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Do not post pornographic or shocking images.
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Do not use this community as your social/political/hatespeech soapbox.
Do not be redundant. One page does not need three or more threads on one topic/theme.
Do not treat this comm like your personal Plurk or Twitter. Off-topic happens, but it should be open for discussion and not just a play-by-play of your life. No one cares.
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(Anonymous) 2014-03-30 09:32 pm (UTC)(link)it was a mistake to try to blend those two genres. while i don't exactly blame them for trying to "update" thief and make it "cool and current" i really wish they... hadn't. it suffers as an incredibly mediocre, forgettable game and i honestly think the series deserved more than that.
so while i'm not bitter at anyone who did like it, i'm quite sad that the game itself is fairly crappy.
no subject
(Anonymous) 2014-03-30 11:01 pm (UTC)(link)Changing your game to appeal to the mass market is one part of it, but the fact is that the development environment of 2014 is very different from that of 1998. Modern games have to be streamlined and accessible or they'll be rejected by the market. Gone are the days where key information was in the instruction manual: now in-game tutorials and hand-holding is the standard. Games in 1998 were more concerned about creating worlds (and all of the annoying realism that goes with them); 2014 games are more about being forms of entertainment.
It is entirely possible to update a game to modern standards while also keeping the original appeal. Dishonored arguably made for a better Thief reboot than the actual Thief reboot. Deus Ex: Human Revolution was also an amazing example of creating a modern instalment of a stealth game that is true to the original while blowing out all of the cobwebs.
tl;dr don't say "they shouldn't have tried to update it", say "they should have tried to update it well".
It's also a high-profile reboot of a classic title, so executive meddling and development hell was almost certainly involved at points. That, more than anything else, is probably what's responsible for Garrett's muddled personality. Far be it for me to start listing all of the things that they could have or should have done without knowing the details and circumstances of the development process. Personally I would have made it more like an open-world game ala Assassin's Creed and allowed you to break into as many NPC homes as possible, but who knows how much that would have cost in money and manpower.