Deadly Shadows nails all of these as well as any of Looking Glass' classics, and far, far better than Square Enix's attempt. It's about atmosphere and story over audiovisual satisfaction. Thief is ultimately a cerebral game, about careful planning and swift execution. Ion Storm didn't quite succeed in translating Garrett's physicality from the Dark Engine into Unreal Engine 2.įortunately, although that tactility is important to an extent, it isn't what makes a Thief game great. On occasion, more advanced functionality is necessary to achieve a desired look, and a custom shader pass is required. (i.e., shaders that don’t operate on a material or a mesh). There are other little things too, the bow doesn't feel right, and the bizarre implementation of havok physics results in guards and civilians crumpling as if they're made of crêpe paper when Garrett bonks them on the head with a blackjack. In Unreal Engine 4, global shaders are shaders that can be used from the C++ side to render post-processing effects, dispatch compute shaders, clear the screen, etc. Play it in first-person and Garrett's movements feel ever so slightly off, as if there's a delay between your input and his action. Play it in third-person and there's a literal disconnect between yourself and Garrett. While they might look like someone assaulted a clump of polygons with a blackjack, the incredible sound design combined with the way Garrett moves, the way his step bounces slightly and his feet clip-clop on the cobbled streets of The City, gives him and therefore the player a very physical sense of place.ĭeadly Shadows doesn't quite pull this off, and I think this is in part because it's designed to be an optional first-or-third person game. The same goes for the two original Thief games. For all of its problems, and there were many, nu-Thief felt absolutely splendid under the fingers. This is probably why I enjoyed the new Thief game more than many other critics. My enjoyment of a game relies heavily on how a game feels, how the audio and visual components of a game connect in my brain to create an illusion of weight and solidity and presence. One thing I've realised in recent months is that I am a very tactile player. When I started playing Deadly Shadows again, I honestly wasn't certain about the answer. Unreal Engine is a complete suite of development tools that were made for anyone working with real-time technology Japanese English Keycaps While authoring content in this manner can give you amazing results, there are some instances where having the ability to create content like this inside of UE4 would be helpful Sometimes you may make. "That's a great game," becomes "That was a great game" becomes "Does it still stand up today?" Nach unserer Ankündigung letzte Woche können wir berichten, dass Epic Games auf der GDC eine umfassende Demonstration seines komplett überarbeiteten Spiels gegeben hat Unreal Engine. Facts you were previously so sure of revert back into questions. But it is nevertheless an odd and disconcerting feeling to suddenly realise that a game you don't think of as old has arrived at that juncture. Complaining that an old game looks old is the second stupidest thing you can do after checking whether a mousetrap works by poking it.