I keep hearing mixed opinions about this game, is it really that bad ? been thinking about it but i'm pretty conflicted since i have invested thousands of hours in the previous games and really, really like them and it's apparently even worse for fans of those games according to some people.
Think Hitman: Absolution but made by the people who made Human Revolution. It has the worst qualities of both games.
Okay thx, i had hoped for a "good game" atleast but between this and some reviews i guess i can forget about that, shame Thief deserved better than to be streamlined to hell.
Think Hitman: Absolution but made by the people who made Human Revolution. It has the worst qualities of both games.
Same company yes, not the same team though. Absolution was garbage, they should have kept things like in Blood Money. There are no decent stealth games these days.
Yeah, I'd recommend waiting. And I'm starting to wonder if the reason the guards are so blind is because otherwise it would be painfully hard to move anywhere, especially in the hub. Certain missions are interesting enough, so you might get some enjoyment from that if you are not completely hung up on the size of the map.
I seriously don't hope the guards are as stupid as they where in deadly shadows where they could basically be up in your face and not recognize you because walls where invisibility mode unless they saw you press yourself against it, all in all it was a good game with excellent stealth and even better atmosphere.
I shied away from taking about the atmosphere since its the most subjective, a decent atmosphere could have saved this game though for me (love me some atmosphere.) If you are in the shadows the guards will think really hard before they get concerned, you can dart through the light but if you decide to chill out for a bit out in the open they still have to think about it for a second or two. I started roleplaying that the guards are just regular dudes of the street who took a job with the Watch to put food on the table (I try not to kill them because of this). Some of there comments when a individual guard is talking to himself kind of support this.
Yeah Spiros, we had a secret ritual and everything. Some old dudes sacrificed a few virgins, good times for everybody.
Alright i think i have enough information for now and yeah i will definately wait for the price to drop, better safe than sorry and thanks for taking time and give an opinion of the game, you just saved me 49£
I'm not one of the Thief purists, or hardcore Thief fans, but I'm one of those who played TDP, TMA (still my favourite) and TDS when they were released. I absolutely fell in love with the games and their mythos and lore. So I had been looking forward to this game very much since the day the project was announced. I did not like the idea of the "reboot", the new voice actor at first and I definitely did not like the idea to make it a console game, but I tried to keep my mind open and these were not a deal-breaker for me. I bought the game and played it (on PC, on Master difficulty level, without focus mode). So, my impressions (I try to keep it simple)
The good:
+ art design and graphics (I find them pretty immersive and good) - the new City looks great. + atmosphere: it has a very dark and sick atmosphere, not so much medieval steam-punk, but more like victorian noir. + it's still about stealth and thieving (and in that it's pretty enjoyable) + high customisability (big plus). + various thieving activities (traps, alternative routes, lockpicking mechanics, paintings, hidden doors etc.) + toolset + swoop (I like it, it's a nice addition) + the sense of physical presence and the slow aproach to steeling (opening drawers, stealing from npcs etc.) - can give you a real adrenaline rush at times. + side missions + open hub (I always wanted to roam the City's streets freely), no I can do that and it has a very nice ambiance. + sound design: while it is different and does not live up to the originals, it is still good. + it's a fun, thrilling and entertaining stealth game despite its obvious flaws. I had a good time with it, even if I had many problems with it. + it's long enough and there's plenty to do. + the pre-order dlc mission: Bank Heist +
Spoiler
A certain horror level in an old familiar but changed place (I don't want to spoil it) and its creative and clever use of gameplay mechanics (reverse thieving... don't want to spoil it).
The mixed:
* Voice acting: it's not bad, but it's not top-notch either and the lip-sync is all over the place at times. * loading zones: while they don't annoy me to death, I don't see why they couldn't make this game without loading zones. * narrative focus: Thief told its story via its setting, the places you visited, the brief encounters with characters, scriptures and by Garrett's monlogues. It's still present in a way but here it's more like a cinematic adventure. I'm not sure it was a good idea to make it like that (especially for the story not being that good). * cutscenes: While they give a cinematic feel to the game I find them unnecessary and immersion breaking at times. *
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The lore and references to the old games: it's a strange mixture of the old mythos and some vague, unclear new one. I just can't see where they wanted to take this game or potential series. Sometimes it feels like a complete reboot, sometimes it feels like a sequel set in the same Thief universe but in the distant future with another protagonist who is called Garrett and with all the old factions and religions gone and lost in the mist of time (most obvious examples are the mention of the Trickster, the chappel ruins and the old Keeper library).
