Thief has a brilliant options menu. Visual aids like loot-glint, objective markers and object highlighting can be disabled for a score multiplier. You can even turn off Garrett's new "focus" mode, and guard alert indicators, and then turn the whole thing into a sneaky roguelike by activating Iron Man mode. Die, or fail an objective, and the whole run comes to an end. Sounds like a perfect challenge for our Thief reviewer, Chris Thursten, who streamed the start of his Iron Man adventure last night. How did he get on? The video is here.
Square Enix have announced that mobile game Deus Ex: The Fall is being re-released on Steam in a new and reworked PC edition, to be released on March 25th. Did anyone ask for this? Probably, because The Fall was supposedly a competent if somewhat unremarkable extension of the atmosphere and ideas of Human Revolution. As you'd hope from a PC port, the game has been augmented to support keyboard, mouse and controller. The mobile version's in-app purchase options have also been removed.
Thief – the series – has been many things. It is the grandfather of stealth on the PC, part of a design heritage that links Quake to System Shock 2, System Shock 2 to Deus Ex, and so on. It stands for the idea that ‘first person’ doesn’t imply ‘shooter’: the original BioShock might be its great-grandchild, but Amnesia and Gone Home are Thief’s descendents too.
It is the actualisation of a very specific fantasy – the outlaw shadow, Robin Hood by way of Batman – and more broadly representative of a particular type of fantasy, a gothic marriage of Hexen’s para-medieval grotesquerie and ’90s-era steampunk. For some players, Thief is about precision – perfect sequences of evasion and distraction forged with much hammering of the quick load key. For others, it’s a game of improvisation, gambits, brawls and hair’s breadth escapes.
For many, it’s about atmosphere. The sense of being an intruder. The latent threat of an Auldale mansion at night, the mysteries of an underground city, the terrors of The Cradle. Thief’s settings are a showcase for exemplary art and level design talent, a legacy that begins with Looking Glass Studios and ends with The Dark Mod, with the gaming community.
I'd forgotten Thief was being released next week. In fact, you could say its launch really snuck up on me. At least, you could if you didn't want everyone within earshot to groan, sign and throw heavy objects of you. Instead, it's probably best to keep quiet and watch this launch trailer, which goes over some of the plot points that are motivating Garrett as he robs his way through a city in turmoil.
We know Garrett feels right at home in dark places. In advance of Thief's launch later this month, Eidos Montreal has released a complete mission playthrough video that shines a light on a few of the dim alleys and dangerous perches that will populate the upcoming reboot to the classic series.
Thief is a game about a thief. Not just any thief either, but a master thief. That means he's silent, untraceable, and likely has permanent spinal damage from all that time spent crouching. All of which (well, except maybe the back injuries) are in direct opposition to the development of Thief, which has been loud enough to rouse the elderly statesmen whose jewellery box you've been rifling through.
Case in point: the new trailer, which takes six minutes to fully detail almost every aspect of how the game plays. Criminals would normally need a Crimewatch episode to get that sort of exposure.
The new Thief game is coming out soon, and if you're rocking an oldish PC you're probably wondering whether or not you'll be able to play it. If only there was some way to judge whether your Pentium 4 with 128mb ram and integrated graphics will be able to run Garrett's latest pilfery adventure. Good news: there is. Bad news: your Pentium would be lucky to run to the end of the street. Eidos Montreal have revealed the game's system requirements, which I've stashed beneath the break.
What kind of burglar do you want to be? That's the question the upcoming Thief reboot is going to be posing to both new and veteran players of the stealth series. The level of difficulty and UI customization being built into the game should allow for some brutally precarious attempts, according to a new interview with Thief's lead game designer Alexandre Breault.
A sly thief like Garrett needs the darkest shadows he can find. Thankfully, the team behind the upcoming Thief reboot has its sights set on cranking up the PC edition's visuals—shadows and all—according to an interview with Eidos Montreal's technical art director Jean-Normand Bucci at Dark Side of Gaming.
In the spirit of the latest Thief news, this post contains QTEs. Please press the indicated key at the specified time, or you will die. Well, you might die. Okay, you probably won't die.
As part of Eidos Montreal's latest Thief community Q&A, lead level designer Daniel Windfeld Schmidt revealed that [PRESS 'X' TO NOT DIE] the QTEs present in the previous press demo had been removed, along with all other traces of arbitrary quick-time avoidance. According to Schmidt, such button bashing was only a minor part of the game, and thus there removal became an easy decision once fans had voiced concern over their inclusion.
