The fact that at the heart of each level you find a person instead of an object is once again to increase the amount of options while maintaining the same basic gameplay loop. The rest of the powers just provide a bigger toolset than the original Thief, but the purpose for it is exactly the same. Blinking is there to make level traversal interesting and allow verticality in the level design in the 2010s the same way that TDP and TMA did with all the mantling and acrobatics that few games back in the 90s and 2000s then allowed. The fact that you didn't have powers in Thief is meaningless when it comes to this. Just my opinion, I know many here won't share it. Thief's DNA is so clearly there in every element of the game. That doesn't mean that I'd call Dishonored the anti-Deus Ex either, but Arkane's series is clearly doing it's own thing, rather than merely aping one or the other of its predecessors.ĭishonored is most definitely a *spiritual successor* to Thief, despite every twist and evolution of the formula, and has next to nothing to do with Deus Ex beyond the fact that both are immersive sims. Honestly, I see more difference from Deus Ex in what defined that series-NPC interaction with real depth, choosing/questioning loyalties, distinct builds beyond the stealthy/aggressive binary. Just because the tempo of the gameplay is different between the two doesn't mean they don't hit a lot of the same notes. I mean, is it Garrett's disempowerment and vulnerability that's lacking in Dishonored what makes you all say they're nothing alike? That just disregards the structural similarities of the games-mission based, limited resources, collectibles (runes) that reward exploration outside of the main objectives-that create a large part of the appeal for fans of the genre. As a fan of all three series, I don't think it's unreasonable at all to clearly see the DNA of both Thief and Deus Ex in Dishonored.
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