* AI: sometimes it works very well and believable, other times it is all around the place. Thankfully, most of the time I experienced the former. * The UI and maps, documents - they work fine, but their design what irks me a bit. They could have been made more authentic (like in the original games), especially the maps and the documents.
The bad: this will be a longer read because I wanted to elaborate my points here.
- Garrett:
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I do not hate him, nor I like him, which is a problem since he is the main character of this game. At least I should care for him or relate to him in some way, but I can't. He is not a well established character in this game: you don't get to know anything about him: his motivations, his backround or place in the world except for his strange relationship with her brash and violent protege. While every character he meets during the game treats him like a rock star (so to speak): "oh, yeah Garrett, the loner master thief, who does not get involved in anything, keeps to himself and was missing for a year" - a big "WTF?" for the writers and directors. What's this constant vocal reminder of what Garrett's profession and supposed main characteristic is. What makes it even more strange is that despite the constant reminder that Garrett does not care for anyone, he seemingly does care for the people and the City and feels sympathy for Orion's cause (we never find out why though). It's a funny contradiction. Also I don't get why the writers didn't give him a different name. Garrett was Garrett. This guy is a totally different character in personality and behaviour (has potential, but the script does not let him to shine). Orzari's delivery is not bad, but sometimes he tries too hard to be the Garrett of the original series with his voice acting. The scirpt works very much the same way: it wants to make Garrett look like the old Garrett while in the mean time it desperately makes him into something totally different. It does not work very well. It gives the impression that the writers, devs. did not know what kind of character they wanted him to be. If you make a reboot, dare to make a totally new character. Actually I enjoyed the non-Garrett moments (and occassional non-Garrett like voice acting) of this new character more, because it felt more natural and less contrived, forced.
- The characters:
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these guys do have potential, but suffer from the same problem as Garrett: no character establishment, no character development, no real agendas, no real story arc for them. They just randomly go on and off the stage in the story. No real sense of direction again. Again these guys (Erin, Orion, Baron Northcrest, Basso, the general, the beggar's queen, Xiao-Xiao) had great potential to become more likeable, or even great characters.
- The story: It's cliched (of course it is... most games' stories are like that), but it is lacking in various ways. The handling and direction of the characters seem a bit aimless, as mentioned earlier. The story arc feels very incoherent. You feel like there are missing missions and scenes which were cut from the story for some reason. Too many - important - things happen off screen. Also to many of the questions the plot raises we never get any kind of answer. The direction of the story remains a mistery from the beginning to the very bitter end. You never really find out what moves the characters (from the main character to the nemesis) and the whole plot.
- The ending:
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There's literally no ending to the story, it just ends with some very brief, anticlimatic, vague and confusing scene. No real climax, no answers, no sense of a journey ending, no closure... just a big silence. It's funny, it was about the only scene where I could relate to Garrett in a funny way: standing up silently and staring at the distance... not understanding a thing and thinking what the hell just happened? I can't even say that it ends with a cliffhanger... it left me totally confused, but by that time I was not surprised so much, since the writing of this game is obviously, well lets just say lacking.
- level design: the maps are pretty small and claustrophobic, plus the mission progression is very linear at times. You can't roam freely back and forth in most levels. It's a bit like DE:HR's level design with less free exploration and more restricted player freedom. I did not expect the vast and cleverly designed maps of TMA, but I expected the mission maps to be bigger and I definitely expected more player freedom. A huge gripe of mine.
- the hub world tends to be pretty boring after a while: empty homes (with no dwellers), repetitive side activities, and too few npcs on the streets (it becomes especially obvious after a certain event in the game).
- Bugs, glitches (not very many, but there are a few), especially the sound glicthes (sometimes if you reload the game, some of the sounds are gone, completely missing).
- You feel a bit handheld and directed... not a good thing in a Thief game.
- No free jumping, roaming, using your toolset (khmmm... rope arrows!!!!). No moss arrow.
- "boss-fights" - it's so unnecessary an addition in a stealth game that I can't even comprehend why they came up with the idea of implementing boss fights. It's quite immersion breaking.
It's a fun current generation stealth game, but it definitely could not achieve what the original series did, it simply does not live up to it in most key aspects (main character, lore, story, map and mission design, player freedom). I don't say it is a bad game. It is not, and potentially it could have been so much more. It seems the devs wanted to grasp too much and wanted to please too many tastes. Also it feels a bit of a product which was constantly pushed and pulled between different producers with totally different ideas about what it should be (it shows especially in the script-writing department). But again, it is entertaining, fun to play and I hope that they will continue the series after learning from their mistakes and the reactions of critics and the gamer community.
