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Game Informer: Thief (Eidos Montreal, PC/PS4/"Next-Gen", 2014) [Up: Mag Info In OP]

justjim89

Member
Brb guys, going to go blackjack my hooded taffer, if you know what I mean.

Seriously, though, this sounds great. The coverage preview sounded extremely encouraging in emphasizing a faithfulness to the original and the fact that players will have to take their time. I've played a lot of the original 3 games, though I've yet to beat any of them. It's just such a rewarding type of stealth. Open levels, lots of room for adaptation when things go wrong, you can actually survive in combat if you need to. Hopefully this game retains all of that.

It seems as though Focus doesn't allow you to see through walls. I didn't see it mentioned anyway. Highlighting points of interest is hardly game breaking. From this early sound of things, I'm very excited. Then again, I'm not one to gripe and moan about a bit of modernization here and there. Dishonored was one of my favorite games of last year because I could feel such a similarity to Thief. And Absolution I thought was tremendous and much closer to Hitman 2 perfection that Blood Money ever was, though the detection system was a bit fucked.

All in all, I think this will be great. I eagerly await a trailer. Here's hoping the guards are still as hilarious as Thief II.

Edit: Can someone link me to screenshots? I can't find them.
 

Mifune

Mehmber
Sounds pretty cool to me. Graphics don't look any better than what's available on current consoles, but it's still really early.
 

noobasuar

Banned
Oh look another developer shitting on a beloved franchise.

When the hell are we going to get a big budget game that appeals to gamers again? Never?
 

duckroll

Member
I'm honestly not sure why people are reacting so negatively to a "focus mode" in a modern action adventure game. Almost every single game has a mechanic of this sort, and it's not always bad. Does it simplify a game and make it easier? Sure. But when you're trying to sell a game to 5-10 million people, shrug.

I mean let's step back for a moment and think about this: Metal Gear Rising has a ton of praise here on GAF. I would think it's fair to say most people who have played it so far really like it. Yet it has all of these things:

- An AR Mode which highlights all enemies even behind walls, shows where items on the leve are, and highlights anything which can be cut.

- Blade Mode events which highlights the specific targets you need to aim for.

- Tons of QTEs.


But the game still rocks. Why? Because it's fun, it's well designed, and the challenges in the game are designed around knowing what tools and feedback the players have at their disposal. Less information doesn't always make for a better game. More information to point out stuff which might be less obvious to certain players isn't always a bad thing either. It's all in how it's used.

Now, this game could be a steaming pile of turd, but if it is, I'm willing to bet that it won't be because of focus mode. :p
 

ash_ag

Member
Never played Thief, but I'm open in getting into it.

Question to the old fans: does this get the Tomb Raider treatment? I mean, does it look like the 'verse will be rebooted, with the characters and the like? Also, for Tomb Raider that was pretty reasonable -- would it be for Thief?
 

BY2K

Membero Americo
I'm honestly not sure why people are reacting so negatively to a "focus mode" in a modern action adventure game. Almost every single game has a mechanic of this sort, and it's not always bad. Does it simplify a game and make it easier? Sure. But when you're trying to sell a game to 5-10 million people, shrug.

I mean let's step back for a moment and think about this: Metal Gear Rising has a ton of praise here on GAF. I would think it's fair to say most people who have played it so far really like it. Yet it has all of these things:

- An AR Mode which highlights all enemies even behind walls, shows where items on the leve are, and highlights anything which can be cut.

- Blade Mode events which highlights the specific targets you need to aim for.

- Tons of QTEs.


But the game still rocks. Why? Because it's fun, it's well designed, and the challenges in the game are designed around knowing what tools and feedback the players have at their disposal. Less information doesn't always make for a better game. More information to point out stuff which might be less obvious to certain players isn't always a bad thing either. It's all in how it's used.

Now, this game could be a steaming pile of turd, but if it is, I'm willing to bet that it won't be because of focus mode. :p

A thousand times, THANK YOU for this post.
 

Grief.exe

Member
First thing I noticed

- Navigation beacon shows players where to go

Damn you modern gaming

Oh look another developer shitting on a beloved franchise.

When the hell are we going to get a big budget game that appeals to gamers again? Never?

They did a pretty solid job with Deus Ex, so lets give them the benefit of the doubt...at least for now.
 

Omega

Banned
I'm honestly not sure why people are reacting so negatively to a "focus mode" in a modern action adventure game. Almost every single game has a mechanic of this sort, and it's not always bad. Does it simplify a game and make it easier? Sure. But when you're trying to sell a game to 5-10 million people, shrug.

