Squadron 42 taking inspiration from Thief & Deux Ex. New info on Ambitious SP Sci Fi Epic.

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#1  Edited By Cloud_imperium
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PC Gamer's Article:

When I first heard about Squadron 42, Star Citizen’s FPS campaign, I was expecting Call of Duty in space. A parade of cinematic set-pieces with an all-star cast and a handful of linear missions. The appetiser to Star Citizen’s main course. But as I spoke to the talented team developing it—Wilmslow-based Foundry 42—it became clear that they’re attempting something far more ambitious. Lead level designer Mike Barclay, whose previous work includes the Crysis series, tells me about Squadron 42’s design philosophy. He cites games such as Thief and Deus Ex—particularly the way their freeform design encourages creative play—as a big inspiration. Foundry 42 wants the FPS component of Star Citizen to mirror the open-ended, player-driven design of its space sandbox.

Barclay loads up a level to give me an example. We’re in space, and I see a station orbiting a colossal gas giant. Taking control of the camera, he flies us towards the station, and we transfer seamlessly inside. Suddenly, with no loading breaks, we’re in an FPS level. This smooth transition from space to detailed interiors is an important part of Squadron 42, which lets you both fly ships and travel on foot.

We pull back out into space, and Barclay explains his open-ended approach to mission design. He considers the game’s levels as being more like multiplayer maps than linear mazes that the player is funnelled through. He spins the camera around the base, showing me several different entry points, some stealthy, some noisy.

There’s a landing pad, but if I land the enemies guarding the station will see me and go into high alert. Which is fine, if I want an action experience. If I want to avoid combat, I can get close enough to avoid their scanners, eject from my ship, float over, and slip quietly into an airlock. That’s just two examples, but Barclay says every level will offer multiple ways to enter, exit, and complete objectives.

If you cause a ruckus, enemies will call in reinforcements, but they won’t magically appear from what Barclay calls a ‘monster closet’. They’ll be nearby, in ships, and will fly in to help. But if you manage to sneak onto the base quietly, you might be able to take over its AA guns and blast that backup out of the sky, leaving the base helpless as you begin your assault. This kind of systemic design is what defines some of the best games on PC, and it’s encouraging to see Foundry 42 embracing it here.

Squadron 42 will take place in a small area of Star Citizen’s overall galaxy—but that’s ‘small’ in a galactic sense. It’s a massive chunk of space, and, the team promises, completely open. They say you’ll be able to fly freely between stations and star systems, pursuing both the main story and secondary, optional missions. As Barclay gives me a tour of the level I can see markers on the vast starfield behind it, indicating distant worlds. This is to make moving around such an enormous space a lot easier for the developers.

Barclay also talks briefly about so-called ‘secondary stories’ that will populate the open world. These self-contained narratives will, he says, be open to interpretation, comparing them to The Chinese Room’s post-apocalyptic Everybody’s Gone to the Rapture. He won’t elaborate further on this, and gives no specific examples, but it certainly piques my interest. It’s amazing just how many different ideas they’re trying to squeeze in.

I do wonder how the hell they’re going to build all this. There are 200+ people making Star Citizen, but they’re making a gigantic space sim as well as an FPS. I ask lead environment artist Ian Leyland, who reveals a secret. Exteriors and interiors in Squadron 42 are made from what they call kits. Every structure you see is made of a relatively small selection of parts—walls, vents, doors, windows, etc. But you’d never know it, thanks to the talent of the level designers, and things like lighting and set dressing.

Leyland brings up a near-finished level—a miles-long space station in the middle of an asteroid field—and tells me that it was made entirely using the kit he showed me earlier. It’s amazing, and I can’t believe it’s composed of snapped-together pieces. Thanks to this solution, designers can easily alter the layout of levels, too.

Spaceships will obviously be a crucial feature. I took some time on my tour of the studio to see a few of these being designed. An amazing amount of work goes into them. If your ship is under attack, the lights will flicker, and smoke and sparks burst from the interior. On larger ships, this means you’ll have to navigate through the chaos to reach engineering and repair the damage.

