There’s Thief (4) Gameplay Footage, Too

By Jim Rossignol on June 14th, 2013 at 1:00 pm.


Spike TV got to see Thief (no, just Thief now, branding fans) in motion, too. You can see their encounter with it below, as you refresh yourself with delicious Doritos and Mountain Dew. I am contractually obliged to mention that our kid Adam has already played the game, and you can read about his experiences over here.


I quite like the whole peeking around the corner thing. But I am not sure about the slo-mo aim-assist power thing. Seems a bit… Dishonoredy?

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175 Comments »

  1. Didden says:

    Why do all characters in first person games these days have to have demigod powers? Bioshock has a lot to answer for!

    Either way, the melee in this looks terrible.

    • Torn says:

      These games really need to stop trying to remake System Shock. Ugh. Even Bioshock Infinite brought nothing really new to the table, apart from a decent story.

      What happened to being a normal guy with a few tools, in a dark and foreboding world, and infiltrating to steal things?

      • CrispinFister says:

        A decent story? Maybe if you’re an 8 year old girl who only watches Disney films and has never read a single book in their life. The story of B:I was okay but it was pretty much a bunch of tropes thrown into a hat and put into a line with racism and cogs glued on for good measure. So brave of you to like such deepness, you’re really not helping games become “art” by supporting lazy and unimaginative “writing” like that..

        That said, this game looks like it’s going to be another QTE strewn pile of rubbish with annoying animations when you just want to bloody well do something simple like kill someone or knock them on the head. It’s like when they added the kill animations to Skyrim, so lame.

        • mouton says:

          Every story is a bunch of tropes. Question is, how do you execute it – and BI did it very well.

        • ResonanceCascade says:

          Launching into an angry tirade and insulting people’s intelligence every time Bioshock Infinite gets mentioned is so April 2013.

        • Totally heterosexual says:

          GRRR OPINIONS

        • morningoil says:

          B:I was a flawed (albeit nonetheless still highly entertaining game) whose story, while not wonderful per se, was the vehicle for the most profound, most thematically ambitious – and successful – artwork I have encountered in quite some time. When you work out what it’s *really* about, it is shattering.

          It’s all in there.

          Agree though that these guys look like they have no clue. Have they played Thief, or just looked at videos on YouTube? I hate snotty fanboyism generally, but this just looks like a wank-shallow travesty.

        • jayP says:

          quote: “So brave of you to like such deepness, you’re really not helping games become “art” by supporting lazy and unimaginative “writing” like that..”

          Personally, I hope games in general can avoid being burdened with the ambiguous and self-aggrandizing label of “art” for as long as possible. You’ll know genuine creativity is dead in gaming when it gets declared “art”

        • The Random One says:

          “A decent story? Maybe if you’re [a complete idiot]. B:I’s story was okay…”

          So I guess there’s some great gulf between “okay” and “decent” that only you can see?

          I like how you were so eager to insult it that even a back-handed compliment was more than you could let stand. I found Binfy’s story pretty silly myself, but I can tell when someone thinks like me.

    • asura kinkaid says:

      because precise aiming with thumbs in real time is essentially a supernatural skill possessed by a very 1337 few?

    • starclaws says:

      Hate the cinematic takedowns. Walk near enemy. Push Button. Complete Mission.

      Blurred/fogged vision to hide bad modeling and shadowing?

      The fights are absolutely horrific. Action packed music but both enemies just staring at you. And the slow-mo mode? wtf… Garrett had a mechanical eye… He’s not a freakin’ wizard Harry. And slow-motion and superman see through walls and such.

      The franchise used to be somewhat of an Action-Stealth, while somewhat linear, there was often 5-6 pathways into a marks house and such. And this looks more like a hardcore Stealth-or-Death but I just wonder how linear it or if there are any alternate paths at all.

      And if there aren’t drunken, whistling, mumbling guards, etc… Boooo

      Probably ruined the franchise. Thanks. Ill stick to Thief 1&2 open source remakes and map additions before wasting money on this.

  2. dicenslice says:

    Horrible voice acting!
    Third person takedowns!
    Fog all over the screen!
    Bonus XP for headshots!
    See where guards are through walls!

    Ugh.

    There’s some good stuff in there but I’m worried.

    • Torn says:

      They need to appeal to the action-loving console bros. I really doubt it’ll be the methodical sort of game that Thief 1 and 2 were.

      • madeofsquares says:

        The sad thing is that they shouldn’t have to.

        • Imbecile says:

          Yeah, they dont. It is frustrating when anything bad happening is landed squarely on the consoles. Its the perception that all console gamers are teenage dudebros that causes all the problems.

        • squareking says:

          They do if they want to make money. Lowest common denominator/casting a wide net/streamlining for max appeal and all that.

    • woodsey says:

      I’ve read somewhere that they’re planning to let you disable all the focus stuff, not sure though.

      • derbefrier says:

        yep they did confirm that during a gameplay video they did for IGN he says you can turn all that bullshit off. Which is great news. I am still skeptical of how true to the thief expirience this will be but this confirmation makes me feel slightly better about it.

        • phelix says:

          If the game’s designed to be played with all that nonsense turned on (hello there, Hitman Subtitle and Dishonoured!), turning it off will not help very much.

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            VelvetFistIronGlove says:

            I never played Hitman, so I can’t speak for that, but with two single exceptions, Dishonored played very well indeed with all that stuff turned off.

            Disabling the health and mana bars entirely was a problem; managing a critical resource when you (a) can only guess at its level, and (b) aren’t prevented from throwing replenishing items at it when it’s already full—well, that’s a recipe for anti-fun. But keeping the health and mana bars to “contextual” (so they appear only when they’re changing) kept them out of the way most of the time, and visible only when relevant. Exactly like how the health bar in Thief 1 & 2 would only appear when taking damage or restoring health.

            Second, one side mission in one level had a specific goal location that was not adequately described either by NPCs or the mission description. With that exception, the game was perfectly playable with objective markers turned off.

          • hamburger_cheesedoodle says:

            I am guessing it will be more like DX:HR than those games; or at least I hope. HR was very playable with all the extra hud doodads and big glowy boxes and arrows pointing the way.

    • KhanIHelpYou says:

      The selection wheel and the focus icons really scream Dishonored. Obviously selection wheels are becoming super popular design choices so its not like its just taking their idea but the combination of stealth game, enemy icons and the wheel feels way too close.

      My biggest gripes with the look of it though are that FOV which at times looks like 50 horizontal which is really myopic and that god damn “HOLD R1 TAKEDOWN”. I feel like the trend towards this kind of gameplay is really stifling the fun. I remember when the first splintercell came out, all the fun times climbing into the shadows above a hallway, timing your drop so you’ll land on the patrolling guard then totally missing and having that 2 seconds of panicked pistol spam instead. With lock on “Press X to totally kill this guy” gameplay you lose so much of that skill, timing and uncertainty.