Thief, eh? I think it's fair to say we're all a bit worried about the direction it's heading down, particularly when it's on track to creep out of the shadows and cosh us on the head as soon as February. Does this artistic, atmospheric, sadly gameplay-free trailer ease any of our fears? Nope, but it does describe The City in some fancy-pancy words, providing some backstory for Garrett's magnificently behatted fence Basso in the process.
The Deus Ex: Human Revolution Director's Cut does seem to be a matter of pride for Eidos Montreal. Director's Cut builds are a common way to offer new players a jumping-on point long after launch, but few redesign sections of the original game to account for fan feedback. When it comes to Deus Ex: Human Revolution's boss fights, the negative feedback was loud and unanimous. They've been reworked with new level geometry to allow for multiple approaches, thank goodness.
Mountains of lofty expectations and nostalgia-drenched skepticism fell upon the Thief reboot as soon as it was unveiled. Eidos Montreal's upcoming stealth-em-up will attempt to revitalize the lauded PC franchise that last saw an entry in 2004. So far, Tom is among the skeptical due to various deviations from the classic games, among other problems. However, one of the design elements not part of the original series will no longer be present in this iteration.
UK newspaper, The Sun, have included fictional Sarif Industries cyborg eyeball tech in a roundup of "AMAZING GADGETS JUST AROUND CORNER". Such technology, they say, "is in its infancy now" but "will be commonplace to our grandkids."
When we spotted a tweet about the article from Good Gaming about the article I had to nip to the local corner shop to see it. Here it is. Page 28, item five in the feature, today's finest facepalm from Britain's most popular paper.
Deus Ex: Human Revolution - Director's Cut pricing announced, is cheaper if you already own the game
Deus Ex: Human Revolution's Director's Cut will be with us in just under two weeks, and it sounds like a significant augmentation to the game. But one thing Square Enix had kept hidden away in their top secret HQ was how much it would cost for people who already owned the original version. Worryingly, we didn't even know if there would be any concessions to early adopters. Now we do, and there will.
Eidos Montreal's latest gig shaping its Thief reboot treads a fine and shadowy line. The modern entry to the esteemed stealth series has the cautious attention of franchise fans who've long awaited a new Thief, but it's also mixing the new in with the tried-and-true: a grittier and more involved Garrett, an all-revealing Focus mechanic, and a conservative jumping/climbing control scheme.
So, Garrett is a ninja that lives in a clock tower now. I'm not sure how I feel about that. I always had him pinned as the sardonic vagrant sort, scraping a difficult living eating mice in stolen basement spaces to avoid the authorities. That's the trouble with Thief, I've filled every dark low-poly corner of the game with assumed lore. In the long years since I first played it, it has become a better game in memory. It's easy to forget how blind and thick the guards could be, the silly hats they sometimes wore, and those damn giant spiders.
How can Eidos Montreal ever hope to meet the expectations of Thief fans? They've certainly ticked off the general feature list well enough. Hiding in shadows - check. Rope arrows, fire arrows, water arrows - check. A dark city full of bawdy crooks and racked with sociopolitical strife - yep. I spent a few hours sneaking around the market hub district that surrounds Garrett's clock tower home, and came away worried. I got a good whiff of the grimy, mysterious atmosphere I associate with classic Thief, but in the final ten minutes - side missions completed - I ran around the level easily coshing sword-wielding guards into unconsciousness in dull face-to-face combat. Hmmm.
Were you worried that the new Thief wouldn't be a game? Put those fears to rest. As you'll see from this trailer, Garrett has to escape from a burning building, thereby confirming that yes, it will be an interactive video game. Further evidence exists in the fact that this is the first Thief trailer to show footage from the game as it is played. Sure, it's hidden around cutscenes and narrative brooding, but it's there.
Eidos Montreal, sensing how much people love Deus Ex, and how disappointed people are when a Deus Ex announcement turns out to be an iPhone game, have revealed Deus Ex: Universe. Rather than one single game, it's a giant web of media spin-offs that "will include PC and console games". In fact, part of the announcement post confirms the existence of a proper Human Revolution follow-up, planned for PC and next-gen boxes.