Thief 3 Deadly Shadows Bug Neuters In-Game AI 168
Channard writes "You can add another footnote to the strange fortunes of Ion Storm. It's been revealed that Thief: Deadly Shadows has a bug that affects the intelligence of the guards and other characters in the game, both in the PC and Xbox versions. Ion Storm Austin, the creators of the game, really went to work on the character AI in Deadly Shadows - on Expert level, the guards notice things like open doors, missing objects and the like. The catch, as reported on the official Ion Storm forums, is that a bug in the game resets the difficulty level to Normal level if you save and load your position in-game. The word from one of the Thief developers is that: 'We're looking into it.Can't say anything more for now, and there aren't any guarantees... but the find isn't being ignored.' The PC version should be relatively easy to patch, but fixing the Xbox version would be trickier, perhaps requiring a full recall (Microsoft doesn't allow the Xbox Live service to be used for anything other than patches that affect online play.)"
YOU MEAN (Score:1, Insightful)
Sigh, this is just one more slap in the face of gamers everywhere. Companies will put millions into advertising and salaries for celebrity programmers, but then budget nothing for Q&A.
And how the hell did Microsoft sign off on this? Isn't the promise of console games that they will be of higher quality, as a result of mandatory licensing fees? Isn't that why we pay more than PC gamers? Looks like that $10 markup is all for
Re:YOU MEAN (Score:2, Interesting)
Re:YOU MEAN (Score:1)
Re:YOU MEAN (Score:3, Informative)
the platform is supposedly better because of their _required_ licensing they *can*(and according to them do) control what gets shipped to the shops and what doesn't. they act as if they control the quality, so they'd better deliver that promise as well..
A very very very sad day :( (Score:5, Insightful)
Flash forward to today, and you see Thief 3 (albeit a fine, fine title) obviously rushed out the door, and most of the dev team laid off. What is it with this industries self destructive tendancies? I mean, really. Isnt the goal to make money? And isnt that a product of producing a good game?
I just want to scream at my monitor when i see things like this happen. Just remember, the fault probably doesnt lay on the dev team when something like this happens, something tells me a phb thought he could shave a buck or 2 and went for it.
Re:A very very very sad day :( (Score:1)
Yes, indeed. Much like the formula for profit in music or movies is a high-quality original release. Titles that are carried on the strength of name recognition, sex appeal, or herd mentality just don't cut it.
Oh, wait...maybe that's a bad example...
--LorDPixie
Re:A very very very sad day :( (Score:5, Interesting)
Sadly, no. The current tactic is to keep from losing money, which means optimizing the development cycle to a minimum amount of time, thus reducing overhead such as rent, by employing far more people at any given time than are necessary. Then, when the game is done, you don't want to keep paying salary for all the extra people, so you let them go. This also has the benefit of reducing the amount of vacation time you need to give people, and it keeps you from continuing to employ burnt-out people. Because everyone will be burnt out, since there's been mandatory overtime for 3 months, forcing people to work 70-80 hour weeks to get the game done.
It is very sad, and it will eventually change, but not immediately by any means. Personally, I think there needs to be a union for video game professionals. Unfortunately, too many college kids are happy to "live the dream" of working in video games, so it would be very difficult to start one; you'd always have some punk kid ready to take your place and put in 80-100 hour weeks for at least 3 years before becoming a shell of his former self. I've seen it happen far too often.
=Brian
Re:A very very very sad day :( (Score:2)
Re:A very very very sad day :( (Score:2)
=Brian
Re:A very very very sad day :( (Score:2)
I would argue that you are far better off arranging your company so that you have a smaller staff (which allows you smaller overhead per month) and a longer development time per game, and focus on quality. You'd get fewer games out per year, but they'd have a higher chance of being hits due to quality. That should translate into greater sales over time, which is how you can actually make a profit.
Much easier said th
Re:A very very very sad day :( (Score:4, Funny)
Yeah, sorry about that Brian. I'm trying to cut back my hours. But as the new guy I'm expected to wow and dazzle. This is my chance to stake a claim to my chosen profession, and as such I need to prove myself... Justify myself against all of the people out there who might have already implemented distance-based reflection maps or authored giant, multi-segment levels with unnoticably repeating geometry. I've got to do something to counterbalance my lack of experience.