      • SwENSkE says:

        I feel you, 0:22 into the video and I already had lost every interest I ever had in this game.

        R1 TAKEDOWN – not in my Thief

        I enjoyed playing Dishonored and after a while could live with the fact that at times (especially in side quests) it was nearly impossible to go unseen and with zero kills. After all you’re an assassin and not a thief. But the game didn’t really grasp me, played through once and tried to kill as few as possible but have no intention to play again. Thief 1 – 3 on the other hand (yes, even three) I have played so often I stopped counting.

    • Crazy Hippo says:

      BOOM headshot!! so another great franchise is dumbed down to cater to the average console player.
      I pray they have a difficulty mode that makes it play how the previous iterations did, but i wont be betting anything on it.

    • KenTWOu says:

      Third person takedowns!

      It’s odd, but the game has first person takedowns too.

    • Contrafibularity says:

      There was good stuff in there?

      Also:
      -Oblivious guard AI! With copypasta dialogue!
      -”Light gem” replaced with shit out-of-place HUD!
      -Guards also kind enough to wait a moment while you fumble with console controller!
      -Bullet-time! In case you’re still fumbling with the controller!
      -Slow-motion fighting mini-game with helpful visual pointers! Because how else would you know where to punch someone in the gut?
      -MASSIVE reticule because you’re probably on a couch on the other side of the room!
      -Blood-red arrows pointing in the direction of your alerted enemies because they’re hard to see and hear from that couch on the other side of the room!
      -Every post-processing effect invented since solar flares! Darkness or contrast wasn’t possible.
      -100 crates for every guard, minimum!
      -XP for magic powers!

      Oh right the first-person leaning was at least left intact (I think). And third-person takedowns *probably* won’t be mandatory even though there will be a big flashing PRESS X FOR TAKEDOWN text every time you sneak past a guard, presumably so that players won’t forget which key to (not) press or if they’re unsure they are right in front of or behind an NPC.

      All of this is making me really curious about what RPS saw that made them enthusiastic or at least hopeful about this game. Even if the PC version somehow turns out slightly less horrid, it’s hardly going to be a different game. I suppose this might just be a really bad video of a particularly bad section of alpha version gameplay filled with things that could theoretically be turned off or modded out of the game, but all I’m seeing is consolitis as far as the eye can see.

      edit: ah so RPS saw the GDC demo, which was potentially promising, but basically a lie none of which will make in into the game even remotely. Or something. Eh whatever we’ll see.

      • hamburger_cheesedoodle says:

        The one thing that makes me hopeful is that the guy playing it got decked pretty soundly by three guards, which does imply that you won’t just be able to brawl your way through the game.

      • KenTWOu says:

        >>>There was good stuff in there?
        Yeah, no health/focus regeneration! : )

        >>>”Light gem” replaced with shit out-of-place HUD!
        Actually, it’s there. That little moon like thing in the bottom left corner.

        >>>Guards also kind enough to wait a moment while you fumble with console controller!
        For demonstration purposes!

        >>>Blood-red arrows pointing in the direction of your alerted enemies…
        Optional like other HUD elements.

        >>>XP for magic powers!
        He uses poppy flowers for magic powers, not XP points.

        >>>I suppose this might just be a really bad video…
        Check gamespot demo, it slightly less horrible.

    • Grargh says:

      They already lost me at 0:35 when they had that huge ‘SUSPICIOUS’ floating above the guard’s head. If their target audience really needs this level of immersion-killer handholding, I can’t help but feel this game isn’t for me :(

      The takedown and slow motion crap doesn’t even deserve discussion.

  3. Low Life says:

    Someone (was it Patrick Klepek of Giant Bomb?) mentioned that the E3 demo was nowhere near as good as the vertical slice they showed (Adam) a couple of months ago, and was in fact quite disappointing. Which gives some weight to these rumours: http://www.rockpapershotgun.com/2013/04/27/yeesh-rumors-suggest-major-trouble-in-thief-land/

    • jaypettitt says:

      He did.

      “the last thing I played was Thief 4 which is not good… Compartive to other recent stealth games, including one’s that Square-Enix has put out, I hope it’s just really early. It was really rough, to the point we’re I played 10 minutes or so and had to stop. Brad the demo we saw at GDC, zero way to replicate that way of playing that game in the version they were showing. I have seen the difference between developer run demos and what you get to play. It came across, what they showed at GDC… lying is a bold term, but it is disingenuous what they showed to us at GDC versus what the players are actually able to do.

      It’s an E3 demo. Things can change. That games coming out next Spring. It was really rough. It was really disappointing.”

      It’s just before the 3hr mark.
      http://www.giantbomb.com/podcasts/giant-bombcast-e3-2013-day-one/1600-509/

  4. Gesadt says:

    i cant stand watching someone play first person game with a controller. it just seems so frustrating and annoying like hearingnails on a blackboard. ugh

    • cunningmunki says:

      As no one else has done so I for one would like to say I fully support this metaphor.

  5. GallonOfAlan says:

    What it needs is a hardcore mode a la Deus Ex. No icons above heads, no alarm indicators, no highlighting of valuables, no poxy takedown animations (who the fuck is dribbling over these in gaming anyway?)

    • Loopy says:

      I watched another video walk through of this (on IGN I think) where the guy said all those indicators can be turned off, so it looks like you won’t be forced to put up with them.

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        phlebas says:

        Provided they also remember to design the game to be playable without the help switched on.

        • Loopy says:

          True enough. Dishonored could be frustrating at times like that, although I still enjoyed the game.

          • Runs With Foxes says:

            You can turn off everything in Dishonored, even the entire HUD.

          • KenTWOu says:

            @Runs With Foxes
            Loopy is trying to say that Dishonored has few places, where you don’t know what to do without objective markers.

          • Runs With Foxes says:

            Ah I thought it was pretty good about that, though it was a problem at one point in the DLC for me.

            It’s a good point though. Something they’ve showed in these Thief demos is the ‘SUSPICIOUS’ marker above guards’ heads, and one of the devs talked about how you can play the game with kids screaming in the background. The problem with designing a game with these visual markers as the default setting is that there’s no imperative for them to give feedback in animations and sound.

            One example is the focus mode ‘sonar’ which allows you to see-hear guards through walls (ugh). With that being possible, do they have the same need to design a robust sound system with the kind of sound propagation the original games had? Sound, of course, was as big a factor in being stealthy as light and shadow was in the originals. I doubt that will be the case here.