It was mentioned several times that development of features for both Star Citizen and Squadron 42 are, in a lot of cases, simultaneous. For example, the flight model will be developed by the Star Citizen team then implanted into the FPS campaign. But I’m not sure how much crossover there is in terms of purchased ships, and whether you’ll be able to play using your own personal hangar of spacecraft. As it’s a separate story, and you aren’t playing as the same character, it seems unlikely.

Squadron 42 boasts a cast of motion-capped actors including Gary Oldman, Mark Hamill and Gillian Anderson. Between the more openended missions, there’ll be a cinematic storyline to follow that’s more in line with traditional, linear first-person shooters. These enclosed set-pieces will, if all goes to plan, slot neatly into the sandbox, and feel like a natural part of your progression through the game.

As much of what happens as possible will be viewed through the player’s eyes. Your home is a vast capital ship that’s like an spacefaring aircraft carrier—think the Battlestar Galactica—and you’ll return here regularly throughout the game. Over time, Foundry 42 want this place to feel like home. You’ll learn its layout, the routines of its crew, and the personalities of your comrades. On a number of occasions they compared Squadron 42 to the Wing Commander series, but on a much grander scale.

The Foundry 42 team is working on a conversation system that will, they say, see you forging meaningful relationships with the cast—and not always positive ones. But this won’t be relayed by some kind of binary love/ hate meter; instead, you’ll have to determine how much, or little, someone likes you through their performance. Insanely high-res character models, motion-capture, and a talented cast of veteran actors should help convey the nuance required for this to work.

But here’s the thing. I didn’t see or play any of this. Squadron 42 seems to still be very much in the early stages of development, and I wasn’t shown a working build. Everything I saw was in the CryEngine editor or described verbally by one of the developers. The concept is fantastic—a game that combines an open world, a cinematic story, and a deep FPS—but it remains to be seen whether they can actually pull it off.

The team at Foundry 42 are highly talented, so I’m optimistic, but cautious, too. They’ve taken on one hell of a task. Often when I visit game studios the room is filled with a quiet murmur, but when I walked into Foundry 42 there was a genuine buzz in the air. These people are clearly hugely excited to be working on this project. Let’s hope this translates into something that lives up to the ferocity of their ambition.

http://www.pcgamer.com/inside-squadron-42-star-citizens-ambitious-singleplayer-campaign/

Videos

Reveal Trailer

https://www.youtube.com/watch?v=8EC4WHPxnrk

Mark Hamill Teaser

https://www.youtube.com/watch?v=ZjSXcdvd-ME

Pre-Alpha Gameplay (work in progress)

https://www.youtube.com/watch?v=_8YkjRs-S8w

In a nutshell

  • Squadron 42 is taking inspiration from Thief and Deus Ex.
  • Game will be immersive, where you can approach the scene from any direction, in real time.
  • Gameplay is built to offer freedom of choice, where there are multiple ways to enter a location, and multiple ways to complete objectives.
  • Secondary objectives are confirmed.
  • Levels will be Sandbox-y.
  • No loading screens.
  • Conversation system to build relationships, without morality meter and check box dialogues.
  • Different play styles, including aggressive gameplay, exploration, stealth etc.
  • Enemies don't spawn randomly but are on their actual duties and will come to attack you if the character is detected.

Few Corrections (from article)

  • Squadron 42 is primarily a Space Sim.
  • You won't be able to fly those ships in Squadron 42 that you own in Persistent Universe.
  • At the end of the campaign, you are not rewarded with ships that you flew in Squadron 42, so you can use them in Star Citizen's Persistent Universe, but you will get some rewards and Citizenship.
  • In Squadron 42 you will fly ships that military will provide you, and in some missions you will have a choice to choose ship among xyz number of ships available for that mission.
  • Your character in Squadron 42 and Star Citizen are the same. Squadron 42 is past of your character, who is now living in Star Citizen's persistent universe.
  • Squadron 42 is prequel to Star Citizen. Basically Squadron 42 is Warcraft 3, while Star Citizen is World of Warcraft.

.

Sounds Excellent!

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#2 Ghosts4ever  Online
Member since 2015 • 26178 Posts

so SQ42 is primilary FPS more than space sim?

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#3 Cloud_imperium
Member since 2013 • 15146 Posts

@ghosts4ever said:

so SQ42 is primilary FPS more than space sim?