I'd love to see a union, but if you asked me 6 months ago would I be willing to be a scab? Probably.
Re:A very very very sad day :( (Score:5, Informative)
It is very sad, and it will eventually change, but not immediately by any means. Personally, I think there needs to be a union for video game professionals.
You mean like IGDA? [igda.org] JOIN.
Unfortunately, too many college kids are happy to "live the dream" of working in video games
True.. a lot of places hire graduates because "they have more to prove,".. e.g., they're willing to work a lot for nothing. But what those zillion kids don't have is release titles.. hang in there a while, get some good titles under your belt, and you'll find it a lot easier to get into positions at good studios (who put out bestselling titles, retain their workforce, and know how to (gasp) schedule.) Good studios don't want to risk their AAA titles (god, I hate that term) on a bunch of noobs. It's just how it is.
Unless you're lucky enough to land a job at a sweet place right out of school, you're going to hop around a bit as you find a place that works for you (and pays what you're worth.) If you're staying at the same place for 3 years working 80+ hour weeks, you're doing yourself a huge disservice.
Re:A very very very sad day :( (Score:3, Insightful)
No way! Game developers are treated the way they are because there are way more would-be game developers than there are jobs. Simple market dynamic
I wanted to be a game programmer too, but then I realized that getting paid chump change for being treated like a pogo-ball with some manager jumping on my head was really stupid.
Now I solve interesting programming problems in a different market, and play all the friggin games I want,
Re:A very very very sad day :( (Score:2)
No way! Game developers are treated the way they are because there are way more would-be game developers than there are jobs. Simple market dynamic
Um, you did read the very next sentence, which said, 'Unfortunately, too many college kids are happy to "live the dream" of working in video games, so it would be very difficult to start one; you'd always have some punk kid ready to take your place and put in 80-100 hour weeks for at leas
Re:A very very very sad day :( (Score:2)
Personally, I don't find it obvious it was rushed out the door. Admittedly, this is a rather large bug, but I've already played through the entire game and found it immensely enjoyable. I found it to be a generally worthy successor to "Thief". I didn't even notice this game (though I noticed it was pretty easy), and I didn't really notice any other bugs either.
Well, that explains why it isn't that hard (Score:2, Interesting)
Re:Well, that explains why it isn't that hard (Score:3, Insightful)
Taking it seriously (Score:1)
Remember the 80's? (Score:5, Insightful)
Remember when console games that had serious bugs just didn't get licensed? Boy, those were the days.
Rob
Re:Remember the 80's? (Score:1, Interesting)
Off the top of my head, I recall that Final Fantasy 3 had some game-killing and save-destroying (!) bugs involving the sketch ability of one of the characters. Here [eyesonff.com] are the details. I'd consider that a showstopper.
It happens. And in this case, Square and Nintendo did nothing about it. No recall, they simply said, "don't sketch", thereby rendering one of the characters completely useless. At least Ion Storm
Re:Remember the 80's? (Score:2)
That's like saying that I've just thrown some paint up in the air, rendering the sky blue.
Re:Remember the 80's? (Score:2)
Rob
Re:Remember the 80's? (Score:2)
Since the bug generally only occurred when Relm sketched an invisible creature, it was pretty rare. A lot of people didn't even use Relm's sketching ability in the first place, much less go around sketching everything in sight. Compare that to a game that has a bug that has a 100% chance of occurring when one saves his game; just about everyone us
Re:Remember the 80's? (Score:2)
It also happened if Relm sketched a certain enemy, Zone Eater I believe it was called (The enemy if it sucked your entire team down, you went into the cave where you could find Gogo.
When you did that, your whole inventory and/or saved games could/would be messed up. Things like 255 of certain items you couldn't even get.
Mind you, being 14 at the time, it wasn't a bug, but a feature.