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            phlebas says:

            Indeed. Straining my ears to judge the guards’ position was an important part of the original experience, and providing other indicators instead would break that – imagine the first section of the Cradle if you could see through walls. It’s like putting subtitles on a psychological horror movie so that you can watch it with screaming kids in the room.

          • KenTWOu says:

            @Runs With Foxes says:

            Ah I thought it was pretty good about that…

            It’s almost impossible to hide officer Curnow’s unconscious body without objective marker.

            With that being possible, do they have the same need to design a robust sound system with the kind of sound propagation the original games had?

            Yeah, they have the same need, because ability to see-hear through walls doesn’t ditch sound system. It just shows that sound system. It might ruin level design though.

  6. Premium User Badge

    Keirley says:

    “Let me ask you, this game, obviously there’s a stealth element to it…”

    • 12inchPlasticToy says:

      “…but blending together stealth and action, how are you guys thinking about that for this game?”

      • omicron1 says:

        It’s kind of like how, in the days of Doom and Quake, everything was a fast-paced run-and-gun shooter.

        Except, notably, Thief… (And a few others, almost all classics of the age)

        A clone has the potential to be good or bad… But a fresh new concept is the only thing that can be GREAT.

  7. GallonOfAlan says:

    Yeah that presenter is a clueless twat.

    Instead of asking how they’d be merging stealth and action he should be asking “how are you avoiding having any action at all unless absolutely necessary, because it’s not Call Of Arms: The Revengeancing”

  8. sirdavies says:

    After playing Dishonored, the melee in this looks like the middle ages.

    • Runs With Foxes says:

      I think that’s the problem they have. Dishonored was deliberately a fast-paced Thief, and while its stealth wasn’t as good as it should have been, they succeeded very well at that. I think Eidos is making a mistake by introducing all this action crap, because it’s already been done (and better if the videos are anything to go by).

      Remember what Warren Spector said about Deus Ex and Thief: Deus Ex is a swiss army knife, Thief is a scalpel. Eidos is trying to turn Thief into a swiss army knife, and in the process they annoy old Thief fans while also not measuring up to Dishonored. They’re in no man’s land.

      • Widthwood says:

        Old Thief fans won’t pay for their work, its as simple as that – their game has to have more universal appeal. They are not charity, they obviously have to make a game that will at least return money they spend developing it.

  9. rei says:

    Hold on! This isn’t 3rd person? Why did I think it was? Am I just so horribly pessimistic that I’ve convinced myself of everything they could do to ruin Thief? Well, nice!

    This whole face-to-face fighting seems wrong though. You really should be running in that situation, but at least he died, although it seemed like they had to really try in order to die. Maybe to prove that look we didn’t turn the franchise into Call of Garrett see!

    • jonahcutter says:

      I believe it it forces 3rd-person when you start climbing things. Supposedly they justified it by saying if they didn’t force 3rd-person when climbing walls, you’d be staring at the wall the whole time and couldn’t see anything.

      Which sounds like bs, of course.

      • Totally heterosexual says:

        It’s pretty true actually, though there are ways around it.

        • PoLLeNSKi says:

          like looking up or down like most people would when climbing…

          • Totally heterosexual says:

            No you moron. In real life you can constantly move your head without it affecting your point of point of reference for moving, and potentially high speed climbing and parkouring around requires that to work well. That’s is really not doable very well these days without something like TrackIR.

          • Dervish says:

            You don’t really need a point of reference for moving while climbing since you’re basically locked to a 2D plane. WASD can be up/down/left/right irrespective of where you’re looking. Dishonored, for example, has an option like this for moving up and down on chains. Counterintuitive for many people, but not hard to get used to.

          • PoLLeNSKi says:

            @Totally Insecure: Wow at being called a moron for stating how a person can move their neck and so avoid staring at the wall they’re climbing… which apparently you seem to disagree with enough to throw an insult at me – you have no neck to do this with?

          • Totally heterosexual says:

            Alright im sorry for the insult (slave to my emotions ya’ see), but you also missed my point.

          • KenTWOu says:

            Dishonored, for example, has an option like this for moving up and down on chains.

            And Thief has first person view on rope arrows. But chains and ropes aren’t walls.

          • PoLLeNSKi says:

            It’s fine, no need to apologise about calling me a moron because I obviously did miss your incredibly valid point that it’s not possible in a videogame for a character to look up/down and avoid looking at the wall in front of them when climbing a ladder…

            …just like it wasn’t possible in Thief 1+2, Half-life, Quake….erm…in fact pretty much every FPS that featured ladders before they started adding in silly 3rd person views with BS reasons. In fact it’s technologically easier to do this rather than waste the extra processing required to show the extra polygons for viewing your character in 3rd person. But of course you realised this with the intelligent point you raised and that I missed out on entirely because I am a moron.

  10. Spidy09 says:

    so they STOLE stuff from Dishonored, but why does the combat feel so clunky? I won’t declare this title DOA until I try it myself, but it’s pretty disappointing right now.

  11. qrter says:

    I love the Thief series, and I just cannot find much excitement for this sequel/reboot/whatever it is.

    The bits I have seen of it make it seem like the game’s little legs are firmly planted in You’re-Missing-The-Point-Of-Thief territory.

    • MrThingy says:

      What frustrates me is that the modelling, textures etc. are AAA, but it doesn’t ‘feel’ like the Thief world. It feels like Dishonored, and while that’s no bad thing, it just doesn’t tweak my nostalgia nipple the way the canon Thief series does.

      • KenTWOu says:

        It feels like Thief 3 Deadly Shadows. Dishonored wasn’t that dark.

    • captain nemo says:

      This

  12. Moni says:

    But where’s the option to blackjack people in the testicles? 4/10.

  13. Pockets says:

    I saw this video a few days ago and gave up at the ridiculous takedown thing.

    Just gave it a second chance and watched to the end and well, it’s a second rate Dishonoured knockoff, isn’t it? :(

    If it were its own thing it would be “meh”, but as a Thief game it looks dreadful

  14. gganate says:

    Apparently there is a hardcore mod, in which focus and other add elements are disabled.

    • cunningmunki says:

      You mean ‘mode’, surely. Unless some wiley modders got early access to the code!

      If that is true, and that mode doesn’t also increase baddie hit points and lower your health, then I’m in. Otherwise, it’s just ’1999 Mode’ all over again.

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        phlebas says:

        I’m quite happy to have increased hit points for the baddies and reduced ones for me. I don’t want to be fighting the baddies anyway, and if that’s unavoidable then they’ve missed the point of Thief badly enough that having lazy difficulty modes will not be one of the more significant problems.

        • SwENSkE says:

          I applaud you, good Sir, couldn’t have said it better myself.