No.

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#4  Edited By Ghosts4ever  Online
Member since 2015 • 26178 Posts

@Cloud_imperium said:
@ghosts4ever said:

so SQ42 is primilary FPS more than space sim?

No.

but this is what article means.

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#5 Cloud_imperium
Member since 2013 • 15146 Posts

@ghosts4ever said:
@Cloud_imperium said:
@ghosts4ever said:

so SQ42 is primilary FPS more than space sim?

No.

but this is what article means.

Article says it's following the same philosophy. Instead of shoving QTEs down your throat like other "AAA" games, it's giving you more freedom to do things the way you want (like in Thief and Deus Ex).

They call it "First Person Universe" because you can explore stuff on floor, engage in FPS, talk to other people etc, but primarily it's still Space Sim. Most of the missions are built around ships (but will still have freedom of those two games mentioned earlier).

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#6  Edited By Maroxad
Member since 2007 • 25350 Posts

Looks like to be more or less what I expected, an evolution of Wing Commander (or just a Chris Roberts game really).

Good to know my suspicion was more or less confirmed. Though, the article kinda made me wonder if it really is coming out next year :( I really hope it does.

Different play styles, including aggressive gameplay, exploration, stealth etc.

Better be careful with this one. Many games have attempted this and fell flat on their faces. The options for aggressive gameplay could easily get in the way of a stealthy one. This is the mistake a lot of modern attempts at old franchises do. All tools should not be viable in all situations. No real motivation to remain hidden when you can easily dispatch anyone who detects you.

Conversation system to build relationships, without morality meter and check box dialogues.

I really hope this means we wont be having one of those shitty binary grind up points systems, where one dialogue option is objectively better than the rest, preventing any kind of roleplay. Like in Persona 4 and its godawful social links.

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#7 Cloud_imperium
Member since 2013 • 15146 Posts

@Maroxad said:

Looks like to be more or less what I expected, an evolution of Wing Commander (or just a Chris Roberts game really).

Good to know my suspicion was more or less confirmed. Though, the article kinda made me wonder if it really is coming out next year :( I really hope it does.

Different play styles, including aggressive gameplay, exploration, stealth etc.

Better be careful with this one. Many games have attempted this and fell flat on their faces. The options for aggressive gameplay could easily get in the way of a stealthy one. This is the mistake a lot of modern attempts at old franchises do. All tools should not be viable in all situations. No real motivation to remain hidden when you can easily dispatch anyone who detects you.

Conversation system to build relationships, without morality meter and check box dialogues.

I really hope this means we wont be having one of those shitty binary grind up points systems, where one dialogue option is objectively better than the rest, preventing any kind of roleplay. Like in Persona 4 and its godawful social links.

I totally agree with you about focus of the game. I hope they are careful with the freedom of choice as well. It's necessary to restrict players from time to time, because this way the game offers tension and drama, required for better gameplay experience that modern "AAA" games lack, where every half baked feature is put into the game to appeal it to someone out there.

But I trust CIG to find the right balance because Chris always praised Demon Souls and hates the idea of completing the game without any sense of accomplishment, so I expect it to be slower and tactical.

Chris said that relationships will be more complex. Writer Dave H. said that they don't like the idea of check box dialogues, where you can return and select a different paragon/renegade dialogue, opposed to your earlier choice.

Yeah,,, I also hope that it launches next year.

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#9 illmatic87
Member since 2008 • 17935 Posts

This is just PR made to pander to PC gamers. Plenty of mediocre games are inspired by classics.

Epic Mickey is a game that was also inspired by Thief and Deus Ex.

Dont get your hypes up until you see gameplay footage of sq 42.

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#10 Cloud_imperium
Member since 2013 • 15146 Posts

@illmatic87 said:

This is just PR made to pander to PC gamers. Plenty of mediocre games are inspired by classics.

Epic Mickey is a game that was also inspired by Thief and Deus Ex.

Dont get your hypes up until you see gameplay footage of sq 42.

Squadron 42 is not totally inspired by Thief and Deus Ex. It's inspired by its predecessors like Freelancer and Wing Commander, made by same people.

