03-06-2013 06:53 AM - edited 11-15-2013 07:02 AM
Eidos Montreal has confirmed its reboot of Thief will no longer contain any quick time events (QTEs).
A Q&A with the development team on the studio's blog reveals that the decision was made to remove QTEs from the game following the negative reaction they received in this year's E3 demo.
"We're not implementing them," it reads. "To begin with, there were very few instances of QTEs in the game; in fact there was only one in that whole hour-long E3 demo.
"However, given the strong reactions it evoked in the press and the community, it was an easy decision to do away with them entirely. So we're not doing it. No quick time."
"Hardcore mode... allows players to customize the game in a number of ways," it continues. "One of my favorites is the Ironman: if you die, game over. Hey, what is life without a little risk? We even added a "If the enemy detects you, you die" mode. Now combine that with the Ironman... You get the point!
"There is also the possibility to disable Focus and related abilities, as promised. This is in addition to the option to disable specific elements of the UI, like the reaction icons for NPCs. The UI list is pretty extensive, so don't worry, you will be able to get the game just the way you like it."
Additionally, if you're not a fan of swimming, then Thief could be the game for you. Eidos Montreal has confirmed there will be absolutely no swimming sections anywhere in the game.
^ I don’t think spending years and money and then **bleep** around with things at the end because people are making noises about it is very smart. Doesn’t give me much hope for the game.
Thief's XP System Scrapped After Fan Feedback
"At first, we wanted to outline the progression of the player with XP, but it was reducing our motivation to steal," explained Game Director Nic Cantin. "The main goal of a thief should be to gain loot. Garrett is already the Master Thief, so we saw no need to have XP as a core mechanic."
"We wanted to put emphasis on stealing things, and put the rewards on the stealing aspect," continued Lead Level Designer Daniel Windfeld Schmidt. "We want to allow the player to decide the "how to" – we shouldn't judge how the player wants to achieve their goal, only reward them for achieving it."
Both developers acknowledged the negative fan feedback following Thief's E3 demo, which rewarded the player with XP for achieving a headshot.
"Fans might be surprised how often the devs go to the forum to see how things are perceived in the "real world," said Schmidt. "This feedback is extremely valuable to us, so as you can imagine, the consistent reaction to the XP system was something that indicated we needed to revisit some design decisions."
"It is more a design decision to add to our economy system and entice the player to steal more," explained Cantin. "But yes, the E3 reaction was right, rewarding killing like that was wrong for a Master Thief."
Nic: The goal is to use gold to buy elements to progress, to encourage the player to steal. The player will be able to choose how to spend money, for more stealthy or more aggressive tools.
Daniel: It was always possible to play without using XP, like it is still possible to play through the game without killing anyone or even spending any coin (though it isn't going to be easy!)
Sounds to me like they just swapped “XP” for “gold” and eliminated headshot rewards.
^ Dishonored 2?!
^ looks like a subpar Dishonored
Gameplay footage shown so far can be seen here: http://www.gametrailers.com/videos/7h5jx0/thief-e3
According to anonymous sources familiar with the studio, corporate politics, creative confusion and a lack of publisher oversight have inflated production costs, impeded the game's creation and led to the departures of numerous senior and junior team members.
The lead and senior design roles were fluid, with some team members departing after less than two years. According to one source, each new lead and senior designer would come with a new vision for the game. Old ideas — including stages and mechanics — would be rebuilt or scrapped. In March of this year, the same month as the game's publicity push, Lead Game Designer Dominic Fleury left the studio.
Due to a need to hit promotional deadlines, the latter part of 2012 and early 2013 was focused on creating press demos, the first of which was shown for the Game Informer cover and also at last month's Game Developers Conference. According to a source, the demo took nearly 10 months of development time, roughly six of which required the participation of nearly every content creator on the team. The level, which takes place in part inside a brothel, apparently featured "Cinemax-level" sex sequences at one point that some animators were uncomfortable creating.
Over the past few years, Square Enix has become increasingly concerned with the status of the game, now half a decade into development. A source says Eidos Montreal turned to a German investment firm for additional funds, something superiors within the studio claimed to be a common strategy in the industry and not cause for concern.
The current version of Thief barely resembles the initial concept, says a source. The vertical slice doesn't load inside Thief's current heavily modified version of Unreal Engine 3. Many programming tricks were necessary to run the current demonstration, like turning off non-playable character AI — the engine has trouble when too many characters are on screen.
^ That is really depressing news.
^ Worst exit strategy ever!
Video about Garrett here: http://www.gameinformer.com/b/features/archive/201
Thief 4 was announced for PS4 due in 2014.
Game Informer mentions Thief finds series hero Garrett returning to the "Gothic, industrial metropolis" known as the City in the midst of social tension and a plague.
Thief will seek to redefine the choose-your-path stealth gameplay popularized in recent years and remind audiences where it all began, starting with the Focus system.
Detailed in Game Informer's exclusive April cover story, Thief's Focus system presents a number of unique benefits and opportunities to players. First and foremost, Focus will highlight objects in the environment that main character Garrett can interact with, including (but not nearly limited to): candles that can be snuffed, drawers that can be searched, pipes you can climb, and locks that can be picked. Using Focus will deplete some kind of game-balancing resource, but developer Eidos Montreal says this resource can be replenished by stealing items and picking pockets, among other actions.
The Focus system also extends to combat. While Garrett is incapable of handling four or more enemies in close-quarters combat, using Focus will even the odds by slowing time and allowing players to target points on an enemy's body for attack. This application is inspired by the boxing scenes from Guy Ritchie's recent Sherlock Holmes films; small amounts of Focus can be spend to buy time and momentarily stun enemies, but larger amounts will execute brutal takedown moves - imagine pinning a guard's arm behind his back before snapping his leg bone with a quick smash to the knee.
03-29-2013 11:26 AM
Man I hope they make a PS3 Ver. of this game. I've waited so long for them to make a sequel to Thief and now there saying I have to buy a whole nother system just to play it. Maybe they will port Thief: Deadly Shadows onto the PSN as that was one of my all time favorite games.