Thief custom difficulty and UI options detailed

Eidos Montreal may have ruffled a few feathers by disinterring the hallowed corpse of the Thief series, but it's certainly listening to fans' concerns about how video games nowadays are all for babies or something. The developer has now detailed the ways players can customise and strip down the UI, as well as fiddle with the difficulty. No-UI, no-knockout, no-alert, no-damage Iron Man runs, here we come!

4

Eidos Montreal may have ruffled a few feathers by disinterring the hallowed corpse of the Thief series, but it's certainly listening to fans' concerns about how video games nowadays are all for babies or something.

After cutting an XP system and scrapping QTEs in its new Thief, the developer has detailed the ways players can customise and strip down the UI, as well as fiddle with the difficulty. No-UI, no-knockout, no-alert, no-damage Iron Man runs, here we come!

The options menu will let players tweak and turn off a grand 19 UI elements, a new blog post details, from the mini-map and navigation prompts to the light gem and threat icons. Players can essentially turn the UI off entirely, if they fancy. The post has a few neat animated gifs showing someone disabling the UI piece by piece, for the curious.

Also customisable is the difficulty. On top of regular easy, normal, and hard modes, Thief has 13 difficulty 'mods' to mess about with. Four are dedicated to making it more like classic Thief, with effects like disabling manual saves and checkpoints, and turning off the bullet time-y 'Focus' system. While some of the 13 are relatively innocuous, others are right pigs.

You could, for example, make it so Garrett moves slowly and if he is detected, harms anyone, or takes even one single point of damage, you'd need to start the entire game over from scratch.

To show off how cool you are, the game will have leaderboards, lead game designer Alexandre Breault explained in the accompanying podcast. Each extra difficulty option will give you a number of points, which will register on the boards when you finish the game. As there's a maximum number of points, the leaderboards will resolve ties by date, so the first person to finish the game on hard difficulty with every mod will be at the top forever.

From The Chatty
  • reply
    December 6, 2013 10:15 AM

    Alice O'Connor posted a new article, Thief custom difficulty and UI options detailed.

    Eidos Montreal may have ruffled a few feathers by disinterring the hallowed corpse of the Thief series, but it's certainly listening to fans' concerns about how video games nowadays are all for babies or something. The developer has now detailed the ways players can customise and strip down the UI, as well as fiddle with the difficulty. No-UI, no-knockout, no-alert, no-damage Iron Man runs, here we come!

    • reply
      December 6, 2013 10:43 AM

      I wish more games would allow you to turn off the UI. I love that. The new Killzone lets you do it.

    • reply
      December 6, 2013 10:47 AM

      i love a minimal UI where you only see what's important during combat, and then it fades away during exploration.

    • reply
      December 6, 2013 11:18 AM

      I love UI like Hexen where it takes a quarter of the screen :D

    • reply
      December 6, 2013 11:47 AM

      They're doing a good job of taking away a lot of the complaints. I think I'll be picking this up.

      • reply
        December 6, 2013 12:29 PM

        I agree. It seems like they really are going with the fans suggestions. So far it's looking like a "buy" for me as well.

      • reply
        December 6, 2013 3:34 PM

        It's better than NOT being able to turn off the full-Monty UI, certainly.

        I'm a little skeptical however... doing it right would mean designing the game to be well-playable without those UI elements, with the right feedback and in-world information, and that's a lot harder than just implementing a lot of toggles for UI widgets. Remains to be seen how that actually turns out.

        I'm happy to be cautiously optimistic though. :-)

        • reply
          December 6, 2013 4:20 PM

          Thats true, but they also cover that exact thing in the podcast this week. We'll see if they actually do it to satisfaction, but that they're commenting on it now is a good sign.

      • reply
        December 6, 2013 4:09 PM

        Last minute feature additions does not a good game make. This is still firmly in the "wait and see" category for me.

    • reply
      December 6, 2013 12:09 PM

      That's great. Seems like they are really trying to take the feedback seriously and do what they can to make this game awesome! Hope it is.

    • reply
      December 6, 2013 3:25 PM

      [deleted]

    • reply
      December 8, 2013 2:00 AM

      Yes! I want to be able to do a no-knockout, no-kill, no-interact, no-steal playthrough! Screw all the work the creators put into enemy voice acting, action lines, enemy weapon handling code, I want to be a totally invisible ghost that not even I myself can see (24/7 invisibility potion), and just drift slowly through mission after mission, pulling a lever and escaping and getting MAX POINTS!

      I think hurting video game enemies is the most disgusting thing in the world and I would want an option to actually stick money into their pockets when they are not looking, maybe steal their sword, repair its durability, and put it back, so they don't get reprimanded or fired for having an unfit weapon during next routine inspection!

      I hate game-world interaction and just want to see MAXIMUM SCORES without having done anything but crawled on the floor for 127 hours! I am so ALTERNATIVE!

Hello, Meet Lola