Re:Remember the 80's? (Score:5, Interesting)
Considering I couldn't get even to the 50th level of the Ancient castle because Lufia 2 crashed and ate my save... twice... I would consider a total graphical glitch to be the least of the team's offences.
The Relm sketching bug, however, was priceless. It took her from the realm of a useless additional character to one of might and importance. Sure, if you sketched invisible things there was a pretty good chance you'd spend 20 minutes selling off thousands of unusable dirks, but small price to pay for an exploit that might give you a dozen masamunes, twenty glass swords, two lightsabers, and about a million other random useless items (frying pans, etc). Total corruption of your save was also rare, even when the glitch did occur. I wouldn't be surprised if an unofficial grouping of QA people saw the problem and decided that it improved the character significantly. Sometimes bugs like that make it into the shipping game on strength of their side effects.
Re:Remember the 80's? (Score:2)
The FF3 bug was severe. The Thief bug is severe and likely.
Rob
Re:Remember the 80's? (Score:4, Informative)
Just a couple months ago Splinter Cell: Pandora Tomorrow was released with a bug that would crash the system if you stayed in the game browser for more than ten seconds [penny-arcade.com]. Hard to imagine how that one got missed...
Re:Remember the 80's? (Score:2)
I'm sure if you're still willing to pay $50+ for 8-bit games with primitive 2D graphics and FM synth audio, and gameplay engines so simple that they could be developed by a team 1/10th the size of a modern development staff, you could have lots of games with no serious bugs.
Re:Remember the 80's? (Score:2)
Even so, it makes you wonder why console licensing systems still exist. Well, besides old fashioned capitalism, of course.
Rob
Re:Remember the 80's? (Score:3, Interesting)
I loved that game right on up 'til the point where I lost my partner to a glitch and got stuck in the dungeon I was in (I need him to open the door to get out). I didn't know I needed to make multiple, iterative saves in a game. Where can I get a DAT drive for my GCN?
And beyond the fustration of having to start the game all over again (which I haven't done yet because of it) there's the fustration of knowing I can't
Re:Remember the 80's? (Score:2)
1. Check settings of game (if the testers are given proper tools, this wouldn't be too hard).
2. Save game.
3. Load game.
4. Check settings of game.
Seems to me like checking to make sure the settings of the game haven't changed after it's been reloaded would be part of the routine checklist. Maybe it wouldn't have been as ridiculously obvious as that Pandora Tomorrow bug someone mentioned, but it probab
Patches after release (Score:5, Insightful)
Good thing too, or we'd have a bunch of half-finished games with a "We'll patch it later" attitude.
I'm tired of being a beta tester.
Re:Patches after release (Score:5, Informative)
Except for their own games. MechAssault has been patched, specificially the game loading code to close the exploit that allowed software modding the XBox. Deleting the MechAssault save data gets rid of the patch and reopens the exploit.
Re:Patches after release (Score:3, Interesting)
Crimson Skies has had quite a resurgence lately, since the recent content download.
Anytime they add some new content, it usually breathes a *little* life back into the game. Crimson Skies is a great game, I just hadn't played it for 4 months or so. The new content brought be back and got me interested again, even if I don't use the content.
I also don't mind paying for the Premium content. I've bought it for Links, DDR and Mechassault.
The *only* time I've been disappointed though wa
Huh? (Score:5, Insightful)
Fair enough, if the developers next week announce that they've checked and they can't be bothered to fix the bug and basically screw you then yeah, start thinking about campaigning to get this fixed.
If I was a developer this entire incident would give me a bad view of the gaming community. It portrays everybody as being obnoxious impatient asses. The developers didn't intend to release it with a bug. There is only so much testing you can do and people make MISTAKES. It's a fact of life.
Wait and see what they do basically.
Unfinished products rightfully get outrage. (Score:5, Insightful)
It's not like this is Ion Storm's first problem with this sort of thing. Did you try the abysmal Deus Ex II ? There were billions of issues there that should have been caught by simple playtesting. Likewise here...did no one test the difficulty settings for more than 5 minutes ?