IO Interactive is at fault for Hitman but so is Eidos since they we're also involved in Absolution's development. But like Yahtzee I know that IO is better than this, so I'm just gonna blame Square, because why not? We are living in a different time
I'm starting to see what people meant about Thief being "restrictive." Mind you, the City (the main hub) itself isn't so restrictive. For the most part, when you're in the City you can make your way to any given place either through air (roofs) or land (streets). It is true, though, that some places are only accessible via one or the other and that is a shame. This isn't like Assassin's Creed where you could reach any place jumping from rooftop to rooftop (at least in the earlier ones). I suppose it makes sense, but then it's only a matter of finding out the places where you're allowed to jump, or climb, etc.
For instance, I was playing the Bank Heist mission not that long ago and found it extremely silly that I couldn't jump in order to avoid pressure plates. I could see them, they were in plain sight, and yet I was forced to find a convoluted way around them when the simplest solution would've been to jump over them. Or when I was standing on a pipe and wanted to perform an aerial takedown on the guy below, the prompt for the takedown wouldn't appear and I was unable to do so.
This leads me to something that can be extremely dangerous: there's no way to tell when a guard will see you or not. Naturally, if you're under the light, they'll spot you instantly but if you're standing in the shadows, they may spot you or not. It's a toss, really. Sometimes you'll be standing close to a guard and he'll walk past you like you were nothing more than a breeze but other times they'll spot you and raise the alarm. I've found myself quick-saving in some such situations (nasty habit of mine) and let me tell you: DON'T. The AI WILL react differently upon quick-load and, more often than not, they'll always start spotting you when you load. If you're going to save, do so in a place where you're 100% certain nobody will spot you for the next 30 seconds or the time it'll take you to get to a better hiding spot.
Another issue I noticed, this time during the Foundry level (which, by the way, is definitely more restrictive than the City), is that you may be forced to enter conflict if you intend to collect all the loot. I found myself in a room with two guys walking on a platform above and to my left, and then another guard leaning against a wall below (on my level) and to my right. Next to this guard was a desk with drawers awaiting to be looted. The trick? The space around the guard was illuminated (as was the platform) and there was no way in hell I could reach that desk without: a) causing a ruckus; or b ) killing everyone in the room. Oh, I tried, I tried everything, but the end result was always the same: conflict. In the end, I gave up and moved on.
(Spoilers for the Foundry follow for this next part.)
Spoiler
Still here? Good. So, after this Master Thief made its way to the puzzle-vault and stole the ring, what happens then? What happens after painstakingly making sure I didn't raise any alarms? Well, someone comes barging into the room in a cutscene and raises the alarm that's what happens! This forces me to hastily make my way out of the compound. But surely there are multiple ways out, right? Well, if there were, I only ever saw one: move from shadow to shadow before the guards light the fires. There was no rooftop option available, and when you do reach a rooftop, what happens then? It collapses in yet another cutscene, forcing you to keep moving on the ground from shadow to shadow!
Understand this was, by no means, a difficult process (and I'm playing it on Master difficulty) but it was profoundly annoying. Not only was my stealth run ruined by events outside my control (statistically speaking, it wasn't ruined but still), it was also severely hindered by corridoring (yes, I have now invented this verb, the meaning of which should be self-evident) my escape!
What else can I mention? Well, I was annoyed I couldn't buy all my tools at once from the vendor. I've already encountered several paintings I couldn't steal because I didn't have a razor (Garrett, the Master Thief, doesn't have a razor?). Similarly, I couldn't disable any plates or security systems because I was missing some other tool.
In short, there's a certain amount of freedom in how you want to approach a situation but it is still constricted by the location itself.
(The following spoilers have to do with game mechanics and not story.)
Spoiler
For instance, in Bank Heist, you can disable the cameras with water arrows (it didn't occur to me at once because, seriously, a security camera powered by a candle?!) or simply time your movements to stay out of their cone of view. Similarly, you can disable the security system linked to the plates or go around them (you can, in fact, even press some plates and remain unharmed).
Unlike, say, DXHR, you won't always find one or two alternative routes to reach your objective. In fact, Thief is probably more akin to Dishonored come to think of it.
That's it for now. I'll see what else I can come up with once I'm done.
Oh, and this game needs to let us mark locations on the map and add notes for future reference.
This game is such a disappointment. I have to force myself to play it. The game is so linear and barely offers any choice in stealth. They removed the sword and replaced it with a little blackjack....the guards are armed with swords and crossbows!!! Melee combat is absolute crap along with the story being so weak and Garrett( who is supposed to be a strong character) falls flat.
I was enjoying parts of the game up until the asylum level. That level and everything that occurred going forward was dog sh*t. I'm glad I didn't buy it.