Who /sneaky/ here?
Do you prefer TDP or TMA?
Since the other Looking Glass thread is probably going to die I'll leave these here
>Looking Glass Studios Interview Podcast series
>Making of Thief 2
>Last Day at Looking Glass (video)
>Last Day at Looking Glass (photos)
>Looking Glass Studios - behind the scenes (partially in German)
>Deep Cover (unfinished Cold War stealth game) screenshots
>Interview with Josh Randall (Robotkid) about music and sound design
>Josh Randall soundcloud
>Developers play System Shock 1
>PC classic commentary: Ultima Underworld with Paul Neurath
Deadly Shadows. :^)
No, but really, I've beaten Thief Gold lately for the first time and loved it; normally I'm hardcore into
Hitmanseries, but going back to the granddaddy of the modern stealth game was tons of fun.
I gotta finally get to TMA. Funnily enough, I thought that most people preferred it to TG, but lately I've been seeing more Gold people popping up.
>Don't most games?
By which I mean, a lot of people complained how easy the game is by the simple virtue of there being a lot of high vantage points that the guards simply never check
Hitman: Contractshas a level, Beldingford Manor, that feels very Thiefey:
>British guards toss slurs at you
>it's dark and you can sneak everywhere with no disguises
>there's a few interactable objects
>secret passages and climbable windows
how do I git gud at thief?
I really want to enjoy these games, I see the potential, but I suck balls :<
Thief: Deadly Shadows had the best plot to finish the franchise off. Pure poetry. I don't understand the hate that it gets. Although I put hundreds of hours into each T1 and T2, I probably put more into T3 for the tightly knit hubs, and being able to walk and explore the city outside of the linear level design.
I fucking HATED that level. It took me so god damn long to find everything and navigate, even after I'd been through the level a hundred times trying to find the last treasure I needed for expert mode requirements.
The plot was okay. I didn't like how they turned the keepers into a bunch of bumbling morons that couldn't do anything without the help of their "glyph magics", and how they would actively take part rather than being silent observers (going so far as to send allahu akbar tier hitmen to hunt you on the streets).
The rest of the game was not that good to be honest and deserves the hate it gets. There's the obvious consolization and dumbing down with the levels being split in parts; the third person camera that trivializes a big part of the stealth challenge and also negatively affects how you move in first person (falling off narrow rafters/ledges by turning around your camera, the wonky movement in general); the compromises that are made to acommodate to third person mode in both level design and gameplay mechanics like no crawlspaces or anywhere you have to crouch, no swimmable water, no rope arrows (they blamed engine limitations for these two, but it's much more likely that they couldn't afford the extra animation work), etc; new features and mechanics that feel half assed and pointless (climbing gloves, oil flasks, city hubs) or that are outright broken (wall flattening); also the engine problems in general (choppy framerates, lighting bugs, goofy ragdolls)
The city hub sections were pretty lame in my opinion, with nothing much to do but waste your time in between missions with boring and sometimes nonsensical side quests with the tacked on faction system that makes absolutely no sense (killing bugs and shooting moss arrow into stones would improev standing with hammerites and pagans wtf). In general, I mostly feel the worst thing it achieves is to somehow "demystify" the city, giving it clear and defined boundaries and making it feel ridiculously small. I think Thief 1/2 approach of making individual missions is the best in all regards.
Most of all, and unlike the originals I just feel thief 3 has aged like shit and it's not that fun to play through.
>ranking the series
What a horrible butchery you have committed. All three games are fucking great, as well as The Dark Mod (which is really akin to the first two Thief games, and placing it that low is incredibly insulting).
And don't hide their unconscious bodies in the pool. :(
thief 2 just because of these guys. Their dialogue and voice was both hilarious and terrifying to hear.
How does everyone get so goddamn confused with that level?
You go through the back of the casino, down into the sewers, take the left fork, loot everything, take the right fork, loot the barracks, then loot the mansion.
Fucking child's play, should be done in half an hour.
I had the hardest time finding the safe because I didn't know you could slash the paintings, and I went to Dolan's mansion before Reuben's accidentally.
Also it didn't make sense that the only way to enter dolan's mansion was through the sewer.
