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However, you can't tell me it's NOT cliched:
The reluctant anti-hero must fight against the evil empire(that's evil because it's evil), and get's betrayed by the revolutionary who ends up being the antagonist. The guy even literally says "We're not so different, you and I" at one point.
Kinda like the original story really...
>.>
There were some fairly weak points in the originals storyline, mostly in The Metal Age with
Karras wanting to kill all organic life mostly because he was nuts and Garrett actually giving a ♥♥♥♥ about Victoria. And in the Dark Project the whole "help Constantine, get betrayed by him later" thing was also fairly cliched but I thought it was handled well(or at least better than in this).
I’m a big fan of the old Thief games and I’m really enjoying this one. To quickly address two of your concerns. Garrett is still the protagonist and so far I’ve not killed anyone. I think a lot of the people who don’t like the game are recalling an idealised version of Thief born of nostalgia. For example the AI is this game (which is fine of master difficulty if you ask me) is taking a lot of stick even though it’s very similar to what we saw I the old games. The game was taking a beating in some quarters long before it was released and a lot of people are simply too bias to ever be happy.
- I’m about half way through and as an old Taffer here’s my take on it so far.
- The atmosphere is great
- Gameplay and style are true to the originals is most respects. (No swimming and a limited rope arrow though)
- Graphic are great
- The sound is a little disappointing
- The contextual jumping isn’t as bad as it could have been but it could still have been a bit better
- Maps still offer multiple paths and exploration but are broken down into sections that don’t allowed you to back track to earlier areas. (That’s by far my biggest gripe about the game)
Some lore changes due to it being a reboot
To conclude. It’s not perfect, but in my opinion it’s good. It feels like a Thief game to me. It still feels like it’s just Garrett, a set of tools and the shadows.
Edit: I'm really curious what it would have been like to play with the AI they "dumbed down," unless that was some sort of PR statement or something.
The problem with AI in stealth games though is that if it’s too realistic then the game becomes unplayable.
*sprays disinfectant again*
Can you even save the game? At a point that YOU decide? Or do you have to do it all over again from the last checkpoint? (this is consoly and I do not like it) no offence to consolers, but this is meant to be a PC game. I am worried that the devs have just made it too - arcade game? due to platform merging sales benefits (F.F.S, game producers, games are for the PLAYER NOT FOR SALES!)
no derail intended...
Edit: You can not save, or at least quick save, if the guards are alerted enough to start looking for you though. Something I thought was a little weird, but I get it.
....FOR KIDS.
>.>
LOL, no. Think about trying to play the old Thief games with realistic AI.
Khajiit needs his caramel coffee break now, Stealing is thirsty work! :3
New Thief absolutely improves on many elements from that game. The city maps are a lot bigger, there are even more choices for access routes, more secrets, more spoils. The stealth is better. There was no suspicion meter at all - you were either caught or not caught, and the sound mechanics didn't even work in Thief 3 (the moss arrows were a waste of time other than to help out the Pagans). The only similarity to rope arrows in Thief 3 were the climbing gloves, and I cannot believe for one minute any Thief 3 player cannot remember how infuritating it was to discover that you actually couldn't use them at all on most walls, and could only use them part way up walls (somewhat inexplicably unable to reach ledges that would have been in easy reach).
Re: Garrett's clockwork eye (mentioned further up), he always had that so no, there would be no explanation in this game, and there lies the reason (I think) why the original factions were dropped. They'd need too much explanation and would only give even more reasons for people to remark on how they weren't accurately represented, or where continuity was broken. It's just easier to drop it and introduce similarities that work equally for players new to the franchise.
I suspect the 'linear' argument comes from people doing what the games tells them to - which is easy to do (I played Chapter 3 like that and only managed to loot 21% of the level). It's the same in Dishonored. If you follow the objectives literally, you miss out two-thirds of the game. I've restarted twice and have been surprised just how many other routes and hidden locations there are than I discovered previously.