The gaming industry really needs to learn that they can't blitz a product to market at less-than-optimal quality, and expuct the publc to shell out $50+ without complaint. Gamers are used to (virtually) blowing crap up, not grabbing their ankles and taking it from behind. PC games are complex constructions, no question about it. If you want your game to be a quality release (and thus keep customers) you have to expend a good deal of effort in QA/testing. Hell, resort to a semi-public beta if you don't have the inhouse staff to do it.
--LordPixie
Re:Unfinished products rightfully get outrage. (Score:5, Interesting)
I can entirely see how their Q/A team would miss the bug - Q/A would need to be playing on hard, probably with no cheats on (otherwise, why save and reload?). Save and reload probably got some visible verification (inventory there, start point correct, etc), so that was probably checked off without further testing. Most testing probably never used save and reload - mainly because that is one of the last completed parts of the game completed. Portions of save/restore may work, but until item placement and inventory items are complete, why test it?
I admit, what they need is to have some people run through the "finished" product once or twice at every difficulty to verify there are no outstanding showstoppers, but that's not always possible (time demands), so maybe they settled on a runthrough only at moderate difficulty. Due to the limited lifespan of games (about 3 months) they probably didn't want to have an open beta (no sense leaking the code to pirates any earlier than possible).
I'd question that.... (Score:2, Insightful)
IMO, playing without cheats is a pretty significant part of QA. Admittedly, you're going to need someone to breeze through the game easily just to make sure the basic mechanics work. But you're creating a game. The QA team NEEDS to make sure it has enjoyable gameplay, or they're just selling an overly expensive tech demo. Especially in a game li
In-House vs Outhouse (Score:4, Funny)
Re:Unfinished products rightfully get outrage. (Score:2)
Bollocks.
This can be found out by anyone who does even moderate real play in the game, and many of the fans (especailly on TTLG) pinned down the problem in hours.
If the testing team can't do it then there's something seriously wron with their testing strategies (if they even have them).
Re:Unfinished products rightfully get outrage. (Score:2)
Until code cutoff, new features are always going into the code, any of which can cause bugs (alpha). At some cutoff point, only bug fixes are allowed in (beta - but cutoff is often missed for that great feature that has to go in). Most of the time spent here is play balancing and feature verification. That last week or two before release to manufacturer is probably the only real testing done on the final product ('rc'
Re:Unfinished products rightfully get outrage. (Score:2)
Sure they can. Lots of people did. Lots of people will. They've learned quite handily that gamers will buy 98% of the buggy crap put out each year, as long as it's good or from a developer they know or trust. And even then!
Re:Unfinished products rightfully get outrage. (Score:3, Interesting)
One solution is perhaps first sell the game to PC only for a cheap price. And the public, because lets face it dev houses are not going to retreat and start proper testing themselves, plays/tests the product while patches are released.
Finally we have a stable product which can be released to the consoles which
Re:Unfinished products rightfully get outrage. (Score:2, Funny)
The Slashdot commmunity really needs to learn to check their spelling. What is "expuct" and "publc"?
Not only that... (Score:4, Interesting)
I spotted this a few hours after installing the game; wtf are they hiring to do their testing!?
Unfortunately, that won't work. (Score:5, Informative)
Re:Not only that... (Score:4, Insightful)
Re:Not only that... (Score:3, Informative)
That's two replies which appear to have missed this; tsk!
Re:Not only that... (Score:2)
Patch will come soon (Score:3, Informative)
I don't take this as completely crazy. Patches for bugs - and this one is somewhat obscure in the testing - happen all the time. Too bad for consoles, but I disagree with the concept of them anyway.
It does let me in on a bit of how testing occurred. When we deploy a system, there is a "dashboard" (ug, i hate the term) of all the settings in the program visible on another screen. As you walk through the application, you can check the values live. If thief had a mode to display this (and most FPS have a console that should deliver this), they'd be able to check AI settings. Perhaps they did and it still isn't working correctly - now thats a bug.
mug
Doesn't look like a showstopper to me (Score:2, Informative)
Buy the game or don't buy it. This bug sucks, but is not a showstopper at all. A game deleting your boot sector when it is uninstalled, now thats a bug. The guy claiming to find the bu
It's not just saving.. (Score:2)
Re:Doesn't look like a showstopper to me (Score:5, Insightful)
My experience with the Thief series is that it is not possible to go through a level once without having to resort to saved games - while it's possible to ironman levels, they either take too long to do in one standard unit of time (i.e. 1 hour, as most popular games gear themselves to), or require lots of practice to breeze through it.