I mean let's step back for a moment and think about this: Metal Gear Rising has a ton of praise here on GAF. I would think it's fair to say most people who have played it so far really like it. Yet it has all of these things:

- An AR Mode which highlights all enemies even behind walls, shows where items on the leve are, and highlights anything which can be cut.

- Blade Mode events which highlights the specific targets you need to aim for.

- Tons of QTEs.


But the game still rocks. Why? Because it's fun, it's well designed, and the challenges in the game are designed around knowing what tools and feedback the players have at their disposal. Less information doesn't always make for a better game. More information to point out stuff which might be less obvious to certain players isn't always a bad thing either. It's all in how it's used.

Now, this game could be a steaming pile of turd, but if it is, I'm willing to bet that it won't be because of focus mode. :p

one is an action game while the other is a "stealth"

they should not share any gameplay elements
 
I'm honestly not sure why people are reacting so negatively to a "focus mode" in a modern action adventure game. Almost every single game has a mechanic of this sort, and it's not always bad. Does it simplify a game and make it easier? Sure. But when you're trying to sell a game to 5-10 million people, shrug.

I mean let's step back for a moment and think about this: Metal Gear Rising has a ton of praise here on GAF. I would think it's fair to say most people who have played it so far really like it. Yet it has all of these things:

- An AR Mode which highlights all enemies even behind walls, shows where items on the leve are, and highlights anything which can be cut.

- Blade Mode events which highlights the specific targets you need to aim for.

- Tons of QTEs.


But the game still rocks. Why? Because it's fun, it's well designed, and the challenges in the game are designed around knowing what tools and feedback the players have at their disposal. Less information doesn't always make for a better game. More information to point out stuff which might be less obvious to certain players isn't always a bad thing either. It's all in how it's used.

Now, this game could be a steaming pile of turd, but if it is, I'm willing to bet that it won't be because of focus mode. :p

Metal Gear Rising is a game where you run up to people to and kill them in cool ways. Thief is a game where you use subtle cues like sound effects to determine where enemies are so you can best avoid them, and careful observation will reveal hidden secrets and new pathways.
 

cbox

Member
Never played Thief, but I'm open in getting into it.

Question to the old fans: does this get the Tomb Raider treatment? I mean, does it look like the 'verse will be rebooted, with the characters and the like? Also, for Tomb Raider that was pretty reasonable -- would it be for Thief?

I don't think it's a reboot, just the next logical sequel since everything seems to be similar from the concept artwork.
 

jmood88

Member
I know, stupid MS move.

Just announce your new system, some games might coming less a year.
What difference does it make? The developers know what the system is, they just can't say a name. It's not like developers won't be able to work on the system until it's announced.
 

mantidor

Member
Never played Thief, but I'm open in getting into it.

Question to the old fans: does this get the Tomb Raider treatment? I mean, does it look like the 'verse will be rebooted, with the characters and the like? Also, for Tomb Raider that was pretty reasonable -- would it be for Thief?

It seems they are rebooting some stuff, it honestly wasn't needed, the universe was pretty awesome as it was.
 

Derrick01

Banned
I'm honestly not sure why people are reacting so negatively to a "focus mode" in a modern action adventure game. Almost every single game has a mechanic of this sort, and it's not always bad. Does it simplify a game and make it easier? Sure. But when you're trying to sell a game to 5-10 million people, shrug.

I mean let's step back for a moment and think about this: Metal Gear Rising has a ton of praise here on GAF. I would think it's fair to say most people who have played it so far really like it. Yet it has all of these things:

- An AR Mode which highlights all enemies even behind walls, shows where items on the leve are, and highlights anything which can be cut.

- Blade Mode events which highlights the specific targets you need to aim for.

- Tons of QTEs.


But the game still rocks. Why? Because it's fun, it's well designed, and the challenges in the game are designed around knowing what tools and feedback the players have at their disposal. Less information doesn't always make for a better game. More information to point out stuff which might be less obvious to certain players isn't always a bad thing either. It's all in how it's used.

Now, this game could be a steaming pile of turd, but if it is, I'm willing to bet that it won't be because of focus mode. :p

I want to believe, trust me I do. Thief's like the last franchise I have close to me that's not A) dead or B) shat on by this generation. But it's so easy to think they're going to fuck it up.
 

inky

Member
I'm honestly not sure why people are reacting so negatively to a "focus mode" in a modern action adventure game.

