Showing posts with label free. Show all posts
Showing posts with label free. Show all posts

Wednesday, May 13, 2015

Thief (2014) Review

Your name is Garrett. You live in a dismal world. The clerics control your world, the Baron controls the clerics, and the General controls the Baron. You didn't ask to be altered, to be able to see into a psychic world controlled, possible created, by your friend and protege, Erin. But here you are.

A year has gone by while you lay in some sort of a coma. Asleep, oblivious to the changes in your world. Political chaos has broken loose. There's a strange disease called the gloom affecting the population of your town, and it doesn't have a cure. Most likely, because the governing forces don't want a cure. Control the citizens by disease and hunger. An effective way to keep the people in line.

Few are willing to help the people. Those that do must work in the shadows. Betrayal of the law means a fast "trial," followed by an even faster hanging. The underground movement needs someone with a special skill set. Someone that can control his fear, his emotions, and do what must be done. Someone that knows the shadows, embraces the safety of the darkness. The people need you. Garrett. Thief.

If you've read any part of my walk through for the game, you know that I am not a big fan of Thief. Granted, it is more playable than the many sequels to Assassin's Creed (the first game), but doesn't quite measure up to it. I know, it doesn't seem fair to judge this game based on a different franchise. The trouble is, this game is so obviously a "spiritual successor," that you have to.

This game feels very much like AC 1. The only things missing are the Leap of Faith, and the Templar Knights. And the pick pocketing. But I'll go into that one later. All of the other important elements are here, but changed just enough to legally call it a different game. You climb walls, jump around on rooftops, try to avoid being seen, and when possible, use stealth attacks.

I really did want to love this game. Not just like it, but love it. It truly had some potential. Unfortunately, the way the city is mapped out makes it too damn annoying to get from point A to point B fluidly. For instance, there is one place where you have to enter an area through a building's back window, deal with a load screen, and enter out the front. In order to progress to the building just across the street (too far to jump to the next ledge), you need to leave the area, deal with another cut scene, and enter through the back of the building.

Some of the paths are far too clever as well. There are some areas with piles of crates, lumber, or whatever, that you need to squeeze through. You're supposed to be playing as a fairly well built, adult man. Not a muscle bound type, but definitely not someone that should fit through an opening as small as you're expected to. As such, it seems more annoying than anything, that you have to locate these passage ways.

I am all for SMART game development. CLEVER, however, is a major breaking point for me. What's the difference? Let's say you're playing a game where you need to collect rabbits for some reason. A smart designer will look at the game environment, and place the rabbits accordingly. Behind a tree, inside a hole, beside a bush. Boring, but places that a person would think to look.

A clever designer wants to beat the player. S/he'll put the rabbits on top of a tall tree that you'll need to climb. How did the rabbit get up there? Who cares? At least you didn't find it, unless you bought the cheat book. This is the kind of logic that can kill a game, especially for people that want to figure out the puzzles themselves, not using the internet or a book. This game fails people that want to do the mental work themselves in too many areas.

And speaking of puzzles, you aren't always given the clues to figuring out a safe. I had to look one up at IGN, and even the person writing the walk through for them said the designers failed to provide the clue for a specific safe. When a professional for a major game site can't figure out what is supposed to be a simple puzzle, you know the game designers didn't do something right.

To make things worse, some puzzles don't even feel like a puzzle. At best, they're busy work, to stretch out your game time without making the developers work. All you have to do is rotate a tile in one puzzle, until it snaps into place. Move to the next, and repeat. Since each tile that you rotate controls a few others, all you have to do is rotate a couple of them to finish, no real effort involved.

When I started to write this review a few minutes ago, I actually had a higher opinion of it. I had wanted to give it a better recommendation, due to it getting some things right, and giving a reasonable amount of fun and game time. But now, it's really hard for me to do that. I was planning on saying that it would be a good weekend rental, or maybe something to fill out your GameFly list, in between the big, AAA titles. Now, I think I can't even honestly say that.

IF you are really in the mood to rent a game from your local brick & mortal establishment (not everyone lives in a big city), and your GameFly rental hasn't arrived yet, give this a try. But ONLY if you're truly bored, and don't mind a game with too many load screens, a lack of information, and only a hint of originality. Otherwise, break out your last gen console, and play the first Assassin's Creed. You'll have a whole lot more fun that way.

Tuesday, April 28, 2015

Thief Side Mission: The Tinker's Trinket

There is a set of stairs headed down, into a building, near where you entered the area. The room has a few guards in it, and the flames provide a lot of light. This isn't an area to sneak around in, so just take them out however you need to, and get to the door inside.

Pick the lock, and enter. The General's New Medal is inside the chest. There is also a document on the desk, and a 50G pocket Watch inside.

Thief Side Mission: The Rule Of Thumb

This is another place that you have to look up to enter. Look for the open trap door, and shot an arrow up. Climb into the room, and open the window inside. There is a man walking around the wooden room with a lit torch. Let me repeat, there is a man with a huge flame, walking around a small room filled with flammable items and drapes. Kill this idiot before he sets the whole city on fire, and loot the place.