    • nizzie says:

      Still no good excuse for this mess. Devs these days think they can please both casuals and the fans by adding some sort of “hardcore mode” for the latter. Sounds nice at first, until you realize that the developers still build the game for casual gaming, not for you. A good example is the recent Bioshock and its 1999 mode, which wasn’t 1999 at all, just a terrible mess of balancing. If a level designer creates a map under the assumption that players have big shiny markers for possible entries into a building, he most likely won’t do the same job another dev would have done, if he knows his players have to scan every dark corner, because they can’t just follow the big light.

      • cunningmunki says:

        I simply can’t understand why developers think people actually want to see little floating icons above people’s heads, flashing objects, XP pop-ups, and the like. How about just leaving those kinds of child-friendly things for the futuristic shooters, where your character actually has the ability to see those kinds of things? Or better still, just not having them!

        • gganate says:

          All those little Xp points coming out of dead bodies massages the pleasure center of your brain. It’s science.

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          phlebas says:

          But the floating indicators make it easier to get the achievements!

        • Focksbot says:

          I’m going to disagree here, again, relating it back to my recent play-through of the original Thief. I bloody hated getting lost. The fact is, it’s nowhere near as easy to navigate through a game level with repeating patterns and textures and a pseudo-sense of 3D as it is to keep your sense of direction about you in real life. So games immediately disadvantage the player because of that. The arrows telling me roughly where to go are a godsend – I can ignore them as much as I want if I feel like exploring, but at least I can get my bearings again afterwards. It’s like a fair replacement for my intuitive grasp of where I’m going in a real space.

          In a similar way, easy-to-access inventories and reminders of mechanics are useful because all of these are a lot less intuitive in a game than they would be in real life. It completely breaks any sense of absorption if you’re confronted with a combat situation and use the wrong power or weapon – can you imagine actually doing that if you were a thief or assassin? “Oops, I crouched instead of throwing the smoke bombs I have in my pocket.”

          The challenge should never be: “What the heck was I doing again? Where am I going?” It should be about how you do it.

          • nizzie says:

            I loved that aspect of the game. Using a map and navigating through the level was actually one of the best things about Thief, in my opinion. And the reason why people get upset is that they had that tiny bit of hope that Thief was going to stay Thief. Not many games today are like that.

          • Dervish says:

            Why do people always say “it’s just a fact” this and “it’s only fair” that? We are well past the point where you can blame graphics for your inability to navigate, and players might consider having a sense of humility about their deficiencies rather than always blaming the design.

            I say your claim is absolute bollocks anyway–if you’re dropped in a unfamiliar building, you’re not going to have an easier time finding your way around just because the “textures” in real life don’t repeat. Games today have no shortage of the same kinds of landmarks we use in the real world, and frankly some people are rubbish at reading a map or orienting themselves in reality to begin with.

          • Focksbot says:

            “We are well past the point where you can blame graphics for your inability to navigate …”

            Look, I really don’t care whether I’m the shittest gamer on the planet. I only have a limited time to play games and any time when I’m trying to work out what the hell I’m meant to be doing and which dark room with pipes I’m meant to be in is time when I’d rather be doing something else. And when I’m playing a single-player game, roleplaying a master thief or infiltrator, I expect the game to give me access to the kind of abilities that a master thief or infiltrator has, which presumably includes knowing where the hell they’re going.

            I actually wouldn’t mind a map system so much because I get a weird kick out of reading maps, but the maps in Thief are deliberately vague and incomplete, of course.

            And I maintain I would have an easier time navigating in real life, even if only fractionally, because I’m actually fully immersed in my environment, not looking at it through a flat screen. At the very least, I’d remember what I’m meant to be doing, which even Thief (rightfully) doesn’t trust players to do, hence the use of mission notes. Games developers know very well that gamers, because they’re only ‘playing’ the character, will often find it hard to remember what that character’s goals are, and have been providing easily accessed reminders of your various aims for ages.

          • Faxmachinen says:

            If you only have a limited time to play games, then Thief is not for you. If there was one thing Thief taught me, it was patience.

            Completely agreed on the maps though. Thief 2 did a much better job of it, making Garrett fill out the missing bits as he got there. And TDS did a much worse job after that.

          • KenTWOu says:

            We are well past the point where you can blame graphics for your inability to navigate…

            On the contrary, level geometry is so complex these days, so it’s really hard to see everything you need. For example, compare something like Tomb Raider and Tomb Raider: Anniversary using this screenshot and you get the idea.

          • Focksbot says:

            “If you only have a limited time to play games, then Thief is not for you. If there was one thing Thief taught me, it was patience.”

            I disagree. If you’re waiting patiently for the right moment to strike, then that’s exciting, that’s engaging. It’s what I play games for. Even if I only have half an hour and I only move half the length of a room, that can be worthwhile gaming.

            However, if you spend that half an hour traipsing back and forward between the same three almost-identical rooms, not sure what the game wants you to do, then it’s a frustrating waste of time.

      • Totally heterosexual says:

        You are totally misusing the word “casual”. They are not going for the fucking Wii sports audience.

        Say cod audience, dudebros or something. Even those make more sense.

        • nizzie says:

          You’re right, my bad. I probably wanted to avoid using the term ‘non-fans’.

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      Vesuvius says:

      Yeah they did that for Hitman: Subtitle too, but we all saw how well that went- the levels were designed and balanced around you having the superpowers, and without them it became nearly impossible due to linearity and horrible, cheating AI

  15. db1331 says:

    HEADSHOT 40XP

    “I think we really respect the DNA of this franchise.”

    • diebroken says:

      As soon as I heard that statement all I could think of was: “those elements together is definitely like a sauce”

    • jonahcutter says:

      It’s clear they’re spooked by potential backlash if they make something that isn’t a good Thief game.

      And from the looks of this trailer, it’s not.

      They should just put a different title on the damn thing. Stop trying to cash in on an established and beloved series when you’re so intent on changing so many of its fundamentals.

  16. Low Life says:

    It’s the origin story, from before Garrett reached max level.

    And this was supposed to be a reply to db1331′s comment, but the comment is set in the time before I realized I hadn’t clicked the reply button.

  17. Scumbag says:

    If they have a mode that removes the combat after you get spotted so you have to use tricks to run away, or just simply run away, then this may go to “The old ones were better” field as opposed to the “This looks awful” pit it lives in right now.

  18. cunningmunki says:

    PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, let me turn off all the HUD elements.

    Please.

  19. DatonKallandor says:

    Oh hey, it’s just as bad as people were predicting. But oh no, we’re all “haters”. And we gotta “give them a fair shake” because “maybe they’re doing it well”. Well guess what. They don’t. They NEVER do.