Does it simplify a game and make it easier? Sure.

It looks like you do know. ;)

People don't like those, first, because it's becoming a thing that every game has regardless of genre or need (like regenerating health for example), and second because a lot of balance and challenge and proper level design might be lost with it. I mean, I don't hate it in Batman, it makes sense due to the character. I haven't played MGR so I don't know about that, but it feels more like a lazy, focus-tested checkbox ticking endeavor than a real need for some games, especially a super stealth oriented one.
 

Kouichi

Member
Interesting post, duckroll. I agree completely.

First thing I noticed



Damn you modern gaming

I highly doubt they'll show a beacon to you where the item you need to steal is. Would kill the aspect of listening to conversations and reading notes. Either you can toggle it or it's for minor stuff.
 

sflufan

Banned
But it's so easy to think they're going to fuck it up.

OF COURSE they're going to fuck it up -- it's just a matter of degree!

They can either moderately fuck up (DX:HR) or majorly fuck up (Hitman: Absolution, Tomb Raider) so you have to gauge the level of fuck up that you're willing to endure.
 

duckroll

Member
one is an action game while the other is a "stealth"

they should not share any gameplay elements

Well stealth games are just action games where you try not to be seen. :p

Again, even if we were to think of it as a completely different genre it's incredibly narrow minded to say that games in different genres should not share any gameplay elements. This is actually factually untrue. Most games do share similar elements across genres, and the ones who know how to mix experiences in effective ways are often the best ones.

Puzzle games have scoring mechanics.
Action games have scoring mechanics.
Shooting games have scoring mechanics.

That's just one example.
 

inky

Member
C'mon, most scoring mechanics are a lot different than gameplay mechanics. It's like saying games across all genres have menus.
 

zkylon

zkylewd
I'm honestly not sure why people are reacting so negatively to a "focus mode" in a modern action adventure game. Almost every single game has a mechanic of this sort, and it's not always bad. Does it simplify a game and make it easier? Sure. But when you're trying to sell a game to 5-10 million people, shrug.

I mean let's step back for a moment and think about this: Metal Gear Rising has a ton of praise here on GAF. I would think it's fair to say most people who have played it so far really like it. Yet it has all of these things:

- An AR Mode which highlights all enemies even behind walls, shows where items on the leve are, and highlights anything which can be cut.

- Blade Mode events which highlights the specific targets you need to aim for.

- Tons of QTEs.


But the game still rocks. Why? Because it's fun, it's well designed, and the challenges in the game are designed around knowing what tools and feedback the players have at their disposal. Less information doesn't always make for a better game. More information to point out stuff which might be less obvious to certain players isn't always a bad thing either. It's all in how it's used.

Now, this game could be a steaming pile of turd, but if it is, I'm willing to bet that it won't be because of focus mode. :p
I agree on the bolded part but Thief is a game that heavily depends on map awareness and exploration and whatever and thinking I'll probably have to play it with Batman mode filter just bums me out.

I wish they would just "augment" real vision, not turn you into a fucking Predator.
 
Metal Gear Rising is a game where you run up to people to and kill them in cool ways. Thief is a game where you use subtle cues like sound effects to determine where enemies are so you can best avoid them, and careful observation will reveal hidden secrets and new pathways.

We aren't in the late 90s/early 00s where "careful observation" means looking at where the textures and lighting in an otherwise largely barren environment converge poorly due to technical limitations and make secret passages ludicrously obvious. When I play a game in 2012 I expect a desk I encounter it to look like someone actually uses it, not have a single candlestick, an inkpot, and a few coins.
I agree on the bolded part but Thief is a game that heavily depends on map awareness and exploration and whatever and thinking I'll probably have to play it with Batman mode filter just bums me out.
Thief also depended on the player looking at a glowing box at the bottom of the screen to tell them if they were actually in shadows or not.
 

SparkTR

Member
On one hand, I'm glad they didn't go for the third person view, but nav markers and focus mode in a Thief game make me cringe. Regardless, anything they do should be better than Thief 3.
 

Orayn

Member
Focus doesn't make my blood boil quite yet. I'm inferring that it's limited in some way, and that the player can choose not to upgrade it if they want. It sounds similar to some of the augs in Human Revolution in that regard.

OF COURSE they're going to fuck it up -- it's just a matter of degree!

