About This GameTake the city then take your revenge in Killers and Thieves, the guildmaster adventure from the co-creator of the Banner Saga series.You are the unseen master of a thieves’ guild in the medieval city of Greypool, taking ragged street rats and forging them into master criminals. Assemble and train a team of unique burglars, thieves and cutthroats then send them on daring heists across a sprawling city. Select your team carefully - do you want the agile catburglar, the master lockpicker, or the deadly cutthroat? You can’t always take everyone you need, and the city is full of surprises that will force you to redraw your carefully-laid plans at a moment’s notice. You decide the degree of risk: you could play it safe, but great riches await those bold enough to chase them—but then, so does the hangman’s noose.
Killers and Thieves is the creation of Alex Thomas, co-founder of Stoic and Creative Director on The Banner Saga. He created this thieving adventure as an independent project, and it is being published by the Stoic team. Inspired by the question “What if you ran an entire thieves guild?” Alex has collaborated with a team of talented industry professionals to breathe life into a cruel, dangerous world. b4d347fde0
English
killers and thieves mods. killers and thieves pc. only killers and thieves amazon. only killers and thieves book. only killers and thieves paul howarth. of killers and thieves. only killers and thieves movie. only killers and thieves goodreads. only killers and thieves discussion questions. only killers and thieves novel. only killers and thieves. only killers and thieves by paul howarth review. only killers and thieves by paul howarth. killers thieves and lawyers. only killers and thieves pdf. only killers and thieves review. killers and thieves novel. only killers and thieves summary. games like killers and thieves. robbers killers and thieves lyrics Feels like an early access game. If it had "queued commands" when paused it would clear up many of my complaints. As it sits, I cannot recommend.
Overall i like the idea but it was just not for me.. I want to love this game. I play blades in the dark table top and this game reminds me of it in all the right ways. Unfortunately no clear goals or "here's how you could play this game" on what is I'm assumeing is the tutorial story mission killed it. Trying to rescue my guy from being captured on my second try at the first mission ended with me clicking on the portraits on the left side trying to fight his captor and just calling someone else over to watch their friend go to jail. Guards magically know you're in houses some how and where you've went. Other guards know what other guards know so there is no running past one before his friend tells him about you. The guards just roll around the houses making a new player put up with that with no clear idea on how to actually play the game, that isn't going to get me to play your game. However, The art is fantastic, and I like the idea so much that while I am refunding this right now I'm going to keep it on my wishlist so I can watch to see if it gets some updates. But as of right now as other have pointed out the horrible controls alone make this unplayable, couple that with no clear idea on how to play it successfully explained to you in game makes this a big pass on my recommendation to you. To the developmer, please address these issues I want to play this game. Edit: after playing a bit more before the refund happened I was able to get past the first mission with out losing some ppl. This however only revealed more problems, even though I did start to feel as though I was getting over the control issues. The next few missions were I guess "assassination" missions. I use quotes because you're not given specific targets to kill you just need to kill x amount of guards and out of the 5 story missions I played 2 used this this as the win condition, and it's freaking weird. Why do I need to just kill random guards? Another problem was that the story missions give you no idea if it's just going to be a "heist" where you go in and rob stuff, or if you're going to send your 3 or 4 (sometimes specific) thieves to stand on a mission for 3 days just to get a story box. There should be some kind of indicator what you should be ready for so you can coordinate more of your crew to be productive. The music is horrible and at low levels all you hear is this obnoxious knocking noise to where you'd rather just turn it off. I also wonder if you can sell enough stuff to maintain your guild very easy. The missions I went on I stole 8 items that all had a very low value but had already spent well over half my coin (at the easiest level I think 800gp out of 1,500gp) getting what little valueables I had amd they were maybe worth 75gp total MAYBE probably closer to 45gp. I really fear that the 1 and a half hours I've seen of this game is most of what you'd be getting for the entire thing and there is just not enough there to even begin to over look the problems.. Beautiful game, good concept. Horrid, horrid execution. Controls are weird, and it's nigh impossible to make back your money if you've more than a few thieves. The guards are somehow omniscient; they always know where you've gone after seeing you once, even if you've jumped across three rooves, scuttled down a wall, and hidden in (what I presume) was a closet. Fighting is also not an option. If dead guards turn up, more come for the next heist. I wanted to like it, but I simply can't.. lt;First review, pardon the dust> This is an awesome idea. And, I'll continue to play it despite the limitations. But there are some things that just fall short. First the great things: 1. The art is thematic and very moody. The maps are the same, 2. The story is a revenge story: a oldy but a goody. 3. A lot of the systems for the game feel well thought out: having to fence goods and train thieves. Culprits being caught and carted of to jail. Heat levels in different zones. 4. The *concept* of the heists are beautifully simple, the complexity is in the execution. There are some large howevers. 1. First, it is a rogue-like. While I'm not traditionally against rogue-like games, the problem is that the game is not a procedurally generated. The story mission are the same, time and again and so on your third or forth attempt, the playthrough can be a little stale. A single fallback savepoint (every week, for example) would be enough to avoid this (and the points in subject 2 below. 2. Third or forth playthrough you say? After only 10 hours? Absolutely. There are a bunch of reasons that can fail you in this game, and the frustrating thing is more or less, there's absolutely notihing to be done. My first playthrough I ran into a mission where I needed two knife fighters. I could not recruit a second one for love or money. When I finally did, he was fairly unskilled and perished in the attempt. Moments later my second skilled knife fighter fell to the same guard - failing the mission. 3. How did the knife-fighter die you ask? In combat of course, fighting a low-level guard while my second knife fighter stood behind the guard doing nothing. Her knife was out, but she wouldn't engage the guard. After carefully maneuvering the guard into a quiet area where he could be attacked from both sides, only to watch him methodically cut down my junior fighter and then turn around and kill (capture) my guild leader. 4. The stealth mechanic is also a bit broken. The guards have no discernable pattern - making it impossible to "get the timing just right". It's more a function of blind luck - which detracts from the overall experience. If all your careful gameplay can (and routinely is) invalidated by a RNG because the guard randomly starts moving in the direction of your thief it can be quickly demotivating. 5. The game runs just too fast. Although you can take crews of up to four thieves, in reality, you'll only ever be able to use one or two at a time. if you have more than that in a building at once, it's likely that a randomly moving guard will stand near enough to a motionless thief to start detecting them before you can really do anything about it. Then your choices are run (and be spotted - quickly decreasing your stealth pool) or wait and hope that he moves on before you run out of stealth pool and captures your thief. Both are "meh" choices - they feel passive, defeating the idea that you are actively able to change the fate of your thieves. 6. Some niggling things - you can change the nickname of your thieves, but not their appearance. On one playthrough I ended up with four thieves with the same portrait - two of them were knife fighters and accidentally sent the junior on heists a couple of times. Since the only parameter I can alter is the nickname their names were changed from Sharp and Boots (admitted awesome streetnames) to SrKnife and JrKnife. As well, there are some thing that just are not documented anywhere: if you click on a map, it bring up a menu to Heist or Stakeout - who knew? Not I until my second attempt - leaving me wondering if there is just a bunch more stuff I just don't know about. Ultimately, will I continue to play this game? Absolutely. Mostly because the idea is fantastic. Why someone hasn't (to my knowledge) exploited this idea before I don't know. The developer has been active in patching - I'm hoping his frustration levels will not max out before he's done. I'm conditionally recommending: go in with your eyes open and you won't be disappointed.. Potential of the game is really big. But it's bugged and abandoned, so don't waste your tame. It's unplayable in fact.
Assetto Corsa - Ready To Race Pack download no verification
0 Comments
Leave a Reply. |