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/vr/ - Retro Games

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>> No.10662154 [View]
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I find it really thematically appropriate and a good hidden secret.

Hume becomes a holy warrior of sorts, chosen by destiny, not the perfect choice but good enough, he had a hard life

>> No.8657728 [View]
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>>8657720
Can you imagine a Thief game with an engine powerful enough to kind simulate the german expressionism and dieselpunk atmosphere of Thief cutscenes?

It would blow my testis.

>> No.8339870 [View]
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>>8339817

Its basically the same game, in fact for the time Thief 1 and 2 missions are even more ambitious and crazy than gloomwood demo.

>>8339830
Deal with it like this, in human missions be stealthy, in tomb missions act like a D&D rogue or Lara and fuck everything with mines, arrows and holy water, treat them like modern Predator style stealth.

Thief 1 and 2 are masterpieces give them another go.

>> No.3479928 [View]
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>>3479838
Hubs are meh. Although if you dislike a shopping interface, say a fully realized Garrett hideout, and a street would be cool, you could buy stuff in with a letter in Garrett study or something.

If really well done I dont mind a sandbox, ig there is one City I love to explore would be neoclassical\medieval mishmash insanity of the City

>>3479923
Are you crazy its Unreal to the bone. Maybe you were to young to play Unreal 1?

>> No.3434354 [View]
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>>3434337
>>3434345

Also forgot, despite good graphics for the time, I guess Theif 1 and 2 just leaved more to the imagination. Thief 3 art style is a bit weird as well. Again not bad.

Razorfist brings up the good points it had.

In my dreams the city looks as bizarre and gargantuan as in the cutscenes.

>> No.2644770 [View]
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>>2592503
Its unsettling because you can tell that house belongs to a former pagan. In fact you can find a hidden altar in there.

The soul of the Trickster lingers.


Fuck I didnt know /vr/ made Thief threads. I should come here more often.

>> No.1716612 [View]
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>>1716552
>>1716523
I'd also like to insist, despite the seeming complexity of the controls, it can be easily built into an easier more modern control standard. I use maybe 12 key setup for Thief, despite the like...54 possible binds I think, and it plays smooth as butter.

Thief has really elaborate controls. The kind that the mechanics fit into perfectly, where each step is measured by holding the key down for long enough, and each direction takes a different amount of time to step into. In a way it feels like ICO or Another World, where each step is deliberate and controlled, Thief is more closer to an analog system, and I'd argue it boasts the most complex movement system, based on the sheer number of states they practically achieved true analog movement to a higher detail than any console game with analog controls. Things like the breath meter for when you're swimming underwater actually feels like it synchronizes with how long a person can actually hold their breath. Mantling over walls and climbing props, pushing them around all feels so precisely tuned.

Thief is an immersive sim in the fullest sense. The quality of the simulation is fantastic, there is so much to experience and learn from this game. I want to talk about the look of it all too, which is also meant to emulate a hand painted oil paint aesthetic. It's not something easily picked up on, except when you can see the vistas and views the game wants to show off to you. It's really hard to summarize the game like I am, because there's an infinite number of things I can talk about with it. But it's so much more than just the sum of one of its parts. Don't dismiss it because it engages in the magical and mystical, explore it. See where it takes you, I don't think you'll regret it.

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