    And we told you, but you didn’t believe us. Because you know what – you CAN predict future failures by looking at past actions.

  20. DiamondDog says:

    Don’t be grumpy and cynical, don’t be cynical, don’t be cynical. Give it a chance…

    Oh god look at it.

    *sobs*

  21. Premium User Badge

    MajorManiac says:

    As a rule of Thumb you can tell a sequel to a great game is going to be bad when they remove the number from the name as if its the first one. Hello Sim City, XBox, Thief (3).

    I didn’t like the look of the art direction this game was taking but held onto the hope that the game play would hold up to scrutiny. But having seen that demo I now assume I’ll really be disappointed by this.

    Perhaps it’ll be a good Steam-punk Splinter-Cell FPS. Seems like most reboots try to be like Splinter-Cell, though I can only think of the latest Hitman game off the top of my head.

  22. ODCS says:

    I’d recommend looking at Gamespot’s youtube video for this game’s demo. It shows off a lot more of the level, has the icons over the guard’s heads turned off, reveals the actual purpose behind the XP rewards, and shows the return of rope arrows in all their glory.

    • kament says:

      Thanks, that’s even better. Looks pretty decent so far. And I’m into Thief for more than a decade now. Aside from the visual aid, which can be turned off, I quite liked what I saw. Climbing, dashing, the way interactions look and that they take time and things don’t just jump into inventory. I don’t have this weird but apparently common hate on for third person takedowns, though. So maybe there’s something wrong with me.

      • Premium User Badge

        VelvetFistIronGlove says:

        For the lazy, the Gamespot video is here.

        Notable disappointment for the rope arrow: it seems to only attach to specific places. I really don’t like that. The rope arrow in Thief gave you freedom beyond the paths that the developers specifically designed for rope arrow use.

        Overall, this video still looks like a game I’d find fun to play, as far as it goes. But it doesn’t seem to feel like Thief.

        • kament says:

          Well, it certainly didn’t attach to the sky. Other than that, it’s hard to say. I’m not even sure how climbing works: there seem to be specific points for that, highlighted in focus mode, but who knows. As for the rope arrows, I sure hope they go with specific surfaces for them and not just a few hand-placed points of entry.

          • Grargh says:

            I can understand where they’re coming from, though. If you can attach your rope anywhere, every ledge and beam they add for the looks must be playtested and scrutinized to not make the level’s carefully designed obstacles obsolete. A good compromise might be to unlock unrestricted rope-arrowing after you beat the level without it first? Or just as an equipment upgrade at some point in the story.

          • SwENSkE says:

            I recommend you watch that Gamespot video (again) because it’s absolutely clear that rope arrows will only attach to certain spots which you will have to find using your ‘super powers’ aka focus. You can see it before he uses the fire arrow to shoot down that big box (‘That was loud’ – yes, it was, and none of the fucking guards seemed to react). This shit makes no sense and is absolutely cringe-worthy.

            What pissed me off most was that (making) sound seems to mean nothing anymore. Neither for the guards nor for me as a player. And that was a huge and absolutely vital part in the original thieves. Where the fuck is my moss arrow?

            Edit:
            @ Grargh
            Or, you know, they could just go the way they did in the original and use wood surfaces scarcely. Worked pretty fine IMO

          • kament says:

            SwENSkE, you’re right, missed that one somehow. Rope arrow goes into the rope spot, strangely enough. On the other hand Garrett seems to be much more of a climber this time around, so maybe it’s not that bad.

    • KenTWOu says:

      I’d recommend looking at Gamespot’s youtube video…

      IGN youtube video is good too.

      • kament says:

        Thanks. Ken2u, if memory serves? ))

        • KenTWOu says:

          Yeah, that’s me. By the way, I noticed you here a long time ago : ) Also it seems that your English is much better than mine. I’m not surprised though. Still remember your Crysis 2 book translation project.

          • kament says:

            Good to see you again. Funny, but I just thought it’s you who is more fluent in English. Anyway, let’s just move it along, shall we?

            Thanks again for the link. First person legs—confirmed (when picking up poppy flower)! I was hoping they’d keep them. Shame they kept most of the walkthrough the exact same way: same route, same actions. But I guess we’ll know more soon enough.

  23. db1331 says:

    Also, dat FOV. What is that, like 50? I don’t know how someone could ever stand to play like that.

    • Premium User Badge

      RedViv says:

      Works when you’re about two or three meters away from the screen.

    • Totally heterosexual says:

      Thank god for those FOV sliders then.

      If they don’t include one of those, then you are free to shout at them for it.

  24. Insolentius says:

    There are better Thief 4 gameplay videos out there. You picked the worst one.

  25. moreyummystuff says:

    Stephane Roy
    Producer / Thief

    Now that’s an awesome caption to go by.

  26. clownst0pper says:

    “We really respect the DNA of this franchise.”

    Riiiiiiiiiiighhht. That’s why there’s XP, fog all over the bloody screen and a gimp-pimp Garrett roaming about. Looks absolutely terrible.

    • ResonanceCascade says:

      To them, the DNA of Thief clearly only amounts to “sneaking around in a dark city.” Which is exactly wrong.

      • kament says:

        For you, maybe. I don’t see how it’s wrong. Crawling around in the dark is exactly what Thief is about. It’s what you spend most of your time doing in Dark Project, Metal Age and Deadly shadows. There’s no denying that.

        If anything, you might be worried that they sped it up somewhat.

        • ResonanceCascade says:

          That wasn’t really my point though. Of course you spend your time sneaking around in the dark in a city. But that concept can be applied to a huge range of gameplay. It’s the laziest way to think about a Thief sequel and it completely misses the forest for the trees. But it looks like that’s exactly what they’ve done here.

          They’ve got plenty of time to clean this mess up, of course. But how often does that actually happen?

          • kament says:

            Then I just don’t see what exactly your point was. Would you care to elaborate?

          • ResonanceCascade says:

            This isn’t just about being stealthy in a big city. It’s about being immersed in an environment. It’s about being given nothing more than your tools and your wits to accomplish your goals. It’s about exploring. If you just make a sneaky game in a dark city, you’re still missing the things that actually made Thief *good.* It’s a superficial way to think about the game.

          • kament says:

            Thanks.

            Of course, there are many things that make sneaking interesting, but I thought that goes without saying. And I’d argue that multiple in and outs and nooks and crannies, and complex systems of different lighting states and noise levels, and things like that (which they seem to keep) are more vital for a good Thief game than superficial things like “XP and fog all over the bloody screen”.

            But anyway. As I understand, you’re worried about immersion breakers, pop-up messages and the like. But they’re optional, and there are clues in the environment. Or so they say.

