Mummelmann said:
I hear ya. I actually liked the direction they took with Deadly Shadows though, the free roaming bit, vendors and fences and avoiding the patrols. Just seems more natural, but I do wish they'd made more out of it (bigger areas with more things to do, houses to break into and such). With the ending of Thief 3 : SPOILER: doesn't it seem like Thief 4 could be set many years later with the new kid that Garret has taught as the main character? Otherwise, I don't really see the point of the ending. Then again, I won't like not playing Garret unless the new character is beyond awesome (the voice alone makes Garret stand head and shoulders above most and some of his lines are really good)! Life is hard! |
You're right - the problem with Thief 3 wasn't so much the story and direction, which I liked, but the use of an engine and level design that, due to having to fit on the Xbox, severely impacted what should have been. At a time when the Unreal engine could support fairly large levels Deus Ex 2 and Thief 3 had some of the smallest levels possible, just really silly small. What annoyed me, because I played both on PC of course, was that the developers didn't even stich the broken up levels together, which would have been easy on PC and would have instantly imrpved things a fair bit.
Deus Ex 2 I thought they mangled a lot, but Thief 3 I enjoyed playing, I just hated the level size and all too obvious issues that came fro their decision to support PC/Xbox at a time when, unlike now, the disparity in specs was just too large.
Try to be reasonable... its easier than you think...








