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The point is, the first person mode in the original game had a specific purpose. There was no manual aiming with a mouse (not until two years later with the 1.2 patch). The original design made first person mode a necessary mechanic.
In the original, the higher the difficulty, the worse your auto-aim, forcing you to switch to first person mode to aim and shoot manually. And yes, part of the gameplay was that you couldn’t move while in first person mode. The best example of this is the flamethrower with auto aim, it’s terrible it aims at the ground and only works at very short range, basically requiring you to be hugging the enemy to burn them. It also leaves a trail of fire that can hurt you if you touch it. This forces players to switch to first person mode to properly use the flamethrower, allowing them to attack from a safer distance without being right next to the enemy.
Now, because you can aim with the mouse in the remaster and they didn’t update the AI to match the faster response time of manual aiming, the game has become extremely easy. This is especially evident in the final level, where soldiers point their guns at you but don’t attack, even when you’re fully exposed. That’s because the remaster’s AI still follows the auto aim rules they won’t shoot until the auto aim would have been able to target them.
Nightdive needs to either include an option to play with the original controls in the remaster or update the AI to be competitive with the modern controls.
If you think this was a lazy remaster, you haven't played many remasters lol. Most of them just upscale to 4k and call it a day. Nightdive did a ton of work improving this game.
Look I get it. We lose sight for the price of better accuracy. The thing (lol) is that this game is extremely easy. You only need current first person when you fight against soldiers. Anything walker sized Thing just needs to be pumped with shotgun then light a little with the flamethrower. If the game doesn't require killing them you might as well could ignore them since their attacks are easily avoidable. The FPS mechanic is so unnecessary, I think giving normal FPS would actually just add more (more immersing and scary).
If by 'a ton of work' you mean making the game so easy you could probably beat it blindfolded, then sure, Nightdive did a great job. The AI doesn’t even bother shooting unless you’re practically waving at them, and walkers those mid-level enemies meant to challenge you are just flamethrower practice. Honestly, calling it a survival horror now feels generous it’s more like a walking simulator with better graphics
And that doesn’t change the fact that it’s a poor job. You can put in a lot of effort and still end up doing something very badly.
If you really understood, you wouldn’t have asked in your post why you can’t move in first person mode I already explained the reason behind it.
Adding first person movement to make it scarier is pointless when the game itself is so easy. How am I supposed to feel scared in The Thing Walking Simulator Remaster?
Furthermore, adding first person movement would break the gameplay of the original game. If this were truly a remaster which it isn’t it should have been limited to updating the game for new hardware and better graphics, while keeping the controls as they were. First person mode should remain exactly as it was, and auto aim should be mandatory.
Look at Doom and Doom II they stuck to the original controls despite user complaints, and that’s exactly what should have been done here. Instead, this shows Nightdive’s double standard in their work, completely ruining the game and changing its gameplay.
You only talked about soldier AI that might be true but just as I said there is no point of using ingame first person to any other enemies. And for soldiers not moving in first person doesn't add anything just extra steps. Also FPS doesn't increase the accuracy that much well compared to crouching.
Explain to me how is Gzdoom where you have two options (vertical aim on or off) is worse than having one option? Also most people agree this game is mediocre decent at best.
No, by a "ton of work" I mean this:
“The remaster adds many significant upgrades in terms of gameplay, level design, UI, HUD etc., which go beyond a simple 4K reskin. Ron and I gave the green light to all of that, as well as consulting Andrew Curtis, the original game designer. In practical terms, I did a significant amount of C++ work as we wanted to really take the opportunity to make the remaster as good as possible.”
”People loved the original game, but had some legitimate complaints, e.g. the scripted burst-outs, the difficulty is uneven, the combat was a little janky, the boss fights weren’t great,” admits Atkinson. “We went hard on fixing all that.”
The Thing: Remastered also benefits from the addition of modern gameplay elements such as third-person aiming, quick select wheels, the ability to use a controller on PC, and more.
“Graphically, it’s a big leap forward,” Ashiani adds. “We’ve been able to use all the lighting technology of today, plus higher resolution models and textures. We even managed to add some assets that were cut from the original game, creature variations in particular.”
You have reading comprehension issues. I didn't just talk about the AI, I also mentioned the mechanics behind first person view and why modernizing the controls ruins the game itself. Re-read my original response
Again with the reading comprehension. This time, I'll help you. Re-read my previous answer Truly a remaster, which it isn’t It should have been limited to updating the game for new hardware and better graphics
To clarify once and for all, Doom + Doom 2 is a remaster because it does what the word remaster means: modernizing the game's compatibility with modern hardware and updating the graphics while maintaining the entire game, including the gameplay and auto-aim as it was originally played. That’s why adding freelook ruins the very purpose of the word remaster
The Thing doesn't do what a remaster should do, and it shouldn't even have the word remaster in the first place when it changes the way the game is originally played. It should be a remake due to the control changes.
Imagine doing all that and forgetting about the gameplay, turning a horror game into a walking simulator instead That’s a huge misstep. Where is the horror? It’s not in the remaster. Let's break down what’s essential in a horror game
Strong enemies
The remaster misses this. The enemies are weak and easy to defeat, which takes away from the challenge
Ammo scarcity
Ammo is too abundant there’s no tension. In a survival horror game, managing resources should be a key element. Additionally, in the remaster, when you reload, you don’t lose the rounds left in the mag, which happens in the original, adding an extra layer of resource management and tension.
Loneliness
A core part of the horror experience is feeling isolated. In the original, you didn’t have as many companions, which added to the atmosphere.
In the remaster, you're constantly accompanied. You can bring two medics on your team, and they heal each other. This would never have happened in the original, where every decision had weight. In the original, you had to reserve your medpacks to keep the medic alive in case they got injured, since they couldn’t heal themselves. There was only one medic in the group to prevent the game from being too easy something the remaster overlooks, showing how little they cared about the basic gameplay by not even correcting something as fundamental as having only one medic in the group.
It’s a terrible remaster They did everything possible to cater to modern audiences, completely forgetting about the essence of the original game
It’s amusing that you choose to mock my comments indirectly through others instead of addressing them directly. If you can’t provide valid arguments, it’s pretty clear which position holds more weight.
Thanks for proving that you can’t counter my points
The Nightdive doom remaster was extremely unnecessary imo. Most people on PC use source ports and for console players the Unity port was decent. More features are better than fewer btw even if the game becomes different from the old one (optionally).
The remaster isn’t as difficult as the original. The modern controls make the game far easier, as the AI wasn’t updated to match the faster aiming. Think about it you asked why the game can’t be played entirely in first person. You wouldn’t have asked that if the remaster had kept the original controls auto aim in third person and freelook in first person.
No one playing the remaster will understand why you can’t move in first person mode, especially when freelook is now available in third person. This completely undermines the original mechanic, where switching to first person meant being stationary but gaining freelook for precise aiming.
Compare this to Doom Nightdive respected the original controls and mechanics there, but in The Thing Remaster, they replaced them with modern controls without offering the option to switch back This double standard shows how little effort went into preserving The Thing’s original experience.
I set auto-aiming to low, installed dot reticle and Continuity mod, it significantly improves the game, and I have a feeling that auto-aiming is completely disabled. But I still can't bring myself to play without a full-fledged first-person view. I'll probably make a refund and wait for the first-person mod to appear.