          • ResonanceCascade says:

            I’m far more worried that they botched the level design and ignored the philosophy of consistent “simulated” gameplay systems than I am with pop-ups. To me, the consistency of the gameworld is the largest factor in what makes the game so immersive — not the interface. By consistency, I mean that there were no specific “marked up” places where you could mantle (or if there were, they were well hidden), you could shoot rope arrows into any wood surfaces, there were no scripted events that wrested control away from the player, etc. Even though it’s a much different game than Thief, Dishonored more or less got this.

          • kament says:

            Well, there’s no way of knowing just yet. I don’t think any Thief game could show its potential at first glance. It requires some fooling around to find out what’s what, and that’s not gonna happen until some journalist get his hands on the game.

  27. Dervish says:

    Can anyone figure out what’s going on with the light/stealth system? I don’t see any sort of light meter, so I’m assuming the fuzzy darkness that appears around the edges of the screen means “in darkness” and it’s a binary yes/no thing.

    I haven’t heard anything about how they’re handling footsteps on noisy surfaces but I bet it’s the “crouching = perfectly quiet no matter what” method that’s so popular these days.

    EDIT: Nevermind, they talk about this in the GameSpot video, around the 3 minute mark. The guy emphasizes that it’s not binary. That light gem sure looks like an on/off indicator to me, though.

  28. Stuart Walton says:

    Thief : Deadly Shadows had its bad points, but it still kept a lot of what makes a Thief game.

    This… this is not a thief game. This has more in common with Deus Ex : Human Revolution and Far Cry 3 in its approach to stealth.

    I do like some of the things that they’ve done, but the overall feel is off. The player here seems to be able to move around with very little risk. The ambient light level (and this may have been bumped up knowing that the video compression that most people viewing reproductions of this playthrough loses definition in the darks) lets you see everything so it’s also hard to tell which spaces are dark enough to be safe without being in them so that the fog-o-vision kicks in. It seems their solution is to make the guards really blind and really deaf, until you manage to trigger their AI state flag. Which just feels stupid and wrong.

    Where is the tension that comes from moving from dark spot through a high risk area? There is none, the environments are too safe and the guards are too dumb. I think we’d all do better by sending our pennies to The Dark Mod.

  29. Premium User Badge

    RedViv says:

    If it were this extreme all the time, I’d consider the Thief brand dishonoured.

    • jonahcutter says:

      Nice.

      Except Dishonored’s melee was smooth, tense and fun. That wouldn’t be a bad system to be dishonored by.

      This melee looks like shit.

  30. Focksbot says:

    Aren’t people here looking at the original Thief games with somewhat rose-tinted spectacles? I mean, I like them and all, but the guards in that were thick/deaf/blind as well. You could stand in a ‘dark’ spot in the middle of a courtyard with ten of them all around you all staring right through you going, “Come out now! Show yourself!”

    Unless, of course, you put a single foot down on a marble floor, in which case every guard in the vicinity immediately whirls round and charges straight towards your location.

    I’m worried about this title too, mostly because it just looks like a re-run of Dishonored with clunkier melee combat, but there are major improvements that could be made to a Thief game, like getting rid of the pointless zombies, improving the AI and making it so knocked-out guards can be woken up, or wake up on their own. That last point strikes me as a really obvious area to advance – it’s way too cheap having a ‘non-lethal take-down’ that effectively kills your enemy, in the sense that they become completely inconsequential from that point onward.

    I mean, I finished a playthrough of Thief recently where I was easily able to knock out every guard in the castle and then had the run of the place. It was a bit silly, really.

    Also, it would be nice in games like this if ‘civilian’ characters didn’t just curl up in a corner when they feel threatened. What about throwing chairs at you or something? Dishonored has that level at the party which gets absolutely ridiculous as soon as you do anything ‘bad’ – the entire house full of guests immediately crouch down and start whimpering just because you stole a purse or someone discovers a sleeping guard.

    My biggest gripe about this game is that it doesn’t seem to have addressed any of these issues at all. It looks like exactly the same thing all over again with different graphics.

    • Homu Homu says:

      Why are you knocking out guards in a stealth game?

    • kament says:

      Aren’t they, though? People, that is. Looking at the original Thief. Seems to me it’s what they always do, turning a game into some weird cult.

      • Homu Homu says:

        That’s because many older games have better mechanics and depth than newer ones which seem to take more features away than they add.

        • Focksbot says:

          “That’s because many older games have better mechanics and depth than newer ones which seem to take more features away than they add.”

          Specifically what mechanics does Thief have that Dishonored doesn’t, aside from the very silly water and moss arrows?

          Look, I like Thief. I like Garrett and I like the world. But it’s a tough sell to anyone who wasn’t there at the time – I found going back through it a bit of a chore, alleviated by the amusing stupidity of most of the enemies and Garrett’s charming demeanour.

          • DatonKallandor says:

            How about a player character who is decidedly NOT a superhero? Who can’t teleport like Nightcrawler, clear out a room of heavily armed and well trained guards in super slow mo, learns magic spells, gets bionic legs, punches through walls or shoots grenades out of his ass? How about the things that Thief deliberately DIDNT have?

            No XP popups, no magic maps, no superpowers, no infinite resources, no super powerful combat system, no instant takedowns with a magic “this takedown is now ‘nonlethal’” button, no intention of saving the world, no heroic moment where he turns from anti-hero to hero, no faceless henchmen who are evil caricatures. I could go on.

          • kament says:

            That’s why I don’t replay classics. I’m afraid they didn’t age gracefully, and don’t want to ruin my precious memories of them.

            I’m pretty sure there was more to stealth in Thief, than there was in Dishonored, though. I just can’t think of it right now. But it feels like it was more complex, and not just complicated.

          • Dervish says:

            Regardless of how “silly” they were, moss and water arrows were a way to make decisions and interact with the light/sound-based stealth systems. Dishonored has a vestige of the former and a much simplified version of the latter. Also, I’m sure Dishonored guards have more advanced AI under the hood, but they come off as less competent because of their apparent insensitivity and the player’s new abilities. Maybe Thief guards can’t see anything higher than eight feet off the ground either, but there weren’t ledges in every room designed around this fact.

          • Focksbot says:

            DatonKallandor: “How about a player character who is decidedly NOT a superhero?”

            The problem is that player characters are *always* superheroes. They have to be better than everyone else in the game, otherwise you’d be screwed. So you either articulate that as superpowers that enemies can be forgiven for struggling with, or you just have the enemies come across as incredibly weak. I can knock out everyone in the level non-lethally in both Thief and Dishonored, but Thief still expects me to believe Garrett is just some ordinary guy. I mean, Thief even has a level which explicitly forces you to go round knocking out all the demonic hell-knights, who end up looking like right chumps.