They can either moderately fuck up (DX:HR) or majorly fuck up (Hitman: Absolution, Tomb Raider) so you have to gauge the level of fuck up that you're willing to endure.

We need to start quantizing these fuckups so we can have listwars with them.
 

Metal B

Member
Well stealth games are just action games where you try not to be seen. :p
Wrong, there much more puzzle games. You get a problem and have to find a solution with limited options and without using the direct way. It's the same reason, why Punch-Out is much more a puzzle game then an sports game.
With this in mind something like Focus is giving players hints. The bigger problem is there thought of making "fighting fun". Fighting should never be fun in an stealth game, it should be horrible! You should don't want to fight!
 

Hindle

Banned
As long as there are no scripted set pieces then I'm fine. It seems the majority of the gameplay is all stealth as opposed to TR where its just shooting instead of platforming.
 
I like what I'm seeing and reading. Never played the Thief games before, this announcement is probably gonna speed that process up. I can't wait to see what Visual Works does with this.
 

duckroll

Member
I want to believe, trust me I do. Thief's like the last franchise I have close to me that's not A) dead or B) shat on by this generation. But it's so easy to think they're going to fuck it up.

Well, they could certainly fuck it up, but like I said, if they do, it probably will have little to do with there being a focus mode, which is a pretty reasonable modern game mechanic for games featuring a character who is supposed to be super capable and more aware of the surroundings than a normal person.

What people should be concerned about is how interesting and varied the missions are, how fun it is to play, how good the level design is, and whether the AI is actually interesting. Being able to see what can be used to climb and where enemies are ultimately only provide the player with information. Good design would mean that the game offers many different options to approach a scenario, and by highlighting those to players who want to know what their options are, it helps inform them of how they can better play the game. Bad design would be if the game has very limited options to begin with, and by highlighting that obvious path, the game becomes an exercise in simply following the dots. The latter is what most people fear, but the crux of the problem is not such a feedback system, but the way the game is actually designed.

That's all I'm trying to say here!

I agree on the bolded part but Thief is a game that heavily depends on map awareness and exploration and whatever and thinking I'll probably have to play it with Batman mode filter just bums me out.

I wish they would just "augment" real vision, not turn you into a fucking Predator.

Sure, I think preference for how such a mode is visually depicted is fair. The Predator vision is pretty overused. But I just think it's important to note that the problems with autogaming lie much deeper than just having some sort of "focus mode". It's just bad design.
 
And now for the next year, Eidos Montreal will be on damage control over Focus Mode much like they were on Deus Ex HR.

They'll appease the hardcore fans by making it a toggle, and removed on harder difficulties.

Their forums are going to get wrecked ;)
 

Dan

No longer boycotting the Wolfenstein franchise
Gee, I wonder if you'll be able to disable the nav beacon...

I loved Deus Ex: Human Revolution. I loved Dishonored. Never played a Thief game, but this is a day one purchase.
 

Hindle

Banned
This is only thier first Thief game, expecting them to make a game that's as good as the first two in the series is a bit too much.

If they can make a decent start with this, then they always build on that.
 

mantidor

Member
Wrong, there much more puzzle games. You get a problem and have to find a solution with limited options and without using the direct way. It's the same reason, why Punch-Out is much more a puzzle game then an sports game.
With this in mind something like Focus is giving players hints. The bigger problem is there thought of making "fighting fun". Fighting should never be fun in an stealth game, it should be horrible! You should don't want to fight!

Pretty much my sentiment.

It is odd there's focus and there's also multiple paths, both kind of eliminate each other.
 

Sinatar

Official GAF Bottom Feeder
The fact of the matter is that the stupid people out there vastly outnumber the smart people, so to get their game to sell they have to make some concessions to the stupid people.

All the complaining in the world isn't going to suddenly force publishers to not want to make money. You aren't going to see the kind of in depth games you used to at this kind of budget level, so you'll have to either accept some concessions or find a new hobby.

At least it looks like you can opt out of using this focus mode for most things.
 

zkylon

zkylewd
Sure, I think preference for how such a mode is visually depicted is fair. The Predator vision is pretty overused. But I just think it's important to note that the problems with autogaming lie much deeper than just having some sort of "focus mode". It's just bad design.
Also in the case of Thief looking for secrets was a big part of gameplay and sometimes dem chalices were pretty fucking well hidden, so I dunno how focus mode bodes for treasure hunting.

But yeah, considering every game has batman mode (and sometimes even batman combat), I guess no one can say it's unexpected.
 