Being a "slow" game, you will need to reload, and therefore encounter the dumbed down guards. It is considered slow, since you have to generally sneak around occupied areas instead of running quickly to get to your destination.
Saved games are required - there are instances in Thief 1 and 2 where you need to do specific jump. The jumping occassionally failed because you were just beyond the tolerance range for making the jump (and therefore either fell to your death or made a loud noise attracting whatever guard is available.) Also, there were a few instant-killing traps that were not visible unless you had a really good eye - something that requires either prior knowledge or save-scumming to pass through.
Indeed... (Score:5, Interesting)
One of the big advantages PC gaming has now is the ability to fix bugs after the game has shipped. Even if that does lead to some greedy and short-sighted business decisions. "Ship now, patch later" is a lousy way to run a game company, but at least, with a PC game, you can patch later. With consoles, you're generally going to get the shaft.
But as consoles get more sophisticated and come with internet connectivity as a requisite, this problem is only going to get worse. So the big advantage of consoles, "just stick a disc / cartridge in and play" is going to become "just stick a disk / cartridge in and wait an hour for the latest patch to download." Because the bottom line is, game companies won't ship a finished, polished game if they don't have to.
Re:Indeed... (Score:2)
However, compare this to a typical PC game launch: Numerous problem reports ranging from people with older computers complaining about poor performance, people with modern cards and outdated drivers complaining about graphical glitches, people for whom the game doesn't work at al
Re:Indeed... (Score:2)
Granted, having a hardware standard counts for something (the massive variety of available sound / video / other hardware in PCs is one of the primary reasons there's so many bugs), but I think a lot of what it boils down to is plain o
Re:Indeed... (Score:3, Insightful)
Can we please get away from this attitude of "All game companies want to ship crap." Even the attitude that all publishers want to ship crap is incorrect. Sure there are some toothbrush salesmen at publishers, but most of the people want something great. Now, whether or not they want a great game because they love the industry or because they know a million seller will get them a house in Florida is an
Re:Indeed... (Score:2)
Games suck because of bad timing, bad management, and bad decision making, not a lack of developer attention and intent.
I don't doubt it's ultimately the bean counters that spell the doom of many a game. I've seen it happen many times. I'm sure most developers don't go into a game thinking about how shabby an effort they can make out of it, but circumstances push things in that direction sometimes.
Sorry if you took
Re:Indeed... (Score:2)
Re:Indeed... (Score:2)
The flip side of the argument though might be that if Ion Storm had been testing the product like they should have been then the bugs would never have made it out the door in the first place. Who cares? Its part of the product just like the exploding g
Hey, look, we invented the wheel! (Score:1)
Temple of Elemental Evil had a save/load issue, bigtime (menu items were wrongly named)
XCom (the original) had this same problem, resetting of difficulty levels.
Ion Storm's little Thief 3 bug.. (Score:3, Funny)
just bought it... (Score:2)
utterly and completely disappointed.
i have a gforce 5200 and p4-2600, not a terrific system but it lets me play most games with decent framerates.
theif3, at the lowest settings gives me horrible framerates. not only that, but the graphics are nothing to look at. even the menus in the game are pixelated to the point of almost being unreadable.
i wouldn't mind jerky framerates if everything looked good (Farcry with all settings high jerks a little bit, but looks beyond amazing), b
It's an FX5200, what do you expect?! (Score:2)
Re:It's an FX5200, what do you expect?! (Score:2)
It's all about the videocard (Score:2)
No guarantees (Score:3, Insightful)
A lot of people threaten to stop buying PC games because of the "no guarantees" license agreement, but they keep on buying them. I have actually stopped. Haven't bought a PC games in, what, two or three years now. It isn't because I don't want to play them, it isn't because I can't afford them, I'm just not willing to agree to a contract that I disapprove of.