            The only other solution is to truly make it incredibly difficult to take single enemies down, but I’ve not played any game like that yet, and I’m guessing that’s because developers are aware the greater proportion of gamers enjoy that feeling of power that comes with knowing you can sucker-punch everyone on the level.

            kament – “I’m pretty sure there was more to stealth in Thief, than there was in Dishonored, though. I just can’t think of it right now.”

            The thing is, I’m playing Dishonored now, right after my replay of Thief. They’re incredibly similar, but there are plenty of moments where I go, “Wow, that didn’t happen in Thief.” Like hiding bodies inside containers, guards noticing that someone was meant to be on duty in a particular place, or noticing when someone is being taken down *right behind them*, enemies that actually dodge attacks and switch between sword and pistol when appropriate, flanking, new squads of guards arriving at an area you’ve already cleared because they “heard there’s been a disturbance in this area” etc.

            But I struggle to think of any feature I miss about Thief except the general atmosphere, the setting and the characters – oh, and my preference for blackjacking over throttling. Mostly I’m just really grateful Corvo doesn’t wear tap shoes to every job.

            Dervish – “Maybe Thief guards can’t see anything higher than eight feet off the ground either, but there weren’t ledges in every room designed around this fact.”

            Dishonored guards regularly spot me high up on rooftops from a distance. Then they start throwing rocks at me, with surprisingly good aim. I haven’t really tested how good they are at spotting me in rooms when I’m on a ledge because I’ve been going through it eliminating the guards one by one, rather than on a pure stealth playthrough.

            And sure, the water and moss arrows were strategic elements, but so are Corvo’s dreaded magic powers.

          • derbefrier says:

            I recently replayed Thief Gold a few months ago after getting excited for the new thief and I can say it still holds up. No other stealth game comes close in my opinion, even Dishonored, were I just felt like a super hero with nothing to fear(thanks to his superpowers which are fine in theory but horribly balanced in my opinion) Garret truly felt vulnerable many times and after all these years there were more then a few times were I thought “How the hell can I get past this without being seen.” because lets face it fighting more than one guard in Thief was not easy(at least for me but maybe i suck) so I never got the feeling I was some super hero just going through the motions. I was a thief.

            I am not writing off the new game yet and the IGN video renewed my hope for the game, that it could at least be a passable entry in the series but to pretend none of that existed in the first game and is all made up in our heads is bullshit. Put the game on the hardest difficulty and come back and tell me you felt like a super hero who couldn’t loose. I played through all of Dishonored on the hardest difficulty without even breaking a sweat. The stealth mechanics in Dishonored may technically be better but the game was balanced so much in favor of the player it didn’t feel like it.

          • KenTWOu says:

            @derbefrier

            I recently replayed Thief Gold a few months ago after getting excited for the new thief and I can say it still holds up.

            But it doesn’t mean that Thief Gold has better mechanics and depth than newer games. For example, Thief Gold AI sucks if you compare it with Splinter Cell: Chaos Theory.

    • jonahcutter says:

      One of my most beloved aspects of Hitman Blood Money, and of all time really, was that civilians would sometimes pick a gun up off the floor and start shooting at you. So even if you removed all the obvious threats, there was always potential emergent threats.

      Why more games don’t do this just escapes me. It adds wonderful tension and more emergent moments in gameplay. Something like Bioshock Infinite was perfect for it. (Of course, that would of meant the civvies not just magically disappearing whenever a firefight started).

    • ResonanceCascade says:

      “I’m worried about this title too, mostly because it just looks like a re-run of Dishonored with clunkier melee combat, but there are major improvements that could be made to a Thief game, like getting rid of the pointless zombies, improving the AI and making it so knocked-out guards can be woken up, or wake up on their own. That last point strikes me as a really obvious area to advance – it’s way too cheap having a ‘non-lethal take-down’ that effectively kills your enemy, in the sense that they become completely inconsequential from that point onward.”

      I agree with all that, and I’ll add in less clunky inventory system. The complaints aren’t that they’re making changes, it’s that those changes look pretty shit.

      “Unless, of course, you put a single foot down on a marble floor, in which case every guard in the vicinity immediately whirls round and charges straight towards your location.”

      That’s just baloney, the AI is a lot more gradual than that.

      • Focksbot says:

        “That’s just baloney, the AI is a lot more gradual than that.”

        Are you playing a different Thief to me? In mine, I can gleefully leap from carpet to carpet like a stag and bonk a guard on the back of the head, but if I step off the carpet onto the floor, he turns right round, and so does the guard in the next room. Then it’s a case of walking around them in a circle going chop-chop-chop, watching their hilarious delayed reactions.

        • ResonanceCascade says:

          Sounds like user error to me. A footstep will usually just put the guard into some level of “search” mode, so unless you aren’t paying attention and stepped out into the light, a small amount of footstep noise shouldn’t bring them directly to you.

  31. skyturnedred says:

    I miss having Q and E for lean in all modern games, but that peek-from-cover thing looks acceptable. But not much else.

    • F3ck says:

      Was playing some CoP the other day and thinking exactly this…later I was trying to finish 2033 (so I could start LL) and went to lean and instead wasted a med-pack.

      My favorite is in certain games like New Vegas where I’ll try to peek around a chair at a room full of enemies…and instead sit down in it, to be politely killed.

  32. JKLauderdale says:

    That takedown at ~50sec mark was a bit over the top but we WERE doing essentially the same thing in the originals with a sap. Yeah, we would creep up behind them and bludgeon them on the head as opposed to dropping down ala Batman/Corvo but that was twenty years ago. The graphics are better, it’s much more detailed and not TOO different from how we knocked out the guards back then. They didn’t introduce quicktime events and all that guard LOS crap and alert symbols can be turned off. The experience points though…there was no leveling system in the orig Thief series and it irritates me that they’ve introduced it here :/

    Assuming there’s no DRM, I’ll buy this and spend a few weeks patiently exploring. At the very least, it looks like it’s a better Thief game than Deadly Shadows ever was.

    • Yosharian says:

      Nothing wrong with a levelling system as long as there’s actual choice, as in the hardcore players can pick stuff which increases pure stealth runs and the Call of Duty audience can select batman takedowns.

      The problem is that it’s unlikely it’ll function in that way.

      • JKLauderdale says:

        Eh, Thief games were based on you being Garrett with a bunch of really neat toys. You had to rely on the audio cues, patiently learn the pathing and then sneak/club/shoot your way through without alerting the rest of the mobs. Leveling systems tend to make you into something MORE than a man, they take away much of the challenge of being JUST a man with toys.

