Thief 3 Q&A on Computer and Video Games chats with ION Storm's Randy
Smith about the upcoming installment in the stealthy Thief series. They discuss
various aspects of gameplay, including how the use of the Unreal engine is
One of the biggest differences for Thief 3 is that it
uses state-of-the-art rendering technology. We've got fully volumetric shadows,
which other companies are using now; but as early as two months ago the only
companies we knew that were using this were us and id Software.
We try to use the rendering technology for gameplay all the time, so in a room,
say, you might have an oven that's casting light. So the fact that any object
casts a shadow from any light source means that the player has a lot more
control over lighting in Thief 3.
I could handle the zombies in the first. But when I got to the velociraptors, good god. That was nothing but pure shooter. Why, why, why?!?!? Such a good game up to then.
I always played on expert for both games, but this is the first game where I actually hadda look up online in 2 instances to find that last piece of treasure (a ledge over the bottom of the stairs leading into a kitchen) or where the dead guy who escaped the prison was (way down in the bowels you came up thru, under a half-wall.)
This game is far and away the most immersive I've ever played, and that's saying things with games like Half Life (story and environment) or Starcraft (story).
I also hated the fact you could actually beat a guard in a sword battle. Yes, they were trying to hedge their bets and cover all things people liked, but yeesh. That actually cut into the immersion because in any real RPG, there's no reason a thief type should every come close to being able to beat even a lame guard in a frontal battle. This game, unlike EQ, etc. etc. etc. actually implements things for the thief type to do, so there's no reason for the thief to be a "fighter-with-magical-superpower-i.e.-backstab".
My problem with the zombies in the original relates to how they over-emphasized the "shooter" aspect of the game. The best way to totally destroy them was with Holy Water, and the water would only stay holy for a limited time. So it oddly enough became like the Rampage missions in GTA.
The zombies in RTCW owned IMO. 'Nuff Said.
"Nothing livens up a robotic hymn of doom more than an amazing pair of jugs." - Brak
Yeah, they do send a chill down my spine during late night theiving with the lights off, in that regard they are effective, but I just HATE dealing with shit that either can't be killed/avoided/or wastes an assload of bullets.
I'm a huge fan of Thief I, sorry to say I never managed to get a copy of Thief II, so I can't judge it. But after experiencing RTCW, I said to myself, NO MORE!
NAZI's are much more satisfying to "silence" (that that as you will) than something that's already dead and doesn't know shit from brains anyway.
I was scared shitless of those stupid undead in the first Thief. They got annoying real fast, but talk about atmosphere and immersion. They were almost impossible to sneak past or kill. The levels they were in were creepy. Their moans sent chills down my spine. I liked them for the atmosphere, but they were just too damn hard to deal with. I sprinted through those damn levels.
But they were used sparingly in Thief 2. I didn't mind them at all in that game.
Playing on expert is the only way to go. That blackjack got a lot of use.
Yeah, I know you couldn't kill anyone on Expert, but you still could knock people out in most levels. There were a few that you couldn't knock anyone out either, though.. such as the Police station and the first time in that mansion in Thief II.
But I did enjoy the levels where you couldn't blackjack or kill anyone. ...at least on Expert difficutly.
That would be all of the levels on expert difficulty, if I remember correctly. And expert is the only way to play. But now that you mention it, I hope they provide ways to customize the difficulty level. I enjoyed the no killing requirement, but I grew to hate the high treasure requirements... running through a house a billion times trying to find the hidden lever for the last piece of treasure, even though everyone's knocked out so there's no difficulty, just frustration.
Ibe pretty cool to have some requirements for like no blackjacking allowed or a time limit before people start to wake up. All customizable, for maximum gaming pleasure, of course.
I do think (potentially?) dropping the "III" from the title is quite disrespectful to the fans, the series, and Looking Glass <sniff, sniff>. However, I can understand the dagger change; not only is it more consistent with Garrett's overall character (traveling light, being sneaky), it will force people to play more of a stealth role. Although not as fun, any decent Thief/Thief Gold/Thief II fan can easily clear out the levels by killing everybody with the sword...
The type that must blackjack everybody/everything :o, Ray
As much as I like the fact that they're making Thief III, I have some misgivings about it. They seem to be n00bing it up with things like dropping the III from the title and adding the dagger. They also seem to be messing around with various other things. If it ain't broke, don't fix it. Hopefully Warren has enough sense not to "streamline" it and make it Deus Thief.