It's amazing to me that a developer will publicly admit to a fairly major fault in a game and then say, effectively, "we might fix it or we might not, dunno yet". I'm sure this thought process goes on in many different industries, but game developers openly admit to having this attitude! It makes me wonder: If this is what they admit to then... well, finish the question for yourself.
This is our fault, though. (Well, depending on who you are, it's actually your fault, not mine!) Consumers tolerated unfinished games for so long that there became very little motivation for developers to bother finishing them. We told them time and time again that we'd buy their faulty products and they heard it so often that they said okay, in that case we're happy to sell them to you. So we did this to ourselves. Or rather you did...
Re:No guarantees (Score:2)
But since you want to get all dramatic about it maybe you deserve an oscar?
They shipped Release Candidate 1 instead of 8 or 9 (Score:2, Informative)
Gamespot have picked up the story... (Score:2)
Re:This should happen more often... (Score:3, Funny)
You missed the short bus again this morning, didn't you?
Re:This should happen more often... (Score:4, Interesting)
Re:This should happen more often... (Score:2)
I don't think the PC development process is inferior, per se; rather some developers don't give QA the full attention it needs. A number of studios release products which have far fewer bugs than your typical PC game. Take Blizzard for example. Yes, their games have bugs, but unless you've got some seriously weird hardware, chances are the average player will never encounter a game impacting bug playing the retail version.
But
Re:This should happen more often... (Score:2)
Re:This should happen more often... (Score:5, Insightful)
That developers release programs with bugs in them is not a direct result of the ability of the developer to release later patches. It is a factor, but a more important factor is that the consumers whine, stomp their feet, type IN ALL CAPS, and otherwise make a idiot of themselves if the game does not come out quickly. Couple that with the growing complexity of modern games (perhaps the most important factor) and you are destined to have bugs slip through whatever QA system the developer's have.
jr
Re:This should happen more often... (Score:1)
It should be noted that producers are compounding this problem themselves. (Yes, the gamers are still to blame too) Just about any big-production game gets obscenely hyped. Press releases say what the game "will" do long before any features are really finalized, much less coded. The PR machine gets working as soon as humanly possib
Re:This should happen more often... (Score:2, Interesting)
Re:This should happen more often... (Score:2)
Re:This should happen more often... (Score:5, Interesting)
Yes, I will argue that. Because they do. Is there a groundswell opinion that "console games are usually buggy, so buyer beware"? No, there isn't. 99% of the time, they work and they work perfectly. The good console game devs know that they do not get a second chance to fix their game, so they have to get it right the first time or risk falling on their face in the marketplace.
The PC game world on the other hand, it's common thought that if you buy a game, you better start haunting websites and newsgroups for the inevitable mention of an upcoming patch. I'm not saying that patches shouldn't exist, just that the ability is completely abused and should not be seen as an amazing benefit of PC games.
I'll go Redundant here and point out that the hardware environment is responsible for a lot of this. But this Thief problem was not... it could have been found and should have been found... it was rushed, it was unchecked, it is typical.
And I don't accept a 'complexity' excuse for one second. Games will always push that envelope. That's no excuse for releasing something buggy.
Re:This should happen more often... (Score:2)
Of the maybe two dozen ps2 games I've had, only one had problems which seriously impeded game-play, namely Dark Chronicle 2 which simply hung on me something like 4-5 times.
So, I searched on the net and found out that I wasn't the only one with this experience (i.e. not just a bad disk or something.) and returned it to the store for a full refund.
I can't imagine it's good for profits if too many customers star
Re:This should happen more often... (Score:3, Insightful)
Why? New console games have been in the $40-50 for the last couple generations. The complexity level certainly went up between the PS1 era and the PS2 era, and the price did not go up. In fact, for most first-party Sony games, the price went down. (Average price being $40 rather than $50.)
I believe that console systems of the future will eventually have
Re:This should happen more often... (Score:1)
People are always trotting out this "you must buy a new video card every 20 minutes or you can't play any games" line - it's b.s. I use the integrated GeForce4 that came on my shuttle's mobo and I can play plenty of games, and they look mighty fine at that.
