Thief dev answers your questions on sound, stealth, and more
When we knew we were going to be getting a closer look at the new Thief during E3, we solicited some questions from the community on what you wanted to know about the new game. We got some time with Daniel Windfeld Schmidt, lead level designer on the game at Eidos Montreal, and he offered up some interesting answers.
Footsteps on carpet will be muffled, but louder on stone.
Garrett will be allowed to roam freely about The City.
The lockpick and blackjack are part of Garrett's toolkit. More may be coming.
The City has been reinvented
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John Keefer posted a new article, Thief dev answers your questions on sound, stealth, and more.
When we knew we were going to be getting a closer look at the new Thief during E3, we solicited some questions from the community on what you wanted to know about the new game. We got some time with Daniel Windfeld Schmidt, lead level designer on the game at Eidos Montreal, and he offered up some interesting answers.-
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It seems like what they are saying and what the reality is do not jive - http://www.rockpapershotgun.com/2013/06/17/thief-eidos-words-vs-my-e3-playthrough/
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They did answer. I do hope the hubs feel a bit more alive than they did in Thief 3, but... that was an Xbox memory issue, really, that shouldn't be anymore.
I do like the blunt arrow, but I guess it's also an alternate take on the noise maker arrow that did much the same?
With a reinvention of the setting, it does seem odd to suggest that the previous game limited your options as to what can be done with the factions, seeing as how it's a new take on things... but whatever.
Just hope the end result ends up feeling more like Thief than Dishonored... not that Dishonored isn't fun... but the E3 gameplay looked more in line with a Dishonored spin-off than Thief. At least it should be fun either way. -
All-new factions, whoa. That is a bombshell. The Pagan-Hammerite religious & moral tensions were deeply thought out in Thief 1, but this appears to be going in a completely secular & political direction. But that's exactly what Dishonored did, if you ignore the slapped-on 'The Outsider' nonsense, which was shoehorned very shoddily into that game.
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"You can finish the game without hurting or knocking out anybody"
I hate this. In the old days, you had avoidable guards and unavoidable guards, and you could come close to perfect hippy-peace playthrough but still had to kill bosses or dangerous enemies. When you design a game with totally avoidable enemies all through, killing them becomes meaningless and a waste of resources, and people will be hogging and collecting all the death-dealing arrows like bottlecaps. Feels so pointless.
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