It's taking some inspiration from Thief and Deus Ex by immersing your into the game's world, instead of Press V to kill the dog scenes or asking you to click on characters to engage in conversations ( like in Wing Commander or Starcraft 2 ).

As for gameplay, we've seen WIP narrative section of the game, which is linked above and as far as the combat is concerned, it's already playable in the form of Star Citizen Alpha 2.1. It requires a lot of polish but you can already see, where it's going.

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#11 zeeshanhaider
Member since 2004 • 5524 Posts

But what about teh dynamic animation?

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#12 PAL360
Member since 2007 • 30574 Posts

Looks really interesting!

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#13  Edited By Sushiglutton
Member since 2009 • 10468 Posts

@Cloud_imperium said:
@ghosts4ever said:
@Cloud_imperium said:
@ghosts4ever said:

so SQ42 is primilary FPS more than space sim?

No.

but this is what article means.

Article says it's following the same philosophy. Instead of shoving QTEs down your throat like other "AAA" games, it's giving you more freedom to do things the way you want (like in Thief and Deus Ex).

They call it "First Person Universe" because you can explore stuff on floor, engage in FPS, talk to other people etc, but primarily it's still Space Sim. Most of the missions are built around ships (but will still have freedom of those two games mentioned earlier).

Problem with Deus Ex is that one way of playing the game is reasonably fun (stealth, with elements of hacking) the other is an abomination (shooter). So the choice is a false one. Contrast this with something like Devil May Cry, or Ninja Gaiden. There's just one way to play, kill'em all. However the action is super well made and polished. Describing the alternative to these so called "freedom-games" as QTE-infested AAA games is false. Some are, but some are not. I take a game that does one thing well any day in the week. From what I've seen of SC the moment to moment gameplay is painfully mediocre.

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#14  Edited By Doozie78
Member since 2014 • 1123 Posts

Awesome! This game is going to be one of a kind. It's exciting to watch it in development, seeing it slowly converge into something special.

Here's to the (painful and bloody) end of the "AAA" publishers, we obviously don't need you any more!

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#15 Cloud_imperium
Member since 2013 • 15146 Posts

@Sushiglutton said:
@Cloud_imperium said:
@ghosts4ever said:
@Cloud_imperium said:
@ghosts4ever said:

so SQ42 is primilary FPS more than space sim?

No.

but this is what article means.

Article says it's following the same philosophy. Instead of shoving QTEs down your throat like other "AAA" games, it's giving you more freedom to do things the way you want (like in Thief and Deus Ex).

They call it "First Person Universe" because you can explore stuff on floor, engage in FPS, talk to other people etc, but primarily it's still Space Sim. Most of the missions are built around ships (but will still have freedom of those two games mentioned earlier).

Problem with Deus Ex is that one way of playing the game is reasonably fun (stealth, with elements of hacking) the other is an abomination (shooter). So the choice is a false one. Contrast this with something like Devil May Cry, or Ninja Gaiden. There's just one way to play, kill'em all. However the action is super well made and polished. Describing the alternative to these so called "freedom-games" as QTE-infested AAA games is false. Some are, but some are not. I take a game that does one thing well any day in the week. From what I've seen of SC the moment to moment gameplay is painfully mediocre.

I've seen your previous hateful comments, so can't take this one much seriously too but I agree about getting the balance right in my posts above, as you said it yourself.

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#16  Edited By QuadKnight
Member since 2015 • 12916 Posts

Sounds really good. My body is totally ready for this, one of my most anticipated games ever.

I don't care much for the FPS bits but the space sim aspect of the game is what has my hyped.

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#17  Edited By Maroxad
Member since 2007 • 25350 Posts

@Cloud_imperium said:

I totally agree with you about focus of the game. I hope they are careful with the freedom of choice as well. It's necessary to restrict players from time to time, because this way the game offers tension and drama, required for better gameplay experience that modern "AAA" games lack, where every half baked feature is put into the game to appeal it to someone out there.

But I trust CIG to find the right balance because Chris always praised Demon Souls and hates the idea of completing the game without any sense of accomplishment, so I expect it to be slower and tactical.

