Was it really THAT bad?
Was it really THAT bad?
Having to go back through to pick up all of the orbs was what ruined that game.
The visuals, setting, and boss characters were fantastic. Combat being limited to one enemy per encounter was interesting as well.
But that backtracking was some next level cancer.
Yes. The platforming was repetitive as hell and the game was too easy. Just play Ico lol
It was pretty repetitive but I really enjoy it anyway. It looks nice, it "feels" nice and I like the story.
While we're talking about unpopular opinions, Thief 3 is a good game.
That's best of PoP games.
inb4 WW-kids screaming about asses and metal
You can literally just pick up all seeds on your way, this game is not about exploration.
Enjoyed the scenery and music a lot. Gameplay was a bit repetitive but not too much. Should have gotten a sequel desu
It's one of the very few games i regret wasting time upon.
I also enjoyed Thief 3 :3
No.
It was quite fun, but easy in certain aspects.
Also the graphics were gorgeous.
The only thing I'd bitch about it would be the DLC ending for the XBOX 360.
Seriously fuck that.
I like WW.
Best part was pic related.
Can you even die in this game?
PoP: Die, animation pulls you to the last checkpoint.
Any other game: Die, loadingscreen and spawn at last checkpoint.
The only difference that you don't have to wait for a fucking loading screen. The not dying argument is bullshit.
Wait did people not like this or something? I can see how the different art style might not be well received but I struggle to see how someone can HATE it.
no, it was pretty god
This. When you "die" fighting a boss, said boss regains most of it's health, so it's like actually going back to a checkpoint.
The game was great, so was the first AC, too bad about only one of them being successful enough to guarantee a sequel.
It was amazing, best character designs in the series. And I even liked the ending. Didn't play the DLC, fuck Ubisoft for making it Xbox exclusive.
>kill yourself and pray she saves you
Pretty fucking kino
Best looks, worst gameplay. Never finished it, watched maybe half of the game on youtube and had no intention of playing all this.
My personal favourite in the series.
Too bad they didn't make sequel.
Kids who grew up on the Sands trilogy and never played the originals were mad as fuck when it came out and introduced them to a real PoP game.
>No time limit
>Real PoP
If you own a phone, watch or clock you can easily make up your own time limit, you know.
>casual collect-glowing-orbs-for-ten-hours game
>real PoP
I really liked it. It's just a nice simple relaxing game, with decent visuals and music.
Probably should have been a whole new IP though, since people had gotten used to trilogy prince being the one and only.
Thief 3 was a good game held back by shitty design decisions.
I liked Prince of Persia 3D
best girl
What shitty design decisions in particular? I was disappointed when my favorite tool (rope / vine arrows) were replaced by shitty gloves.
Everything but the gameplay was pretty cool.
I too enjoyed Deadly Shadows. My favourite bug was getting stuck hovering over the ground when falling so you don't make any noise and move super fast
Mostly just deciding to develop for multiplat.
subjectively, I also hated changing the sword to a dinky little dagger and making hte blackjack completely inneffective against alert guards meaning if you fucked up your only option was to sprint through the rest of the level trying not to die.
Agreed. If it'd been a PC-only game there's no doubt that the game would've been, if not great, at least good. Having the whole game be the Thieves Highway would've been amazing
I enjoyed it, but it did end up feeling repetitive though.
Nolan North best Prince. The banter made the game. Amazing just how many inane comments he could make if you just spammed L2/LT.
That ending was some fucking shit, though. Fuck it so hard. What a fucking cunt.
Yeah, multiplat was kind of a bummer with the smaller levels, but I am willing to forgive the game simply because of the jump in graphical fidelity which was really fucking good for the time. The sword being replaced by a dagger actually makes sense for a thief, especially considering you were unlikely to use it anyway.
And IIRC the blackjack was ineffective against alert enemies even in TG and TMA (repeatedly hitting them would do 1 point of damage each time and eventually kill them).
> sprint through the rest of the level trying not to die
I love this 2bh, and it's how I played the previous Thief games too: one save per level, if you get discovered, RUN. Way more exciting than sneak, bonk, reload on fail.