Inside a cabinet is a rare, highly valuable, vase. Smash it and push the button that was hidden behind it. Grab the Iris Brooch, and head back to the pyromaniac. He has the item that you're after on him. Just pick him up, and you'll collect it. Throw the body, and leave.

Thief Side Mission: The Path To Riches

You have to make it past the dogs and guards to get to where you're going. There are ledges, as well as rope points from previous missions, if you want to sneak. Of course, they can also be used to make taking the opposition out easier as well.

Once you've gotten past the guards, climb the crates to access a platform Grab the rope, and climb up to the next platform. Climb through the window, and grab everything. Head down the stairs, loot the place, the shoot a rope arrow at the beam by the bottom of the stairs. Climb up, and your target is on the floor, to your left.

Long Drop Full Stop

Shoot a rope arrow at the beam near the window, Climb the nearby crates and circle around on the roof tops. Cross the street using the long beam, and turn left at the platform, Around the corner is your rope. Tarzan your way to the window, and climb inside.

Examine the books in the back of the room for a hidden switch. This opens a new area, which has the book you're after, as well as some other goodies.

Thief Side Mission: Eyes On The Prize

"It must be the clerk. Maybe he can help." As soon as you enter the window, Garrett gives you a big clue. Use focus, and you'll see that there's a pressure plate near the window. Pick up the clerk's dead body, and throw him on it. This opens the door to the next room.

There is a switch and an electric box inside. Use both, grab the loot, and head back toward the window. Just to your left is a door that you have to lock pick to open. Drop down the hole, and your telescope piece is inside a night stand. There is also some ammo on the shelves.

Thief Side Missions Note

After you meet Vittori for the first time, Basso stops giving you missions at The Siren's Rest. Once you've finished all of Basso and Vittori's jobs, look for Basso back at the Crippled Burrick. If he isn't there, and you've finished all of the missions from thse two, go to Ector's Emporium.

Remember, you don't gt all of the missions at once. You only get a handful after each chapter. You should be able to get the achievements for completing all of the client jobs, as well as Basso's, before you start chapter seven. That means you have to check back with Basso, Vittori, and Ector until you've received and completed all of the missions.

Thief Side Mission: A Grave Matter

This isn't a difficult mission at all. You just need to backtrack to the room you shot a rope to access at the beginning of Chapter 6. Climb the rope back up to the room, and open the cabinet next to the window that looks out over the yard. The urn is the item that you weren't allowed to pick up before.

Wednesday, March 25, 2015

Thief Chapter 3 Part 1

The Walk Through:

You start out back at the clock tower. Here, you're given a chance to grab or store some arrows, health, or poppies from your chest. You also have the option to examine any special items that you collected. Then once you go upstairs, you're given your next mission, via carrier crow (raven?).

Start out by making your way to Basso, who will introduce you to Orion, the man that wanted the ring. He tells you that the Barron is ruining your town. The people are suffering because of his desire to gain wealth through the suffering and death of his people (insert political reference of your choice here).

Orion convinces you that you can make "a better future for everyone" if you help him. Your next mission: steal a book for him from the local brothel, The House of Blossoms. Most people would go to the library for a book, but where would the fun be in that? So it's off to the South Quarter for you.

On your way there, you will see the world's shortest guard tower. It's not tall enough to see over the wall, but is tall enough to give the archer stationed there an easy kill. How you proceed is up to you, but I decided to take the easy way and shot him from the alley. Don't worry about his death scream. The other guards either ignore it, or just don't hear it. How you deal with the other guards is up to you. There are street lamps lighting up the area, so don't expect an easy sneak.

Before you leave the area, there's a leaf pin on the crates next to the tower. If you use the wrench, you'll gain access to a new merchant. Grab what you need, but don't expect to find the wire cutters. Just arrows, food, and poppies for now, Once you leave the area, Garrett tells you that Erin used an old mill in the area as a hide out.

After you enter the South Quarter, you need to deal with some guards. Again, sneak or attack, it's up to you. If you climb the wall near the carts, there's a room with a bureau. DO NOT OPEN IT! Use your focus to reveal and avoid the trap. Steal everything that you can for now, and leave. Snake your way past the two guards looking into the water, talking about killing a debtor, and jump into the water.

Once you're in the water, there is a gold bracelet on a broken fence plank. After you find it, head towards the well lit dock, and climb up. There is a rope that you can reach once you climb a crate. This will take you to an upper level with an open window. Crouch and move slowly towards the window, You will be spotted by an archer inside if you wait to long. Duck around the corner, grab what you can, and force open the next window.

Now that you're in a new area, you have a couple of windows to force. Again, grab what you can, then when you enter the apartment with a staircase going down, pick the lock (for experience), and head back up the stairs, and exit through the window. After you exit, you should notice a crawl space. Grab the loot, then exit. Follow the beams back to where you entered the area, and there is a guard with a torch walking around. Perform an aerial take down, then keep moving in the same direction.

