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Thread: So...new Thief, in VR, with Stephen Russell's Garrett

  1. #76
    Member
    Registered: Jul 2002
    Location: Edmonton
    I was playing on Steam Deck and not all of the mods worked. I managed to get the resolution correct, but I couldn’t figure out the level-stitching mod in Linux. I’m not sure how much of a difference it would make, though, given that the levels are clearly designed to be segmented and the loading times were quick.

  2. #77
    Member
    Registered: May 2004
    I was playing it on an Xbox and I don't think there is any way to get the mods working there.

  3. #78
    Sneaky Upgrader
    Registered: May 2007
    Quote Originally Posted by Aja View Post
    I was playing on Steam Deck and not all of the mods worked. I managed to get the resolution correct, but I couldn’t figure out the level-stitching mod in Linux.
    There's a new version of the Sneaky Upgrade coming up. If you'd like to help improve things for the Steam Deck, let me know.

    I’m not sure how much of a difference it would make, though, given that the levels are clearly designed to be segmented and the loading times were quick.
    It makes a great difference, but of course for some maps more than for others. The Widow Moira mission, which is basically a house arbitrarily split in two, probably benefits the most but also the Cradle, where you do run back and forth a bit. But for all the maps, not having an immersion breaking teleporter pop-up thrown in your face half-way through is a great improvement. Also, besides the merged half-maps, lots of stuff has been fixed.

  4. #79
    Member
    Registered: Jul 2002
    Location: Edmonton
    If you can guide me through installation, I’d be happy to help test it for you.

  5. #80
    Sneaky Upgrader
    Registered: May 2007
    That's great - I'll start a separate thread in the Mods and Utilities forum tomorrow.

  6. #81
    Sneaky Upgrader
    Registered: May 2007
    Quote Originally Posted by snobel View Post
    I'll start a separate thread in the Mods and Utilities forum tomorrow.
    Thread is up. Post if you have any questions...

  7. #82
    Member
    Registered: Feb 2005
    I came to this thread hoping for more creative bashing of Eidos...meh, this thread needs more ZylonBane:=)

  8. #83
    Brethren
    Registered: Apr 2000
    Location: Not France
    Here's an article with a little bit of new info:

    https://www.pcgamer.com/games/vr/thi...immersive-sim/

  9. #84
    Member
    Registered: Jan 2004
    Location: Prince Edward Island, Canada
    Quote Originally Posted by Renault View Post
    Here's an article with a little bit of new info:

    https://www.pcgamer.com/games/vr/thi...immersive-sim/
    Rope arrows have been limited to specific points, just like Thief 2014. The explanation being pretty much the same. They've placed them where they are deemed logical by the devs. After 10 years and all the feedback out there about this issue in Thief 2014, my confidence in this team has been knocked down a few notches.


    Russ Harding, chief creative officer at developer Maze Theory, defends the decision. "We've integrated anchors into the environment in a way that feels natural and diegetic. You'll need to read the space, stay alert, and think like a thief to find them. It's a system that rewards observation and encourages vertical exploration. We believe the approach preserves the spirit of rope arrows—clever tools for those who take the time to look up, scout ahead, and plan their next move—while making traversal feel intuitive and comfortable in VR."

  10. #85
    Member
    Registered: May 2005
    Quote Originally Posted by PC Gamer Interview
    We won't be playing another Garrett this time, though Stephen Russel has returned to voice his version of the master thief as a ghostly voice heard by Magpie, Thief VR's brand new hero.
    I am thinking of Trespasser and the Richard Attenborough monologues that triggered the first time you entered specific areas. We'll see how it turns out in Thief VR, but in Trespasser, it worked very well to create atmosphere and anchor the game in the established lore.

  11. #86
    Member
    Registered: Nov 2003
    Location: Sheffield, UK
    I may finally have a reason to use Steam

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