I was really wondered why so much strange buzz around the NuThief, why every single regular guy make his own review, why there’s so much opinion-threads on the forums, and why they’re so… strange? I came up to the idea about this phenomena that there’s nothing wrong with people, it’s all about game. The game is strange. Indeed, everything in it is odd and questionable: story, characters, lore, gameplay, levels, even graphics is strange. And all of this cause frustration resulting in numerous reviews and opinions as strange and frustrated as a game. Nobody expected that, everyone was surprised by what they see on screen. Surprised in a bad way. Game itself was playable, highly playable as any other generic coridor FPS, it has all contemporary things like minimap, objective-markers, motion capture, paralax texturing, really working 64 bit version. It has all but original Thief part. Well actually it has, but again it’s also strange. Garrett is now acting irrationally led by some cryptic visions. The vast backstory and lore transformed into the big elaborate easter egg, though it was made strange again. While you can see that guys at Eidos do know and seems to love story of old games, they mess up the timeline, cut crucial parts and hide all the lore deep-deep in the game where it can be easily missed or even outside the game — in the Companion App. Partly i understand this, and blame Dark Souls’ success for that. Looks like Eidos was inspied by Dark Souls experience, where players unveil story themselves from the item descriptions and rare dialogs, while developers hasn’t provided any details, it was up to player to figure up things. The obscurity factor led to the formation of a strong community around the game, players was helping each other to solve game’s issues and to explain what the hell is happening in the game’s world. And while Dark Souls and his RPG counterpart Skyrim both had a deep story and lore, new Thief haven’t. So the trick Miazaki did fails in Thief immediately. And this is what the NuThiaf in the nutshell: every idea, initially not bad, meets terrible implementation hurting it’s original purpose and common sense. At first game seems fine, it looking good, playing good, but the more you playing the more you notice flaws and the scars on its body, then you realize that this scars are really sutures that hold together various parts something unstackable, sometimes necessary, and after you finish the game you realize that it is really terrifying pile of flesh sewn together forming horryfying monster. New Thief is a Frankenstein. It sewn of several components and the minor of them are from older Thief games. It resemples anything but Thief: Dishonored for nerfed blink and resemblance of setting, Half Life 2 for set-on-rails action and heavily scripted levels (teh Asylum), a bit of Skyrim for stealth, Ubisoft games (Far Cry 2 for instance) for a goddamn objective-marker and restricted set of actions allowed to player, new Call of Duty for one-button gameplay… From original Thief there’s only names, that’s why it doesn’t feels like Thief. This is not a Thief at all. So it’s really that bad? Well i don’t plan to write my own review, with plenty of reviews around it looks obsolete, also i’m already posted about the Thief’s ending, so i just link this video - a little bit emotional, but man have a point. —- Thief’s case closely resemble a situation with one japanese company that ignored all the fans aiming for a new auditory and unsuccesfully rebooted a well established title. While CAPCOM planned ‘total overhaul’ from the start, Thief’s roots of disaster lies in the developing process. Or how rapidly it changed over time. It seems that various rumors about the troubles in Eidos Montreal appears to be true. Having a half-baked game Square Enix changed development course aiming game to the mainstream population, resulted in dumbing down gameplay elements and adding aforementioned ‘contemporary elements’. The problem of goddamn NuThief is not that game is frankensteined junk or that is reboot, or that EM — are mob of talentless idiots, or that SE are douchebags, the problem it’s in game industry itself. It’s a buiseness aimed for big cash, and most guaranteed way to succed is to go en masse — making average product for everyone. That’s what AAA-label really means. This is where ‘AAA-standards’ apply. Industry is a factory, it need to constantly spew out staff to live. But creativity cannot be stantardized or searilized, it’s mostly spontaneous. Good product is still a product, not a piece of art. That’s why indies so popular these days: they making games crafted around non- standard ideas, they have opportunity to risk and more importanly — they’re have freedom. This is unattainable for industry, but things can be changed in other way: if companies will be not money-oriented, but people-oriented, this can fix things up. Unless there will be clone armies of faceless abominations with a void inside like new Thief and it’s dead City, populated only by guards.
NuThief ending is fucking dissappointing. After seeing this marasmatic conclusion, overall plot gets ridiculous. The ending doesn’t make sense. It leads nowhere. And this is a shame because game not so bad after all (of course it’s not as good as Thief 2, but not bad anyway). Of course game has it’s weak points: it is bizzarely stupid cutscenes such as rooftop dog run, it is boss battle with Thief Taker (who catch our ‘master thief’ way too often for master thief), it is boringly monotone empty City (with this damnable infinite loadings between zones*), it is invisible voices, it is useless map, it is unified action (Space) button that sometimes doesn’t work, it is stupid floating Farcry2/Skyrim-style marker, it is dull characters and of course overall plot… But stealth is good (though not well tuned), graphics is ok (though textures should be hi-res for the PCs), atmosphere, lore and references to early games are brilliant, sound is nice (though not without some devastating bugs) and customizable difficulty is a thing done right… and um, that’s all. This is a very strange game, you can see the effort dev’s made… but then something happend and initial idea got to the game half-baked or horribly transformed into something stupid. The example of former is a ending — embarassingly illogical and nonsensical, which with an ease ruin overall game, atmosphere and plot — though it is obvious ‘cliffhanger’ but extremelly clumsiness of execution set big question mark on very possibility of sequel. It’s a biggest dissapointmenting and ultimately worst ending in recent ears.
*: WTF?! It’s 2014, Skyrim has giant exterrior landmass filled with STUFF and is working without loadings somehow! On prev-gen consoles! Loadings are okay (maybe) for story missions and client’s jobs, but just to cross small town? Hmmm, something wrong in conservatory.
à partir de Ouisy
The Best book of childhood
“Please do not enter the garden area.”
Kunio-kun sticker sheet. Arc System Works handed these out at TGS to anyone who played through the demo of the new 3DS Kunio game, which you’d better believe I did! While there were hours-long lines for the Persona fighting game at Arc’s booth, I was able to saunter right up to this game with zero wait.
I’ll have a preview of the actual game up on Joystiq soon, and I’ll mention it here when that happens.
Oh shi… My integrated nostalgy controller get mad… Wanna fucking play!..
Ben Howard is the man to thank for this beautiful, hand-made set of The Legend of Zelda chess pieces. Drawing mostly from the designs of the Wind Waker era (though there are a few older styles thrown in, especially for characters not present in the GameCube title), there’s King Daphnes and Zelda…
Beware the Easter Ewok.