Chris said that relationships will be more complex. Writer Dave H. said that they don't like the idea of check box dialogues, where you can return and select a different paragon/renegade dialogue, opposed to your earlier choice.

Yeah,,, I also hope that it launches next year.

Indeed, there is absolutely no tension in say... the MGS games if they do spot you, you can just burst them down or shoot them with a tranq to solve the problem. This was especially bad in MGS5, which may be why the game wasnt particulary well recieved by the gaming community.

Its good that he aims to make the relationships more complex. The current system we have is too linear, too shallow, too unimmersive and qutie frankly too likely to be gamed, see Social Links in Persona 4 (I wouldnt have said half thet shit I said in that game, if it werent for the fact that they were the ones that netted me the most points). In fact, nothing is better than the current norm. Also, I hope combat actions impact how people see you. I loved that in the Xenoblade games. In fact this would go well, with the immersive sim thing they are going for in this game. Remember how in Deus Ex 1, NPCs would flat out comment on your actions with this affecting how they see you?

Anyways, the game has the potential to be great. So I hope it lives up to that potential. At this point, I am more concerned about it never coming out, than it being bad.

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#18 Cloud_imperium
Member since 2013 • 15146 Posts

@Maroxad said:
@Cloud_imperium said:
@Maroxad said:

Looks like to be more or less what I expected, an evolution of Wing Commander (or just a Chris Roberts game really).

Good to know my suspicion was more or less confirmed. Though, the article kinda made me wonder if it really is coming out next year :( I really hope it does.

Different play styles, including aggressive gameplay, exploration, stealth etc.

Better be careful with this one. Many games have attempted this and fell flat on their faces. The options for aggressive gameplay could easily get in the way of a stealthy one. This is the mistake a lot of modern attempts at old franchises do. All tools should not be viable in all situations. No real motivation to remain hidden when you can easily dispatch anyone who detects you.

Conversation system to build relationships, without morality meter and check box dialogues.

I really hope this means we wont be having one of those shitty binary grind up points systems, where one dialogue option is objectively better than the rest, preventing any kind of roleplay. Like in Persona 4 and its godawful social links.

I totally agree with you about focus of the game. I hope they are careful with the freedom of choice as well. It's necessary to restrict players from time to time, because this way the game offers tension and drama, required for better gameplay experience that modern "AAA" games lack, where every half baked feature is put into the game to appeal it to someone out there.

But I trust CIG to find the right balance because Chris always praised Demon Souls and hates the idea of completing the game without any sense of accomplishment, so I expect it to be slower and tactical.

Chris said that relationships will be more complex. Writer Dave H. said that they don't like the idea of check box dialogues, where you can return and select a different paragon/renegade dialogue, opposed to your earlier choice.

Yeah,,, I also hope that it launches next year.

Indeed, there is absolutely no tension in say... the MGS games if they do spot you, you can just burst them down or shoot them with a tranq to solve the problem. This was especially bad in MGS5, which may be why the game wasnt particulary well recieved by the gaming community.

Its good that he aims to make the relationships more complex. The current system we have is too linear, too shallow, too unimmersive and qutie frankly too likely to be gamed, see Social Links in Persona 4 (I wouldnt have said half thet shit I said in that game, if it werent for the fact that they were the ones that netted me the most points). In fact, nothing is better than the current norm. Also, I hope combat actions impact how people see you. I loved that in the Xenoblade games. In fact this would go well, with the immersive sim thing they are going for in this game. Remember how in Deus Ex 1, NPCs would flat out comment on your actions with this affecting how they see you?

Yeah I agree. And I'd add Dishonored on that list too. The game was decent and I'm really looking forward to the sequel as well but just like MGS V (as you pointed out) it also lacked the tension. If you are detected, you can cut everyone's throat in few moments. As a huge fan of Thief and System Shock 2, it was a bit disappointing.

This is an excellent video, that everyone should watch. It points out everything wrong with "Muh Blockbuster" games.

https://www.youtube.com/watch?v=jPqwDGXxLhU

Loading Video...

And yeah, I agree about dialogues too.

