Thread:Deathstalker666/@comment-1915529-20140121210201/@comment-3547390-20140212221238

Exactly, Garrett isn't expecting to see a submarine. Markham's Isle is quite good, especially for an area you might have missed as it is not required (did you find a treasure chest by any chance?). The KD site is another good one, I do remember something about it that makes it beneficial to have played Thief 1.

I am concerned about you, you are in grave peril. But, this is a good time as any to let you save the universe.

Eh, they have said it should be nonlinear. Not sure how true that is. You even can record your gameplay of how you did it to share with friends. That is exactly the thing, the falling off thing is just bad. Mantling in this game was rather important. Looking more into it, there is jumping, it is just done automatically. Now I wonder if I would be walking on a corridor only to have Garrett auto-jump on a crate to avoid detection. Why does it sound even worse than if they eliminated jumping entirely?

Thief allows you to kill everyone if you play on Normal. They have said for the new Thief that they have focused on both the psyco-murderers and the ghosts (ghosting is when you don't knock out anybody and try to make your way through the mission). Dishonoured bugs me in concept as it sounds super-powered, like it is so busy focusing on what you can do with your powers instead of just being stealthy. I would probably have to never touch the powers.

People have actually said that it might be a terrible copy of Dishonoured.

"I have these old gaming habits kicking in to urge me to find out whether I can fall off this edge or die this way and so on. After I figure it out, I have a pretty good feel of what game I will be playing. That's my personal way for doing things, but still, falling off because you weren't paying attention isn't that much fun." - We understand it is pretty fun to look around and explore, but this game won't have it because we feel some people won't be focused enough in the game and we don't want them to be penalized. Isn't that exactly what Thief is about? Should we have guards not notice you if you weren't paying attention?

The lead level designer had this to say - "I don't personally have the patience to learn the super, super old games and all their fidelities and hard-learned lessons. I want it to be more streamlined. And I'm a pretty hardcore player. But I want the challenge to be in the game and this is something that with today's technology we can do." - If we don't have hard-learned lessons, what exactly is the challenge?