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!
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.
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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!-
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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. :-)
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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!