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#19 robokill
Member since 2007 • 1392 Posts

It already is great. Playing the Aplha is a heck of a lot of fun, glitches and all

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#20 the_master_race
Member since 2015 • 5226 Posts

SC can be the greatest game of all the time if cloud imperium don't rush it out , hope they can make this dream come true

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#21  Edited By Paradocs
Member since 2015 • 264 Posts

Star Citizen sounds like the game I always wanted as a kid. It seems like Cloud Imperium read my mind, hopefully it goes well..

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#22 NoodleFighter
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@Cloud_imperium said:

Yeah I agree. And I'd add Dishonored on that list too. The game was decent and I'm really looking forward to the sequel as well but just like MGS V (as you pointed out) it also lacked the tension. If you are detected, you can cut everyone's throat in few moments. As a huge fan of Thief and System Shock 2, it was a bit disappointing.

This is an excellent video, that everyone should watch. It points out everything wrong with "Muh Blockbuster" games.

https://www.youtube.com/watch?v=jPqwDGXxLhU

Loading Video...

And yeah, I agree about dialogues too.

Wow I learned so much about Thief and how AAA gaming dumbs down everything, this is something everyone into game design should look at. I will definitely try to get the Thief game pack that is $11 on Steam right now. I hope Otherside still has their Looking Glass era talent and Underworld: Ascendant and System Shock 3 rival their predecessors and hopefully surpass them. I hope they decide to make a spiritual successor to Thief in the future.

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#23  Edited By FrozenLiquid
Member since 2007 • 13555 Posts

We've heard developers citing Thief and Deus Ex as inspirations before. I don't think I've ever encountered a game so far, however, that even matches the influence and execution of Thief or Deus Ex.

Citing inspiration means jack shit. Filmmakers always cite The Godfather, Star Wars, or The Exorcist as inspiration for their films, every fucking year. We've never had a film as good as any of them.

Lastly, **** this game, seriously. The feature creep is strong in this one. This was suppose to be inspired by Wing Commander. Saying Deus Ex/Thief is an inspiraiton is like Kurt Zouma saying his inspiration is Ronaldinho. Or Jarryd Hayne saying his inspiration is Dan Marino. Name dropping big names is irrelevant and doesn't mean jack if it's not in the area you're suppose to be excelling at.

Also, everybody is failing to mention Thief/Deus and Wing Commander have polar opposite design philosophies. The former are immersive world building games, the other is fast-paced cinematic action.

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#24 dxmcat
Member since 2007 • 3385 Posts

Wing Commander 3..........I chose the pornstar chick. Space porn simulator confirmed :D

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#25  Edited By Cloud_imperium
Member since 2013 • 15146 Posts

@NoodleFighter said:
@Cloud_imperium said:

Yeah I agree. And I'd add Dishonored on that list too. The game was decent and I'm really looking forward to the sequel as well but just like MGS V (as you pointed out) it also lacked the tension. If you are detected, you can cut everyone's throat in few moments. As a huge fan of Thief and System Shock 2, it was a bit disappointing.

This is an excellent video, that everyone should watch. It points out everything wrong with "Muh Blockbuster" games.

https://www.youtube.com/watch?v=jPqwDGXxLhU

And yeah, I agree about dialogues too.

Wow I learned so much about Thief and how AAA gaming dumbs down everything, this is something everyone into game design should look at. I will definitely try to get the Thief game pack that is $11 on Steam right now. I hope Otherside still has their Looking Glass era talent and Underworld: Ascendant and System Shock 3 rival their predecessors and hopefully surpass them. I hope they decide to make a spiritual successor to Thief in the future.

Get GOG version. They are easier to run and come with patch that allows you to play the game on latest resolutions and in 32 bit colors. Thief: Gold is Enhanced Edition of the first Thief game (Thief: The Dark Project), so pick up the Gold Edition.

And don't forget to run games as administrator (Right Click > Run as administrator), otherwise cutscenes won't work. Other than these small issues, GOG version works perfectly.

EDIT:

OtherSide does have talent from Looking Glass. The founder of OtherSide (Paul Neurath) was founder of Looking Glass as well.

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deactivated-597794cd74015

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#26  Edited By deactivated-597794cd74015
Member since 2012 • 961 Posts

@FrozenLiquid said:

We've heard developers citing Thief and Deus Ex as inspirations before. I don't think I've ever encountered a game so far, however, that even matches the influence and execution of Thief or Deus Ex.

