Steam installeren
inloggen
|
taal
简体中文 (Chinees, vereenvoudigd)
繁體中文 (Chinees, traditioneel)
日本語 (Japans)
한국어 (Koreaans)
ไทย (Thai)
Български (Bulgaars)
Čeština (Tsjechisch)
Dansk (Deens)
Deutsch (Duits)
English (Engels)
Español-España (Spaans - Spanje)
Español - Latinoamérica (Spaans - Latijns-Amerika)
Ελληνικά (Grieks)
Français (Frans)
Italiano (Italiaans)
Bahasa Indonesia (Indonesisch)
Magyar (Hongaars)
Norsk (Noors)
Polski (Pools)
Português (Portugees - Portugal)
Português - Brasil (Braziliaans-Portugees)
Română (Roemeens)
Русский (Russisch)
Suomi (Fins)
Svenska (Zweeds)
Türkçe (Turks)
Tiếng Việt (Vietnamees)
Українська (Oekraïens)
Een vertaalprobleem melden
Yes, because everything is a scale and comes in at a certain point on that scale. Today's casual map marker games on one extreme, what I like is somewhere past the mid point and there is another extreme.
I like going to the gym and being active, but I would not go punch Mike Tyson, not even now, when he is almost 60.
My next holiday might be a safari and it will great to see wild animals, but I wouldn't go and try to survive alone in the jungle for a week or punch a lion.
Don't go to extremes. But SS in rather extreme in its lack of hand-holding.
Other games that are not directly hand holdy are overtly handholdy: the designers did a lot of the heavy lifting though level design and world building to point you in the right direction., so you are not even aware of this. Or at least they did not hide everything.
But here it is too much. I'm not even sure if I'm supposed to progress on the reactor stage as my 4th level. Other posts mentioned retina scanners and other elements I have not encountered yet.
My argument is the following: if the design of the game is that you get some hints, far less than you want and need related to what you need to do, or need to work disproportionately hard to find them compared to your standards, and for the first objective you need to visit 4-6 out of 10 levels, while constantly feeling lost and lacking a goal and the feeling of inhabiting an expertly crafted world and playground made for you, that design is bad.
I was not comparing SS to easy linear games, but mostly to immersive sims. Things like Deus Ex or Dishonored, where I never got lost, at all moments I knew what my goals were and where I was, just didn't know where and how to achieve them and with just a basic urge to explore you found most of the stuff, including relevant notes and secrets.
Another thing I dislike and the thing that prevented me today from booting up the game is the is the conflicting levels design vs a need to backtrack. Backtracking is a great joy, but it need large complex visually distinct levels, where you can instantly tell where you are using your eyes, without having to open up a map. But SS has just a bunch of tiny square rooms, barely any sign posts, no identifiable silhouettes on the map. Backtracking through such a world is a chore.
Doubly so if I'm missing an audio log a key card, which you know will be hidden in some small room of the beaten path. Probably a very inconspicuous one. There is no way to know in which small dark weirdly colored room I've been and which not.
In order for such a treasure search to be fun, the level design needs to be a relatively low number of distinct rooms, not an incredibly high number of small rooms. Purely numerically speaking, the reactor level has 50+ rooms. You don't even know what to count as a room when you look at the map.
I definitely don't feel like backtracking to comb through every corner of who knows how many maps in hopes that I will stumble upon some hint on what my next objective is.
No other game I have encountered has such poor yet needlessly complex level design.
Maybe the fact that people did this once, for SS and have not done it since is a hint that the alternatives are better?
And a very simple very plain quest journal is an absolutely necessary feature in all games ever. SS needs it, Elden Ring needed it, regardless how much fanboys ♥♥♥♥♥♥♥ about it. If for nothing else, at least for common cutesy and respect towards the players that took a break. Something vague like "hey idiot, there is a laser to shut down somewhere on the base". And then you get updates like "the laser is on level x" and "to shut it down you need to explore the rector and flights". With these journals updating after you discovered the required information of course. That's all that is needed.
Great games in theory do not need it, but it is very welcome. If the levels design does the heavy lifting. But even then you can forget stuff. I am not going to re-listen to all the audio logs just because in 1994 we had no standards for level design. If the logs were interesting, sure. But most are bad. Like I said in my opener, this game has one of the worst audio logs systems I encountered in gaming, with them all starting with a long animation, a pause, static, unresponsive key bind to play the audio log, and then 9/10 times a character saying something completely uninteresting.
All of your subobjectives can be found from the logs that you find in the station. And there's more to that than just receiving your next direction. It connects you to the human resistance on the station. They were trying to solve the same problems facing you. And while they fell short to SHODAN's horrors, they left you a blueprint to solve the myriad problems that face you. By paying attention to them and their efforts you both benefit mechanically from being directed, but also give their efforts meaning.
It's really a fascinating and somewhat unique way to tie those sort of stories into the flow of the game that gets overlooked. Yes, you need to pay attention to the words of the dead if you don't want to be stumbling around. Standing on their shoulders is the best way forward. Or overlook their efforts to your own detriment.
There's very little that will end up aimless if you do pay attention to those logs:
Very nice!
You should put this in a Guide (on Steam) so that people can check it out.
It's a skill issue. Play easier games.
One cannot be taken seriously for writing such a statement. Thief is by far the best stealth game ever made. The game is challenging, intelligent and unmatched in execution. Play other games instead of starting long, pointless discussions here in the forum.
To be fair, I would react the same way if you told me that Deux Ex or Fallout 2 were not great games.
If Night Dive said their next big project was a remake of Deus Ex though (or Thief), I'd totally be on board.
I have trouble getting sucked into games these days and this one I can't seem to put down, although I tell myself to take a break once I hit cyberspace because to a degree I can understand this part of the game to be underwhelming.
The aimlessness you describe is one of the reasons this game is so immersive to me because the level design and lack of a clear direction puts me into a situation where I need to explore ever nook and cranny until I get a sense of where I need to go. This is fun for me. I like how cool everything looks and every now and then I get to interact with something that doesn't give you any bonuses but adds some charm to the game.
Many of the other things you describe are things most people tend to generalize as "tedious" and "cumbersome" and I hope you understand it all boils down to a persons taste. I personally like the restriction because to me it hasn't felt overdone and I'm currently almost done exploring storage 13 hours in.
I'm not here to question your taste or to prove you wrong, but to say that for people like me this game is a freaking success.
Anticlimactic, wasn't it?
Like I said, 10/10 game vs SS, which is subjectively 3/10.
But fallout 2 did not hold up technically. You really can't play it out of the box on modern systems and high res screens. Maybe there are some fan made mods?