Tacitus_

Member
Wrong, there much more puzzle games. You get a problem and have to find a solution with limited options and without using the direct way. It's the same reason, why Punch-Out is much more a puzzle game then an sports game.
With this in mind something like Focus is giving players hints. The bigger problem is there thought of making "fighting fun". Fighting should never be fun in an stealth game, it should be horrible! You should don't want to fight!

Uhh... fighting should be fun. It should be discouraged by something else. Setting out to make a game where parts of it are simply not fun is a dumb idea. Yes, you shouldn't be seen in a stealth game, but when you do, you shouldn't need to curse the game for burdening you with a shitty mechanic.
 
We aren't in the late 90s/early 00s where "careful observation" means looking at where the textures and lighting in an otherwise largely barren environment converge poorly due to technical limitations and make secret passages ludicrously obvious. When I play a game in 2012 I expect a desk I encounter it to look like someone actually uses it, not have a single candlestick, an inkpot, and a few coins.

What in god's name are you even talking about
 

DaBuddaDa

Member
Fighting against four or more guards in combat won’t go well
Team is trying to find a balance between making combat enjoyable and allowing players to enter combat if they want
This does not bode well...fighting against anything more than one guard should not go well in a Thief game.
 

duckroll

Member
Pretty much my sentiment.

It is odd there's focus and there's also multiple paths, both kind of eliminate each other.

Why is it odd? Having multiple ways to approach a situation doesn't mean that every option is meant to be obscured and hidden to be found by the player. That's one way of designing it, but another way would be to inform the player of the options available and let the player decide what approach to take. The gameplay would be in choosing and executing the plan, rather than looking for the options to begin with.

I think that a focus system does imply one thing though - the game's pace will be much faster than previous Thief games. It means the game will likely be designed around allowing the player to make faster decisions on the spot as things are happening, rather than slowly investigating the entire level and taking a deliberate approach to plan and execute their strategy. This will surely be disappointing for those who expected a game like that. But why would anyone be expecting such a game from the studio which developed Deus Ex: HR, and the publisher which released Hitman Absolution? :p
 

justjim89

Member
Well, they could certainly fuck it up, but like I said, if they do, it probably will have little to do with there being a focus mode, which is a pretty reasonable modern game mechanic for games featuring a character who is supposed to be super capable and more aware of the surroundings than a normal person.

This. Even though I enjoyed Hitman, I can at least understand it's flaws. And before it came out, many people were so upset Instinct would allow you to see people through walls. And Instict did play a role in one of that game's fundamental shortcomings, but it wasn't the fact that you could see enemies or even their paths. It was the fact that it was necessary to use in most attempts at evading detection because the AI was hyper aware and suspicious. It was a flawed game with a magic vision feature, but it wasn't that feature that made it a flawed game.

I'm looking at it in context with other news about this game, which largely seems encouraging. The nav beacon strikes as more Dead Space-esque. If you need to see where to go, press a button and you will get an indication. If you don't, then don't. I hardly think it will be some constant on screen presence screaming "GO HERE! DO THIS!" That would be fundamentally stupid and antithetical to the nature of Thief.

Also, I'll ask again, where are these screenshots?

This does not bode well...fighting against anything more than one guard should not go well in a Thief game.

But you could easily fight one or two guards in earlier Thief games. Even on harder difficulty levels. Not sure what helpless version of Garrett you're remembering but he could always hold his own.
 

prwxv3

Member
I'm honestly not sure why people are reacting so negatively to a "focus mode" in a modern action adventure game. Almost every single game has a mechanic of this sort, and it's not always bad. Does it simplify a game and make it easier? Sure. But when you're trying to sell a game to 5-10 million people, shrug.

I mean let's step back for a moment and think about this: Metal Gear Rising has a ton of praise here on GAF. I would think it's fair to say most people who have played it so far really like it. Yet it has all of these things:

- An AR Mode which highlights all enemies even behind walls, shows where items on the leve are, and highlights anything which can be cut.

- Blade Mode events which highlights the specific targets you need to aim for.

- Tons of QTEs.


But the game still rocks. Why? Because it's fun, it's well designed, and the challenges in the game are designed around knowing what tools and feedback the players have at their disposal. Less information doesn't always make for a better game. More information to point out stuff which might be less obvious to certain players isn't always a bad thing either. It's all in how it's used.

Now, this game could be a steaming pile of turd, but if it is, I'm willing to bet that it won't be because of focus mode. :p

Pretty much this.
 
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