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Thief 4


HanPL

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thief-trailer_4bcu.jpg

 

 

http://www.youtube.com/watch?feature=player_embedded&v=USHtoo2EVEc

 

 

 

 

 

 

 

Below is a bullet-point list of all the new details contained in Game Informer's preview, via Gaming Everything.

AI

 

  • Garrett isn't a fighter

     

  • Fighting against four or more guards in combat won't go well

     

  • Guards and other NPCs are aware of the level design, so they know where a person might try to hide

     

  • Guards understand the topography of the level and which areas could be useful for hiding

     

  • Different NPCs will look for Garrett in different ways

     

Gameplay mechanics

 

  • Navigation beacon shows players where to go

     

  • Dev. team wants players to explore environments as they see fit

     

  • Multiple entrances and exists in each room

     

  • Multiple options available for stealth approach

     

  • "Focus" mechanic: has many uses, including being able to aid Garrett's vision as he navigates through open levels

     

  • Focus lights up the screen and highlights pipes you can climb + candles you can put out to make the room darker

     

  • Can upgrade Focus

     

  • Doing so will give you a bigger radius of things to see

     

  • Fingerpints system: gives you hints on which drawers are best to look in

     

  • Every drawer is accessible

     

  • Can pickpocket

     

  • Use Focus while pickpocketing to slow time and swipe up to three times as many items from others

     

  • Can spend money to upgrade supplies and equipment at the end of each mission

     

  • Various artifacts are scattered throughout the game's levels

     

  • Can use these to decorate Garrett's hideout

     

  • Garrett is motivated by the thrill of stealing something that others can't take

     

  • Focus will show a number of attack points on enemies

     

  • Can select a point (like the chest) to do a quick push that will buy him more time to dash off into the shadows

     

  • Can also string together a number of points to perform a more debilitating attack

     

  • Team is trying to find a balance between making combat enjoyable and allowing players to enter combat if they want

     

  • Major mechanics are in place

     

Tools

 

  • Blackjack: use when sneaking up behind guards to knock them unconscious

     

  • Bow: powerful, can be used outside of combat (ex: fire at a bottle in another room to lure a guard away, trigger a switch to lock the guard inside)

     

  • Specialty Arrows: different uses; dry-ice arrow can be used to snuff flames from far away; smoke-starter arrow: cover and a distraction

     

  • Claw: grapple attaches to certain points

     

General

 

  • Garrett design made by game director Nicolas Cantin

     

  • Garrett's scar represents that his past has left long-lasting effects on his life

     

  • Eidos being vague about how faithful the team is remaining to the original Thief lore

     

  • Many of the series' magical elements will be toned down

     

  • "Eidos-Montreal compares game development to a high-speed train collision between art and technology."

     

  • Team was kept small and "stayed within the concept phase of development for a longer period of time."

     

  • The staff experimented with featuring a new character, making it a third-person game involving either tactical gameplay or environmental clambering (like Assassin's Creed)

     

  • "At one point in development, the game had so many third-to-first-person transitions that the constant camera shifting was making people sick."

     

  • Many experiments during first three years of development
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Square Enix has released the first trailer for its new Thief game.

 

It video confirms that developer Eidos Montreal has drafted in a new voice actor to play series star Garrett, with previous voice actor Stephen Russell ditched.

Square Enix's official blurb for the game says it's coming out for PC, PlayStation 4 and "other next-generation consoles". That'll be the next Xbox then.

 

"There is a rising tide of fear in The City," the blurb continues. "Hatred saturates every stone and whilst the rich prosper, the less fortunate face misery and repression. Ravaged with sickness and famine, they wait for something to change.

 

"Into this shadowy world steps Garrett the Master Thief in a first-person adventure featuring intelligent design that allows players to take full control, with freedom to choose how they approach and overcome each challenge and forge their own path through the game."

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  • 4 weeks later...

After ages and ages of (oddly fitting) silence, Eidos Montreal’s Thief reboot finally saw fit to break cover last month, shadows still coiled tight about it like a snake ready to strike. And yet, something seemed ever so slightly off. Adam remarked, among other things, that the demo he saw seemed a bit too scripted, and as it turns out, there may well have been a very problematic reason for that. According to a large, rather troubling report from Polygon, development troubles have left Square Enix with a half-finished game and some tough decisions to make going forward.

 

Apparently, the project’s had difficulty holding onto leads and senior-level talent, resulting in multiple, conflicting visions and many do-overs of entire sections and gameplay mechanics. Last year, however, Square finally put its foot down on the promotional pedal, so – if sources are to be believed – the entire studio spent 10 months working on the recent press demo. Meanwhile, the game itself languished, leaving it in a rather unenviable position.

 

“The current version of Thief barely resembles the initial concept, says a source. The vertical slice doesn’t load inside Thief’s current heavily modified version of Unreal Engine 3. Many programming tricks were necessary to run the current demonstration, like turning off non-playable character AI — the engine has trouble when too many characters are on screen.”

 

And with Thief’s development process coming up on its fifth birthday, Square’s itching to have something in the wild – especially in light of recent financial troubles due to hilarious overestimations of what even its brightest stars would sell. Naturally, the publisher has declined to comment on this alleged turn of events.

If, however, Polygon’s report holds water, the prognosis certainly sounds grim – and not in the just-goth-enough, “edgy” way Square is hoping for. As of now, Thief’s scheduled to release sometime next year. I wish Eidos Montreal the best, as it sounds like they have a lot of work ahead of them.

 

http://www.rockpapershotgun.com/2013/04/27/yeesh-rumors-suggest-major-trouble-in-thief-land/

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  • 1 month later...

This all sound nice and dandy, but the first reports I read before the last E3 mentioned several troubles in the game development. I sincerely hope the game retains some of the spirit of the series, because those early articles imply otherwise...

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