Citing inspiration means jack shit. Filmmakers always cite The Godfather, Star Wars, or The Exorcist as inspiration for their films, every fucking year. We've never had a film as good as any of them.

Lastly, **** this game, seriously. The feature creep is strong in this one. This was suppose to be inspired by Wing Commander. Saying Deus Ex/Thief is an inspiraiton is like Kurt Zouma saying his inspiration is Ronaldinho. Or Jarryd Hayne saying his inspiration is Dan Marino. Name dropping big names is irrelevant and doesn't mean jack if it's not in the area you're suppose to be excelling at.

Also, everybody is failing to mention Thief/Deus and Wing Commander have polar opposite design philosophies. The former are immersive world building games, the other is fast-paced cinematic action.

Wing Commander Privateer ?

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Cloud_imperium

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#27 Cloud_imperium
Member since 2013 • 15146 Posts

@dxmcat said:

Wing Commander 3..........I chose the pornstar chick. Space porn simulator confirmed :D

I remember that chick. Her name was Ginger Lynn.

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#28  Edited By Paradocs
Member since 2015 • 264 Posts

@Cloud_imperium: That was a very informative and thought provoking video. Good find. There needs to be a thread for this video on every major gaming website.

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Cloud_imperium

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#29 Cloud_imperium
Member since 2013 • 15146 Posts

@paradocs said:

@Cloud_imperium: That was a very informative and thought provoking video. Good find.

Thanks.

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#30 NoodleFighter
Member since 2011 • 11897 Posts

@Cloud_imperium: thanks for the heads up but I already bought Thief Gold and Thief 2 off Steam, I wouldn't be able to buy it off GOG anyway since I spent all my cash on Steam cards.

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Cloud_imperium

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#31 Cloud_imperium
Member since 2013 • 15146 Posts

@NoodleFighter said:

@Cloud_imperium: thanks for the heads up but I already bought Thief Gold and Thief 2 off Steam, I wouldn't be able to buy it off GOG anyway since I spent all my cash on Steam cards.

Alright then. Make sure to apply patch (if available) or try to apply them manually (by downloading them). Without those patches the game doesn't support new video cards, hence poor performance because the game runs on software rendering, ugly 16bit colors and 800x600 resolution. After patch, games look good on 1080p resolution, 32bit colors and silky smooth frame rates. Both of these games have aged very well.

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#32  Edited By LordCrash88
Member since 2013 • 528 Posts

Sounds great @Cloud_imperium

Let's all hope that CI will truly deliver on all the promises... ;)

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#33  Edited By kweeni
Member since 2007 • 11413 Posts

Thanks for posting that video, that guy pretty much hit the nail on the head. Every game dev in the world should see it.

I feel like buying Thief now, lol. Wish I still had my original disc. It just disappeared one day... I'd buy it on GOG but the games are dirt cheap right now on steam. I could get all the Thief games on steam for only slightly more than Thief 1 on GOG. :/

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#34  Edited By Cloud_imperium
Member since 2013 • 15146 Posts

@kweeni said:

Thanks for posting that video, that guy pretty much hit the nail on the head. Every game dev in the world should see it.

I feel like buying Thief now, lol. Wish I still had my original disc. It just disappeared one day... I'd buy it on GOG but the games are dirt cheap right now on steam. I could get all the Thief games on steam for only slightly more than Thief 1 on GOG. :/

Hehe... Pick up the Steam version then. I just find it a lot easier to apply patches of my own choice manually on GOG version of different games.

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#35 Kozio
Member since 2015 • 781 Posts

It's shaping up quite nicely.

@Cloud_imperium said:
@dxmcat said:

Wing Commander 3..........I chose the pornstar chick. Space porn simulator confirmed :D

I remember that chick. Her name was Ginger Lynn.

Cherry Bomb. :D

In honor of Wing Commander III On the House (Origin), they made a good post about main cast of WC III last year.

Wing Commander 3: Where Are They Now?

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#36 RoboCopISJesus
Member since 2004 • 2225 Posts

deus ex hnnnggggggggggggg