Thread:Deathstalker666/@comment-5557418-20131202044007/@comment-3547390-20131205050648

Earlier the wikia was updating, couldn't reply. Let's see what has happened. I can't seem to write small posts...

I actually dislike the new formatting like Ninja. It bugs me. Look at the main page (EDIT:I enlarged the boxes to eliminate the white space.). We have a giant gap! Who knows what other pages have such problems and what did we gain by the upgrade? A wider formatting so less text exists at once? The older format was more like other websites and had a good user friendliness. If we could switch back I would, but the problem is that we have to get used to it anyway. I wish this change was optional and would never be forced, not expected to be the norm in time.

Thief is an interesting game when it comes to the stealth aspect. It will be a big part of the game at times, especially in Thief II. The first one focuses more on the supernatural at certain portions, meaning there is a difference between enemies.

Humans are not to be killed on the highest difficulties. Supernatural beings can be killed though. Some people run away to get help, whilst others charge at you (or shoot you with arrows). The superatural is like fighting enemies in Quake or another FPS, except it is more melee/arrow based. There are like eight factions in the original Thief that all work in different ways. I wouldn't say it is a reskin at all, but the classes themselves do reskin (male/female servants and such).

We change strategies in Quake? I just thought it was don't shoot a shambler with explosives or a spawn up close, everything else is fair game. I feel the strategy was to nailgun both a Ogre and a Death Knight. Maybe I just never noticed I change my strategy...

The good thing about Thief is that it is first person, meaning it is more like Quake and those games. Just don't expect to shoot anything with a gun. Expect instead a massive armament of arrows (such as fire and water that affect the elements differently).

BTW Raadec, which Thief 1 did you get? Thief: The Dark Project, or Thief Gold? The latter fixes some bugs and adds 3 levels (I loved the first added mission even if it was confusing to navigate).

The wikia has been good. Mostly quiet until I started talking to Ninja, you and Vork have been mostly absent. Enemies have improved galleries now. KindMelon added a level chart after finding some mistakes in the walkthroughs, the template was based off of Thief Wikia (obviously my suggestion would involve Thief). A few people have been editing every day, adding fixes to the text.

I love them all as well. I can pick up a more recent title and play it. I have socialized with people on some of the more recent Call of Duties. Only thing is that I end up comparing EVERYTHING to old school and not in a positive light. I feel it took more skill back then, I feel the games had more details, ect. Thief is a major part of it, being the game that I say we should learn from. It was made by a revolutionary company, Looking Glass Studios, that made Ultima Underworld (the game Carmack based his engine on in order to be more fast paced, so they inspired ID's Wolfenstein engine which eventually led to Doom and Quake) and System Shock (Remember the audio logs in Doom 3? This is the game that started that). Thief was their last title and perhaps their greatest. The engine is a lot like Unreal's, yet I feel it is managed better. Alas, it was only used in-house and ended with their company's collapse. I don't remember Unreal being one double click away from changing all the properties of a projectile from a broadhead to a fire arrow. Alas, I wasn't very serious when I played with it but from what I remember it was a good engine.

Thief is extremely strategic in comparison to a normal FPS. Raadec, when you play the game, make sure you have good working audio. You will need to hear every sound, to know where the guards are and what surface you are walking on. Jumping on metal is a good way of getting every guard in a certain radius on alert. Remember though, sometimes you can use noises to your advantage. Shooting a broadhead can cause noises that distract the enemy. Banging on doors is another fun tool, as sometimes the guards might even be nice and unlock it (though the difficult part is keeping it unlocked).

You said Thief was like Dishonored, I have heard that time and time again. The theme may be the same, but I feel there is a big difference between a superpowered human and a thief. Didn't Dishonored give you supernatual abilities? The only game that might do that to you might be the remake (supernatural exist, but you don't have powers). There is one item in Thief II that might be considered such a power, yet I won't mention it here as it involves the plot of Thief 1. Ninja can probably see what I am getting at, if you still don't know by T2 though I will talk more about it.

In Thief, there are multiple ways to reach the same place. I think there is at least 5 ways to reach the main objective in the first level of Thief 1. It is all prerendered, so guards are always patrolling and the world feels very complete. They basically give you the tools and allow you to do the mission in the way you see fit. If you like non-linear gameplay, Thief might be one of the closest while still having objectives.

Ugh, all this talk of Thief is getting to me though. I almost want to skip Quake and just play a ton of Thief. But I owe it to the wikia to come back before succumbing to my addiction (I haven't played it in eight years or so, talk about a long rehab).

Hey, we all are probably not the most active editors right now. Mostly it has been minor edits for the last few weeks, but otherwise I don't do much right now. I have Quake on my computer but wish to finish the H.P. Lovecraft material before starting (and maybe some Commander Keen, I never did give that a good try). My activity might finally start returning in early 2014 based on my rate of progress. As always I say don't hold open a door for me, but I do have it in my mind to come back soon and have already started planning the order of the walkthroughs (which are still yet to be completed, still someone else might come along and do it perfectly in my absence and in which case I will simply start working on the top unfinished plan in my list).

Speaking of Lovecraft, I have some speculations that you guys may or may not care about. I have found sources stating that originally Quake was to be Aztec. Perhaps the reason why that theme still exists in some levels (The Terracotta theme and E1M8 specifically) is due to Lovecraft also connecting his mythos to the Aztecs around 1931 with The Electric Executioner (The Curse of Yig also is another Cthulhu story involving a deity linked to Quetzalcoatl). It is a stretch of something that probably isn't connected, but it is an interesting coincidence that it seems to be the only time Lovecraft altered the names of his gods in order to have Aztecian names. Apparently Shub-Niggurath became a mixture between her and Yig, Niguratl-Yig. Also, Shub-Niggurath seems to be the only deity mentioned by Lovecraft that does not have a story devoted to her (in fact, there is very little more than her name and the mention of her being worshiped in underground shrines.. like in E4M3 perhaps?). Following Lovecraft's teachings, the Elder Gods was more of a name passed around to any of the deities rather than a benevolent entity like in Dereleth's and later. As I think Quake is based off the teachings of Lovecraft more than Dereleth (this isn't a biblical battle between good and evil gods, but between man and gods that try to kill him such as Chthon and Shub-Niggurath) it is probably more likely that E4M3 is a shrine to evil forces and not good.

Half-Life is good Ninja? I have heard a lot of good reception, though was worried it was the start of modern gaming. Didn't it have a lot of QTEs and Cutscenes? It is one of the biggest games I have neglected to play yet always plan on eventually getting to due to it being an old school game.