Interesting observation. I haven't had a migraine yet (although I do suffer from them occasionally) but the short time I've been playing the game I have noticed it is quite tough on the eyestrain. Possibly a function of the perpetually gloomy setting and having to focus quite intensely on the screen to pick out where things are, especially when lockpicking or doing puzzles. I've pumped the gamma right up but even that doesn't give a drastic improvement.
I did manage to push through Chapter 2 last night but made the mistake of then starting the Bank Job - too early, need more resources! Need to try and backtrack, not sure how you abort a mission once started without going back to an earlier save.
completed it last night only focused doing the story on thief difficulty and kinda disappointed here are some of my thoughts about it
segmenting the world kinda ruined the experience not having that open feel to the game , in the story it makes you travel through numerous segments that have no real purpose other than making you sit through another loading screen
the characters are pretty forgettable , garret is one of the most bland main characters I have seen recently
the story wasn't told very well I was only interested during the asylum part
most of the mechanics are clunky the only one that was actually cool and worked well was the dash
the ai was pretty flawed
if you thought deus ex had dumb bosses wait till you see the ones in thief
Only played maybe 2 chapters(I was on the second, not sure if it finished). I pretty much hate it. It feels, off, the FOV feels wrong, set it to 100 and 110 and it doesn't feel like similar in any other game, still feels very squashed. Graphically it looks pretty awful, textures, etc.
Ai is woeful, pressing e to slowly open everything, to steal.... spoons and knives and the like, which is fantastic, because a dying city usually has a huge demand for golden cutlery, particularly the dying poor people.
I hate games that give you "loot" but make it random and utterly worthless and stupid.
THe game has a trinkets system, so expand that, steal less stuff that is worth more but give it a reason. You steal trinkets which give you boosts, and over time you want to replace or buy better ones, thus sell your current trinkets which gives you your source of gold to buy other things.
Completely forgotten what game I played not too long ago, but it was also full of looting everything and getting arbitrary random useless junk worth almost nothing and it just felt so pointless. Taking random food and things off tables as you go through houses, makes perfect sense, and meds, ammo, things that everyone would have. bBut why would I break into a huge chest... to steal a few knives and why would anyone keep knives in a huge chest in a warehouse seemingly set up to move around dead people. It's so lazy to add random crap to be picked up that makes no sense being there, no sense being worth anything and actively makes the game boring to play. Woo, I picked a lock and found a spoon..... another 30 seconds wasted.
The movement feels so clunky, awkward, from an odd FOV and just felt wrong. As you said the only "smooth" feeling part of the game was the dash.
Such a limited/basic/badly put together game. It took about 4 goes to get as far as chapter two as it was not compelling at all. Very rare I can play a new game and feel so completely put off after only 5 minutes.
Combat feels pretty awful, press to focus, then press r to stun, then you've probably got someone else to do it to, by the time it's done the first guy is not stunned anymore. Bit pointless, very clunky combat. Seems pretty sensible to make it press R to stun and it uses a small bit of focus to do it, one button. Then R to melee, Q to takedown, F to focus, they even messed up choosing sensible default key layout.
This game is very hit & miss, some parts are enjoyable & others are tedious, after playing games like Farcry 3 & Assasins creed games I find the loading from one area to another with the rotating glowing light indicating a portal to another part really outdated now, almost like going back to 15 years old technology so I suppose it's down to the ancient Unreal engine they used.
Why can't I pick up any weapons or ammo from bodies even though I can steal their money ? why can't I have a sword as the cutscenes show me with at least two?
What games does this game feel like? I want to play it but I don't know, something is just telling me not to. I wasn't a massive fan of the others, they weren't bad i just wasn't keen on them, i really like the look of this but don't want to be let down if it plays bad.
It's meh, after literally playing 10 mins here, 20 mins there I finally got through to a point that was slightly less rubbish. There have been genuinely good levels, some genuinely creepy levels and some well designed bits. But some awful set pieces, some really poor and repetitive side missions, a god awful map that seems to give no indication which points are direct links between the different parts of city via the windows.
The window mechanic is painfully slow and tedious, press e like 15 times to access another part of the city........ really? Press E to lift this beam that you could walk around the other side of instead? That is magically back down every time you want to go through.
For people getting migraines, surprisingly it hasn't caused me any yet(I get them a lot in general) I could instantly feel the fov was wrong. It feels very squashed/fisheye'd even at a fov that should be appropriate.
There are good design levels but a lot of the effects, the AI, the design of most missions is all very dull. There are two particular missions that felt better than others,
the mansion and the asylum was just like it was made by a completely different team altogether. The asylum in comparison was like an entirely different game put together how it should have been. If the entire game was on that level it would be 100 times better. Unfortunately it stands out so so so far apart from the rest of the game it shows how meh the rest is.
The city itself is horrible to navigate, boring, uninspiring. Okay, you want to cut it up to limit memory usage on old consoles, great... but do away with the god awful window mechanic. With the more normal white glowing orb (press e) thing to travel between certain points and into missions. Put up a piece of text saying where it's going so you don't have to press e then cancel, do not put in repeated tapping E events at any windows or weird narrow bits, horrible horrible idea.
Collecting loads of candlesticks and saucers isn't inspiring for a thief or a game mechanic. Make less crap and make it seem worthwhile stealing. Fancy bottles of wine, that makes sense, a saucer that you steal 100 of makes no sense. Art makes sense, yet in this game it's a collectable while it would make sense as a valuable thing to steal that would be worth a lot of money.
I hate it when games that have something or other to do with loot(if you need it like weapons and armour or steal it for cash) and they just make the loot completely arbitrary and lazy and put zero thought in to it.
It's a god damned game about STEALING, put 5 seconds thought into making the stuff you steal being worth stealing.
Shame, I was looking forward to this for years but instead of concentrating on the stealth mechanic it sounds like a loot fest. I can't stand games that require you to search every room, corner, stairwell and body just in case you missed... a spoon.
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