly difficult.
A few days ago EM's web content manager said no one there has been able complete the game on the hardest difficulty setting. Of course that begs the question of how much have they tried to complete the game at highest difficulty, but at least it's encouraging.
Or, it is a thinly veiled insult to the original fans. They are trying to say "hey, "classic Thief" used to be saving 30 saves per mission, so iron man mode is better than the originals!". No one in their right mind would try to endure this level of torture on purpose. We invented ghost mode as we went, because it was intuitively built into the original games masterful engine to do so. To now force you to get through the entire game without missing a hitch, or start over is missing the point. It is complete overkill, whereas The Dark Project unfolded naturally and sublimely.
Save scumming isn't something to brag about, Goldmoon. It's a cheesy as hell artifact of a bygone era, and to me, ruins the immersion.
Brother Renzatic, surely thou didst note that they are reducing the true "classic gamers" to people who *cough* "save scummed" their way through The Dark Project. Excuse me, but I do believe that there was so much more to the game than that, dont you agree? Brother Renzatic?
I don't think it ruins the immersion inherently. The Dark Engine, if we're being perfectly honest, is a clunky, weird piece of junk at times. Overall it can be quite smooth, reminding me at times of the Quake engine, or perhaps the early Unreal engine. (Depends on whether it's Thief 1 or 2.) But it can bug out at the most inopportune times, which is why some versions of Ironman mode accede to making saves before doing anything like rope-climbing, just in case something goes wrong that the player can't control.
Now, Dark Souls, that's how you Ironman. Even if you light the bonfires, you're still screwed if you die.
I've heard a lot of good arguments for being able to save anywhere, and I can't say they're wrong exactly, but my entirely subjective opinion is that quicksaving ruins the feeling of risk you get from a game like Thief. If you come across a difficult scenario, you don't have to weigh your options. Don't have to consider the pros and cons of doing something. Instead of looking at a situation and thinking "am I good enough to pull this off", it's "let me save right quick and try this". Yeah, it's arguably more fun, but it's also more...for lack of a better word...gamey. A real thief would have to deeply consider every move he makes before he makes it, because in real life, there are no quickloads.
Like Deth said, Dark Souls is the perfect example for this. Not being able to save anywhere adds to the risk, the tension you feel while playing it. To me, it makes the game far more immersive because you don't get any do overs, and you don't ever have to utilize a game mechanic that isn't actually a direct part of the game itself. If you could save anywhere, it wouldn't be a nearly as exciting.
But since I can't say I'm 100% right, and the way I enjoy playing games might not be the way you enjoy playing games, we've got the choice between checkpoints, save anywhere, and ironman mode.
Yeah, there are a lot of quirks in the old Dark Engine. If you've been playing the game on and off for over a decade like some people here, you can account for those quirks and work around them. But for me, when I pick up the game after not having played it for 2-3 years, I'm reminded of the annoying crap that doesn't do quite what it's supposed to do. Like mantling is a hit or miss affair. You never know if the game will let you grab onto something, or miss it entirely for some reason. You do have to save scum in Thief 1 & 2, and it makes it almost impossible to iron man unless you know EXACTLY how the engine works.
Last edited by Renzatic; 16th Jan 2014 at 00:32.
I'm currently replaying the dark project, I'm saving a lot, not reloading very often though, I can assure you my palms are still getting sweaty and I'm still jerking back in my chair at events, saving whenever I want sure isn't affecting my immersion.
That was one GREAT advantage to Deadly Shadows and TDM. They tend to be much less glitchy. I have played DS dozens of times on PC and Xbox. I can't remember anything bad save for a hard freeze on Xbox once (hardware related/overheated).
The Dark Engine *%^#& with me at least once every time I load it up...
Last edited by nickie; 24th Jan 2014 at 13:08. Reason: This forum is a pretty clean language forum :)
http://www.polygon.com/2014/1/24/534...st-improvement
Yay!Originally Posted by Polygon
Sorry if this is already known information, I forget.
I don't always post twice in a row, but when I do, it's because it's necessary:
http://www.ausgamers.com/features/read/3406141
We kind of knew this part already, but he goes into detail (and he's a old Thief fan/player like us rather than a typical journalist) about the options we're presented with, and, as a shocker (well maybe not if you think about Deus Ex Human Revolution I guess), the options are available to console users as well:
Originally Posted by ausgamers
I've moved the last few posts here. This thread is only for reporting/announcing articles.