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22. Re: Eidos Montreal Layoffs Mar 5, 2014, 03:19 Jerykk
 
Squirmer wrote on Mar 5, 2014, 00:30:
netnerd85 wrote on Mar 4, 2014, 23:05:
MajorD wrote on Mar 4, 2014, 20:40:

Have you even played the game? Whether it is Thief or not a Thief game, there is A LOT wrong with it!

Apart from the voices that randomly appear/repeat, what?
We're not talking bugs, we're talking bad design. Things like the constant removal of player control in betrayal of the Looking Glass legacy. The terrible level design that's nothing like the open maps that encourage exploration in the original, but rather a linear, funneled design. The inconsistent stealth mechanics, the laughable plot, the boring setting. There are so many problems.

The city hub definitely encourages exploration, as there's plenty of loot and collectibles to be found and some of it is pretty well-hidden. The story missions are definitely more linear than the levels in the previous games but they aren't as linear as you suggest. There are still branching paths and hidden areas. Finding all the loot and collectibles is still quite the challenge. The stealth mechanics seem pretty consistent to me. I do think that the sound mechanics could use improvement, as different surfaces don't really seem to matter unless they are broken glass or water puddles. Plot isn't laughable so much as mediocre and uninspired. I'm not sure why people are so offended by it. Mediocre and uninspired stories are par for the course in videogames. The setting seems compelling enough to me and carries the same tone and atmosphere as the city in the previous games.

Make no mistake, Thief definitely has issues. The AI is buggy, the door-mashing is annoying, the traversal system isn't entirely consistent, the levels aren't as large or open-ended as the ones in the first two games, there are a few stupid set-pieces and the sound mixing could use some work. However, when I'm sneaking around in the shadows and exploring every nook and cranny for loot, it feels very much like a Thief game.

Anyway, back on topic, layoffs are pretty standard after big AAA games ship. You only need a core team during pre-production, then you start hiring as you ramp up production. Once the game is done, all those new people you hired are sitting around with nothing to do unless you can roll them off onto another project and that's not always possible. It sucks but if you work in the industry, you should come to expect it. The only thing you can do is work your ass off and impress enough people to ensure they'll want you to stick around.

This comment was edited on Mar 5, 2014, 03:24.
 
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