        Sorry, I bought the orig Thief in Babbages in my teens based on the neat box design and the weird gameplay the back of it promised. Maybe I’m just being too picky but I’d HATE to see this game turned into a watered down Dishonored. Don’t get me wrong, I LOVED Dishonored but it’s no Thief

        • Yosharian says:

          So?

          Possible upgrades:

          - retrieve water arrows
          - flash bombs stun for longer
          - distraction effects last longer
          - sacrifice focus for a speed boost/jump higher etc
          - sacrifice focus to gain increased hearing perception for a short duration
          - moss arrows produce a bigger carpet of moss
          - sticky feet – moss carpets persist on your feet for 10 steps or whatever
          - sacrifice focus to perform a silent jump

          etc etc

          All of these things would enhance stealth play and wouldn’t necessarily turn Garrett into Batman, as long as focus is restricted correctly on the harder difficulty levels (as in, NOT how DE:HR controls battery power; or, NOT how Dishonored controls mana levels).

    • derbefrier says:

      the difference between slowly and carefully sneaking up behind a guard and hitting them in the head to take them out and pushing ‘x” to dive down from a rooftop and let the animation run its course is a matter of interactivity and the actual possibility you could screw it up with one misstep and no chance of anything going wrong at all. ones is a test of patience and skill the other is “press button to win” and greatly affect how one plays the game.

      • JKLauderdale says:

        Not necessarily, if the guards are at least as attentive as they were in Thief 1-2 then they’ll hear you as you position yourself above them. So long as they don’t start in w/ 20′ high takedowns then there’s little difference between creeping up on someone from behind or doing so from above. You’ll still have to move slowly and quietly in order to mitigate attention.

        Might be interesting if they toss in some randomly nested/sleeping birds here and there just for fun. Thye could be used as distractions w/ an arrow shot or as “don’t get too complacent” warnings by the designers as we’re creeping along the rooftops

  33. Totally heterosexual says:

    It looks alright. The option to turn pointless shit off is good and if the game pretains the most important aspects of the early thief games (Near perfect sight + sound identification and large, nonlinear levels) then Im down for it whenever I bother to beef up my PC for the next gen.

  34. karnie says:

    You had me until the VATS kicked in… what the hell is that about?? Do they really need to dumb down games to the point where absolutely no actual skill is required?

  35. captain nemo says:

    Press [Z] to steal Doritos(tm)

  36. The Random One says:

    Doesn’t look like Thief will be anywhere as good as Thief, just like SimCity wasn’t as good as SimCity. But I’m still hoping Mirror’s Edge will be as good as Mirror’s Edge, and that Wolfenstein will live up to Wolfenstein, or at least Wolfenstein.

    • Premium User Badge

      DrScuttles says:

      How was Tomb Raider compared to Tomb Raider? I never did play Tomb Raider. I played Tomb Raider though.

      • DatonKallandor says:

        Tomb Raider was a QTE driven version of the previous Tomb Raider trilogy. With added torture porn but the same character arc (but in a less believable way).

  37. Premium User Badge

    Coccyx says:

    I have genuinely tried to watch this twice and been too put off by that trashy presenter. In the 30 seconds I managed the dev was struggling to cope with questions like ‘so how are you blending stealth AND ACTION?’. Urgh.

    • The Random One says:

      That presenter is not a human being, it’s an avatar of all that is wrong with corporate-sponsored internet.

  38. Shaz says:

    Well then. I think I’ll continue to enjoy the vibrant Thief FM community as well as the fantastic Dark Mod, because the more I see of Thief 4 the less I like it.

    I’m just grateful that the Thief fan community is still going strong, because T1&2 remain in my Top 5 Favorite Games list, where they’ve been since my husband held up the oddly-shaped T:DP box and said ‘You really should try this, it’s not an FPS’ (which I hate, and which is what our friend said it was).

  39. Jamie White says:

    So sad.
    Fucking hate modern games. “Shadow” is your friend? When it’s really hot out (never, I live in the Midlands UK) and I decide to go into the shade to catch a break I DON’T DISAPPEAR. I’m right there, slightly chillier but there and visible to all (but the blind).

    Shadow is obstruction in the presence of light, darkness is the absence of any light WHATSOEVER.
    Stop trying to sell that I can disappear in 20% shade.
    Culprits = Dishonoured and Metro Last Light(‘s every-fucking-where but no-one will see you anyway).

    • Jason Moyer says:

      a.) Have you actually played a Thief game? Yeah, disappearing in shadows is fairly stupid in something like Splinter Cell that’s trying to have some basis in reality, but in Thief the ability to do that is one of Garrett’s defining skills.

      and

      b.) Shadow doesn’t make you invisible in Dishonored.

      • Premium User Badge

        DrScuttles says:

        Yeah, as I recall Garrett’s game mechanic of becoming invisible to unaware AI in total darkness was handwaved by way of his Keeper training. Having a backstory involving having been a part of a secretive mystic group devoted to the clandestine maintenance of order can help explain late 90′s game engine limitations.

      • ResonanceCascade says:

        Yeah, plus if you have your gamma where it’s supposed to be, Thief is REALLY, REALLY dark. The kind of dark where you have to block out your windows, turn off all the lights, and squint to see anything.

        And yeah, not sure why Dishonored came up. I know they said that shadows play a part in it, but as far as I could tell they didn’t make much of a difference.

    • Yosharian says:

      Thief is set in a proto-steampunk era. You live in the modern era. Lighting wasn’t as good as it is now. Dark nights… are REALLY dark.

      Visit the countryside at night when the moon is hidden, and try to find your way around using a torch. See how far you can actually see.

      Most people have never seen ‘pitch black’ in their pampered modern existence.

  40. monstermagnet says:

    Bingo!

  41. bigsou says:

    Ok I don’t think much needs to be said about this game. However, I would like to say that as a fan of Thief 2 (which I only heard about and started playing in 2012) this game looks dumbed down. If you can see enemies through walls in this game there is no chance of me buying it (this fad has pissed me off to no end and is a shallow and cheap game mechanic).

  42. Runs With Foxes says:

    I like how it takes literally 10 seconds to open a window, during which time you have no control over your character because they want it to look cinematic. So next gen.

    • Grargh says:

      Actually, this makes a lot of sense. Forcefully opening a window without waking the whole city is not something that’s done in a second, and part of your job as a masterthief is deciding when you can take the time to do so unseen.

  43. edwardoka says:

    This is going to stink more than an entire pit of agitated burricks or my name isn’t Benny.

  44. yaur says:

    It sounds like this is as the reboot of Deus Ex is to the original game as the reboot of Deues Ex is to TDP. In other words completely missing the point and not worth another thought. Thanks RPS.