Ghoster extraordinaire Klatremus successfully ghosted the first mission in the Chalice of Souls FM. Report here and video playthrough: http://www.klatremus.org/ChaliceOfSouls1.htm
Can't wait to see how he plays through mission 2, as it is really taffing hard with all the wandering people and patrollers.
>no piratefags proclaiming how their desire to never pay outweighs everything
So what does Garrett spend all the leftover money on that is not spent on equipment, given that any leftover gold doesn't carry over between levels in T1/2?
For me, you're supposed to use the level as a stage for your own exploits.
You want to dispatch everyone, put their bodies in funny positions and bunnyhop across the level focusing on the architecture and level design? You can.
You want yourself to absolutely never be seen by anyone? You can (although the true "100% ghost" footage I've ever seen includes some crazy shit like putting items in enemy's LOS - right in their face - so that he won't see you; I've seen people do that to Burricks. And Escape! is really difficult to do this way)
You want to try your absolute best not to disturb anyone and use your weapons for emergencies? You can.
Nobody says you are "supposed" to do something when tools for different playthroughs are readily available.
When playing modern games with stealth rankings, my autism compels me to always gun for the highest ranking. But then, there's games like Hitman, where you have all that really tacticool shit you can use, and it is never of any use that way.
What would you have liked the 4th Thief game to be like if Thiaf didn't exist?
I would have loved to see a spiritual successor set in an early 1900s Europe-inspired world, with oldschool spy gadgets and stuff. Could've worked very well I think, as long as the gameplay remains untouched.
That or a game following Garrett's 'apprentice' at the end of DS. And no I'm not alking about fucking Erin. What a godawful character.
Use lean, Stick to the shadows, Move quietly across surfaces like marble or metal, stick to surfaces like carpet or dirt, play the game on Hard or Expert for full experience, beating certain levels requires some serious out of the box thinking, Take your time with each level, Don't attack guards head on, Use your Blackjack, Have a bit of patience.
Have fun playing the game
That level. Holy shit. What a rat maze.
This is a little odd, but the Thief series actually taught me to constantly know where north was. I have a much better sense of direction than I used to.
>This is a little odd, but the Thief series actually taught me to constantly know where north was.
That's its strong point - you had to actually read the map, all by yourself. No retarded "You are EXACTLY here, facing THIS direction", no retarded pointers. Even better, in later missions maps were either incomplete or outdated. It helped to get the general idea about certain locations, but forced you to explore and find paths. Loved it, made the game extremely climatic and immersive.
greatest NPC in the series
>UP UP THE ROPE YOU GOOOOOO
>WHY DO YOU MOVE SO SLOOOOOOO-ooph!
Maybe if I didn't have to sit through a goddamn aria just to have to the rope drop down I wouldn't blackjack your drunk ass.
There's cutscenes before every level that usually explain pretty clearly what you're supposed to do. Also it's a game from an era before blatant hand-holding in video games so if you don't like games that sort of require figuring stuff out on your own, I don't think you're going to like the rest of the game especially if you're playing the gold version with the thieves guild mission
>turned the keepers into a bunch of bumbling morons
I think this was my biggest problem with it plot wise. Instead of making the plot twists nigh unforeseeable, they made them plainly obvious and made everyone else dumb.
The general gist is a good way to wrap the series, but they failed a bit in the execution.
I still think it's a great game though. Had a lot of fun with it, and mods fix most of its glaring issues anyway. What I think I'd really like is a remake of Thief 3 in the dark engine. But that's not feasible without a large dedicated team, and who has time for that.
King's Story is great but be warned as it is more of a Point n' Click in the Thief engine than a traditional mission. Lots of puzzles to solve, many different outcomes. I love it but it's not everyone's cup of tea.
Just finished the thieves guild for the first time. Spent about an hour running around trying to find randall's fucking bracelet. Everything else was fine, though the sewers were a bit confusing.
Rope arrows, but frogbeast eggs are fun to use. I remember in the Drymian Codex, there are spider eggs that work similarly, and there's a hilarious bug when you throw one at an archer guard where the guard and the spider spin indefinitely around each other.
If that's like I imagine you can get the same effect by unleashing the boat spiders in Shipping and Receiving and letting the crew deal with them while standing on the side of the boat out of reach. I actually got one of the guards to fall in the water that way.