I really liked the ending. Not the DLC, didn't play that.
DLC pretty much the same as the ending.
in dlc they seal ariman and release him again
i actually liked it,
It was super easy tho
It's actually possible to knock out alert guards, at least in Gold, but you gotta be careful.
But I agree, restarting just because you goofed is pretty boring. I do the same thing in rpgs. I have a friend who always looks up all consequences for every choice and just reloads if he did something "wrong" and I don't understand how anyone would wanna play a roleplaying game like that
Yes. The problems:
The collectathon gameplay was a stupid choice. You go through an area to cleanse it, no need to force you back through content you already did to get an arbitrary amount of collectibles. Running and jumping is okay, if a bit slow and easy, but I don't want to do it on the same wall three times. The unlocked skills were also lackluster. They were either simple teleports or put you into a slow, annoying minigame that added nothing to the experience aside from acting as arbitrary content gates. If they wanted to force the player to collect a bunch of light seeds, the special moves should have had uses in combat, or in regular platforming, otherwise they just become expensive keys.
The story was semi-interesting, but the dialogue killed it. The writers tried to make the Prince and Elika likable by being very quippy and passive-aggressive with each other, and it ended up coming off as irritatingly generic (I will admit that I'm the sort of person that finds quippy characters annoying in general, so that wouldn't be an issue to some, I admit). The bosses also suffered the same problem, each being a trope and nothing more. It also has the issue of not feeling like you're making progress, as you move on from each area. You can see other areas in a zone from other areas within the same zone, but you can't see other zones. Just having that be possible would have let the player feel like they were achieving something, seeing the corruption pushed away very visibly.
The graphics were also a bit of a bore. The game really suffer's from Borderlands' problem: Interesting character designs (for the Prince, Elika and the bosses) but all the environments are blends of grey that turn into blends of dull orange. It's monotonous to look at, and wastes the cel shading (which always looks best with brighter, contrasting color palettes, such as on the Prince) on trying to look vaguely realistic.
1/2
Combat was slow paced and far too easy, being glorified quicktime events (or, in the cases of grapples or taking damage, straight up quicktime events). Every fight just becomes a game of spamming a sword combo then a magic combo to knock off a quarter of the boss's health, with a parry in there if the boss decides to attack. It's doubly bad because every enemy, even the final boss, has the same move sets and rage modes. I appreciate what they tried to do with it, making the fighting all about duels, but it was so limited and easy from the very start of the game that it gets dull long before you finish even the first zone. It really shows a shitty face in the fights with The Warrior, where it takes forever to re position yourself so he goes towards the edge.
This isn't to say it didn't do some things right.
Some of the parkour was fun. The limited number of moves, the lack of danger, the massive window for the input for each action and recycled obstacles made it repetitive at times, but the animation was fluid and sometimes autopilot is good to relax to.
The music was good. Not much to add. Sounds like a desert to me.
The bosses were in the same ballpark as good design, at least. Granted, they shouldn't have been fought five times each, but the twists they had were decent. If the bosses had each been one encounter combining their gimmicks from each smaller encounter, then they could have been pretty good (though the fact that they all fight the same way would have continued to cripple them).
The ending was also a nice touch, it took a lot of balls to have the game only have a 'bad' ending, though the amount of time spent walking detracts from how effective it is. It also fails if the player gets sick of Elika interrupting at the start of every area or her quips and doesn't really want her to come back at the cost of undoing all your progress.
>woman done right by western dev
>they barely follow this example
This, ending is really powerful when you are the one who chooses to let the world swallowed by darkness just to see your love live again
I feel that the game really needed a failure state.
There's something really disappointing that your screw up is not shown concluding with a death scream, or a painful looking animation, but instead with literal hand-holding.
I felt like being treated as some retarded kid every time that hand-holding sequence showed up ""It's ok, everyone is a winner, there are no losers" mentality.
Although it was long ago, I do recall the dialogue being extraordinarily bad, something about the female character going "fertile grounds" on repeat?