There is a railing to your right. Head in that direction, pick up the treasure, and jump the railing. Grab the next items, hop a wall for a silver frame, and then hop the next wall. There is a pair of scissors on the walkway just to your left. Hop over the rail on your right, turn left, and hop the short wall to get back to the rooftops. Go left, and walk across the beam. After you drop down, move slowly to the lit area, and stealth attack the guard leaning against the wall. Turn around, and sneak up on the guard with the torch.

The area is now safe to explore, so climb the rope to the platform above you. Cross the beams to a pair of scissors, walk around the next two corners to another treasure, then jump in the water. There is a small alcove with a poppy down there, so don't head to the next area right away. Once you have the poppy, turn around, and you should see the door to Erin's Mill before you jump back in the water.



The Review:

There are some things that I just don't understand about this part of the game. I got to shoot the archer on the small tower, but I couldn't climb it, even using the nearby crates. It should have been in reach. Earlier, Basso told Garrett that he had been gone for over a year. Yet at one point in this mission, Garrett asks himself how long he was gone. And of course, there's still the mapping issue. I really think that Eidos could have made bigger areas, instead of making people put up with so many load screens.

The game still has SOME fun to it, but it really is getting old. Especially since there are traps that you can't deal with, due to a lack of wire cutters. My guess is, the areas will be reused so many times that I will get back to the trap once I have them. Still, it seems like the programmers cheated by putting the trap there.

Remember game designers, you're supposed to CHALLENGE the players, NEVER try to beat them. You have far too many ways to unfairly beat a player, say with bad designs.

Wednesday, March 11, 2015

Defiance: The Game Part 1 (of 3)

For those of you unfamiliar with the game or the TV show that it's tied into, Defiance takes place on Earth in the near future. An alien species found our planet, and used Voltan technology to terraform part of our planet. As a result, the changes started to spread as other races decided to settle on our planet.

As a result, our world now looks very different. Of course, there was a big war that took place in order to stop the terra-forming, but since the series starts after the war, we don't gt to see any of it. Beyond that, I know virtually nothing of importance about the show. I hate sci fi that takes itself too seriously. Through in some humor (like the Mr Spock and Dr. McCoy fights on Star Trek), or I'm bored.

The game, however, is very entertaining. Especially now that version 2 is out. The first version, which required you to buy a hard copy of the game, was so filled with bugs that it was barely playable at times. For my Xbox, it was an over night install. Then in the morning, I had to install an update patch that took an additional four HOURS. And then about once a week or so, there was another patch that required anywhere from thirty minutes to a couple of hours. FUN!

Then there was the dlc (down load content) that Trion kept pushing on you. Every new dlc came with some type of weapon or device that you could only use if you had the dlc. It also "coincidentally" seemed that you had to have the latest dlc to download the newest patch faster.

I personally only have the Arcbreaker dlc, and others have told me the other dlc isn't really worth it, unless you're a hard core fan of the game. The only reason I spent the $10 on Arcbreaker was because it seemed like there was a hole in the game without it. After all, a big part of the events at the time was the major and minor arc falls. And if you beat them, you got a weapon that you couldn't use without the dlc.

The other thing about the arc falls is that appear in different places at different times on the map. If you have the dlc, you can summon a fall at times. If you don't have the dlc, you either wait for one of the other players to do it. There is a nice mission involved with the dlc, so you can grab some achievement points as well.

Should you want all of the dlc, there is a season pass (at least at Xbox Live), that has everything, plus some bonuses, like a hat for your dashboard avatar. It's only $10 cheaper than buying each dlc separately, so if you only want one or two dlc for some reason, don't get the pass. If you really think the silly avatar hat is worth $0, get the pass.

Besides the arc falls there are other types of events. The main difference between them is, if the area on the map is red, it's considered an arc fall. If the area is yellow, it has something to do with a dlc. You can play in either one, but the rewards won't be usable to your character without the dlc.

Some of the events are in "wave" form. You and all the people that show up kill all of the (bad guy name), then you get a couple of seconds to get more ammo. Then another wave, and another, until the timer runs out. Other events have you run around from one spot to another, taking out hordes of (bad guy name here), before moving onto the next spot. When all of the spots are finished, a new spot opens, which has the head (bad guy name) that you need to kill off.

There are also story missions that you can play, if you don't feel like doing the MMO thing. You get a main story line, as well as a few "episodes" (new missions). There are even some trials that you can do, such as races, kill all the (bad guy name) in a short time, etc.

These story based missions are also recycled for small group events. Teams of four, to be exact. The corporations in the game give out two types of contracts, for extra points and money. There are the daily contracts, that you can do solo, or with as many people that show up, as well as a weekly contract. Again, these can be done solo, with friends, or with others that just happen to show up.

Besides the recycled contracts, there are also contracts that are done with a group of four players. The farther along you get in the game, the more of these are open for you to play. And yes, some of them are recycled locations. Fortunately, there isn't any dlc needed for MOST of the contracts. There are some contracts, however, that you do need dlc for.