Re:WTF (Score:3, Insightful)
Re:WTF (Score:3, Insightful)
It's not a really obscure bug anyways.
bad idea man (Score:5, Interesting)
I think a better solution would be to send replacement discs with fixes to those that have already purchased the game, and begin putting pre-patched versions on the shelves.
As I said, the last thing we (users) want is for buggy games to be acceptable. It is important that Microsoft exert the same level of quality control required for the other two consoles.
Re:bad idea man (Score:1)
Re:bad idea man (Score:2)
The mod community is not huge, but if they started going onto Live with a box that can be hacked, and have cheats installed, a lot of other subscribers would drop Live.
One of the best things about Live is the very limited amount of 'cheating' which normally has to do with people exploiting parts of the game, not modifying it to give them an advantage. I absolutely hated cheaters on PC games, so Live is a refreshing change from that.
Re:WTF (Score:5, Interesting)
I believe this was because MS didn't want to be in a position where developers saw Live as a way to get into the same release and patch rut as PC games have got into. MS probably didn't want that stigma attaced Buggy console games are actually far less common that buggy PC games simply because there's no easy patch mechanism in place. The only bugged console games that spring to mind, apart from this one, are WWF No Mercy on the N64, and Morrowind on the X-Box, though Slashdotters could probably think of more.
Re:WTF (Score:5, Informative)
Morrowind was more tolerable. At least nothing was ever lost. Well.. except maybe all the loading time from reseting after crashes.
WWE RAW2 - Game is so buggy at times it's barely playable. At times you literally lose control of your character. How nice. The PC will often try to pin the player in excess of 20 times in a row. The player is unable to get up in between these pinnings. Basically it's 5 minutes of button mashing and cursing.
Buffy 2: Chaos Bleeds - Check out the official message boards. You will see the same repated messages over and over. In on mode you can't play more than 5 minutes most of the time without a crash. In the story mode / single player game most copies would lock up the console at the same specific points for all users. Nothing was ever done about it. It really sucks constantly replaying through 2 hour levels and having it crash right before the end.
The only way I could see all of the game was to get a game save from the xbox mag that had all levels opened. The first game was great, but this sequel was handed off to another team who complettly killed it off.
I know of a few more. But I don't own them, so I can't do the bugs justice.
Re:WTF (Score:2)
Re:WTF (Score:2)
Re:I can see it now: (Score:3, Insightful)
possibility 1- MS allows dev's to patch game via LIVE.
constant - everyone is disgusted because MS is the badguy for allowing sloppy and shoddy game development.
possibility 2- MS does not allowing dev's to patch bugs in xbox games via LIVE... constant - everyone is disgusted because MS is essentially 'crippling their own consol(sic) by not allowing buggy games to be fixed'
Re:I can see it now: (Score:3, Insightful)
But with the vast majority of Xbox owners NOT on Live, this would give Microsoft a very bad name in the industry. (Yes, for a lot of you they alrea
Re:Sue Them (Score:4, Insightful)
Re:Sue Them (Score:3, Informative)
Anyone that has ever played Thief, unless they were looking for a serious challenge (and had 4 hours to kill), has probably saved their game from time to time. This isn't an obscure bug that occurs only when you're in the pantry holding the knife and looking at your feet. Anytime you save the game during a mission, and then re-load that save game, enemy AI gets reset to normal. That's major and something that should have been found during QA. There's little e
Re:Sue Them (Score:2)
Re:Sue Them (Score:2)
Except that the AI is one of the things to have got a lot of press in the various Thief 3 preview articles. So people buying the game for the better AI end up disappointed.
Re:Sue Them (Score:2)
Re:Sue Them (Score:3, Insightful)
I'm well aware that QA on such a game must be a daunting task, but this is not a bug like Starcraft's immortal drones which you could only produce under extreme conditions (and which took the players months to un
Re:Sue Them (Score:3, Insightful)
Try suing for damages, and you'd be laughed out of court and forced to pay for the defendant's legal costs.