30 fps is fine. Most movies are only 24 fps.
Probably not. First generation games on a console are usually not that optimized.
So? In cinema there’s an insane amount of workarounds to get the action to appear somewhat fluid (and even then, you can see stuttering when they do wide pans or there’s fast action on-screen). Also, movies and games are completely different mediums.
Fair enough.
This is a stupid argument. You’re not playing a movie so the input doesn’t matter. And I do think that movies look incredibly bad while panning at any higher speed. Not to mention that they have motion blur in most frames to make it look smoother.
It’s pretty much off the shelf parts though. This might have been true for consoles up to this gen because they weren’t really standardized but the PS4 is pretty much a PC and so shouldn’t take too much time to learn how to use.
Something I’ve noticed is that for different games sometimes 30 fps can feel relatively alright. I played Crysis around 30 fps usually, and it felt quite smooth and playable, and the same for Halo 1 (though that’s a little different because I could play it with a higher framerate, but the way all the animations were designed for 30 fps makes it look like shit otherwise), and BF3 is pretty playable as well although I obviously prefer higher.
Conversely, ALL ID games I have played, and any based on ID’s engines feel absolutely terrible below 60 fps, and UT games as well.
I’m not saying it’s good running at that framerate, but it can be done without being a real detriment to the game
30 fps with proper motion blur is like buttered vagina
Will you be running the game on a console? No.
Does the 30fps cap concern you? No.
Does it mean the game will look better even if it’s just a direct port? Yes.
I really don’t see a problem here. This is good news.
Good man, Stephen. He’s still my favorite voice actor of all time. Especially in the Thief games. I’m currently replaying Thief 2 in anticipation of Four. I hope it stays true to it’s roots. I’m already torn up about the fact that Russel wont be in it.
The engine for their stealth game has problems when it needs to calculate AI for a number of NPCs?
Uh…
They’re using the engine more out of ease of use than what the engine is capable of. UE3 is capable of good graphics, as shown by the Samaritan demo, but it’s still a pretty old engine and is probably only a little bit more capable than Source at the moment. Doesn’t seem like it can do much more while doing the graphics, which even the screenshots I’ve seen don’t look too good. But yeah, using an engine that gives you issues with the amount of AI per scene isn’t good for any game really, I think Bethesda has the same issue with their engine which is why Skyrim and Oblivion had like 20 people per town.
It seems like it’d be particularly bad for an open, pure stealth game. I’m not that familiar with stealth games, but I’m assuming that there are probably going to lots of guards and NPCs around the map, all of them needing complex AI in case they should come across a dead body or broken fence or something.
PC Gamer Thief preview!
Enjoy.
==================================================
Here’s another Thief trailer. This one is for the E3 2013 convention, that’s taking place next week.
https://www.youtube.com/watch?&v=nOy7wTB9XPA
Enjoy, again.
I’m surprised it gets no coverage at all
They did a demo on Gametrailers. Slowmo mode during fights where you can target with your bow or sword. One button takedowns like Human Revolution, “we want to make it so you can hold your own in a battle if you get caught”, etc.
I can agree with that last part. Stealth games need to be at least slightly forgiving or else they turn into a exercise in quicksaving, or frustration in the absence thereof.
So long as you can’t just rambo your way in, and there’s some sort of lasting consequences for being caught, like doors being locked and\or losing access to side areas, that is.
Mind you, I’m not familiar with these games, so I’m speaking in general terms here.
It was forgiving if you got caught, the guards were pretty slow so you could loose them fairly easily, and if you had flash weapons or sleeping gas it was made even more doable.
But toe-to-toe you couldn’t do because that’s not what your character was good at
https://www.youtube.com/watch?v=HINzlQS5cgs
theres the gameplay btw
This seems to reward you for killing people, which is pretty much the polar opposite of what the original games were about
light gem mechanics seem pretty black and white, and the AI barely does anything.
It certainly is disappointing that a game about thievery should have any emphasis on combat at all.
Edit: The Thieves guild quests in Skyrim had the same problem. In Oblivion you had to pay a ton of gold if you killed anyone at all, whereas in Skyrim the quests were basically just stealth-oriented dungeons with killing being at times necessary to proceed.
https://www.gamespot.com/e3/thief-e3-2013-stage-demo-6409869/
Ok this makes the game seem a bit more like thief, still have to see more though