NPC's can't detect anything even slightly above them, visually or aurally.
1st level alerts of enemies often end with the enemy dismissing the alert as "just their imagination" -but they will remain in an alerted state where they are convinced that a thieving intruder is in the area.
just like thief one, two, oh and three where they bug out and chase you form the other side of the map. its slightly irritating.
NPC's can completely forget a chased intruder just 10 seconds since the last confirmed sighting.
just like thief one, two, and three then. yeah its irritating.
NPC's don't even comment on -let alone get alerted by missing valuables.
and? theyre paid to stand guard, not to hold inventory of the place. once again this works the same in t1 and t2
Player can dodge all enemy melee attacks while standing still, but when enemies throw things at you, they hit with 90% accuracy regardless of how far you are and how fast you're moving.
if i remember correctly one of the principles of the series was: dont get into fights because youre not supposed to survive them
Literally every type of interaction with the environment and objects is a pre-animated sequence that takes away the player's control.
i dont understand why playing a few seconds of animation is an issue. please elaborate. if anything one could argue that this increases immersion, things randomly disappearing doesent quite fit that bill.
This amount of animation-centric design causes many compromises, like the inability to open a box from the wrong side. The animation only exists for the front side.
true, how many times did this come up though? this was designed around, so the vast majority of objects cant be interacted from from the wrong side anyway. and this is such a minor complaint, something that has existed since 3d gaming first emerged and everyone has accepted.
Controls to exit to menu or load a save are locked during death animation.
quickload still works afaik. and does having to wait 5 seconds when you die really make a game not worth playing?
Footstep sounds are totally absent at random locations.
thank god, garret learnt to be stealthy. there *is* however a general issue with certain sound cards when it comes to 5.1 and 7.1 sound that could produce this effect.
All sounds become totally muted when you enter certain areas, and ambient sounds change instantly on the edge between areas instead of fading into the distance.
the original series had very similar things happening when switching ambient tracks or move between rooms. i suppose it can be irritating, but the idea is that you dont have to bother with the previous environment anymore so they remove the sound from there.
Sound propagation doesn't exist in 99% of the areas in the levels. Sounds travel through solid rock, and sometimes fail to travel past a few pillars.
i cant find any records of this happening to others or myself :&
NPC foosteps are often difficult to hear. The earlier games relied on the player's ability to determine NPC locations based on sound.
this one doesent however, and that should be kept in mind. if youre not supposed to rely on something, you dont get to use it as much.
NPC conversations repeat indefinitely and the sequence of lines can get scrambled. NPCs can forget to deliver their lines, resulting in a strange nonsensical monologue.
Conversations where the NPCs are hidden inside buildings follow no rules of sound propagation or stereo hearing. It sounds like they're talking inside your head.
good. otherwise you wouldnt be able to hear them. could have been solved better, but again. this is not something that should make someone want to play something else. it is an accepted quirkiness of games in my *opinion*
Looking through keyholes mutes the area you're in. You only hear what's on the other side.
Cutscene audio volume is totally messed up. Characters speak too quietly, or NPCs in the environment talk over the main characters.
reminds me of the t2 mission where you have to listen to karras, carras, anyway. lots of dialogue in those games was inaudible at times due to the environment. and t3 employs the "beaming it into your mind" method.
Activating objects can accidentally put you into peeking mode (picking up items, dragging bodies, opening containers).
Jumping restricted to pre-programmed spots.
jumping was pointless in t3 and nobody really complained. though it did have some more climbing. not being able to jump like a maniac fits the game however and strengthens the theme of "you are a sneaky thief" not some jumping maniac. i certainly didnt miss it, and barely anyone else mentions it.
Dropping down from ledges arbitrarily requires- or doesn't require the use of the "drop"-key. Player gets false sense of security and can fall off ledges that normally wouldn't allow that.
Swooping can accidentally make you climb an obstacle.
Rope arrows only stick to specific points, but you can still shoot them at anything and waste them.
flash bombs only stun people from the front, but you can still throw them behind someone! this is mostly a user error.
Controls do different things in certain situations (press cancel to drop even though there is a drop-key).
Knockouts are contextual. Blackjack can't be selected manually like the bow.
the blackjack is on a quickuse key and does not need to be selected. this is super convenient and you dont look like a cavetroll every time you try to use it.
The only difference between a container closet and a hiding closet is visual appearance, and you can't cancel a transition into a hiding closet.
hiding closets have clearly visible slits that allow you to see through them. reminds me of the junk loot chests in the originals.
Mouse smoothing that can't be disabled.
the game does not come with mouse smoothing, but snuffer an issue where playing it in windowed mode will introduce mouse lag.
Object targeting is designed for analog controllers with inaccurate aiming, making it harder to target exact objects with more precise mouse control.
ive had absolutely no problems targeting things with my mouse. instead of phrasing it like a fact, keep it professional and reword it to reflect your experience and opinion. this applies to a lot of the "review" btw
Unrelated actions can be bound to the same key.
Contextual actions can't be bound to separate keys.
No hotkey for Map screen.
M opens the minimap unless disabled. if you disabled that: your bad.
Combination locks have infuriating controls. It would be so much better to just target a dial and activate to turn.
NPC:s arbitrarily stand by until player has obeyed the demands of tutorials.
like thief 1 and 3, cool.
No option to disable tutorial messages, no option for "Don't show this message again".
Mission objectives are indicated by icons on the map, and the in-game information that leads you to your goal mostly doesn't exist. The game assumes that everyone relies on the icons.
which is why they are on by default unless you specifically tell it otherwise. this is self inflicted. id argue that playing on a custom difficulty the first time through is a terrible idea that will delude the experience with self imposed problems. (i did supreme ghost as best as possible on the first playthrough with everything off)
Overpowered automap can be disabled in options, but it also gets rid of the on-screen compass.
Player can disable Focus-system, but the Focus-gimmick is integrated as part of the lore and Focus powerups can still be picked up in the levels.
i am limiting myself not to use arrows but arrows can still be found in the level! oh...
Garrett uses monologue to reveal things to the player that he couldn't possibly know beforehand. Players aren't made to find that info themselves.
thief 1,2, and to an extend 3 primarily used 'lore' to convey their story. bits and hints scattered through the environment. this helped further the feeling of exploration together with the open and interconnected levels.
thief 2014 however primarily uses storytelling to convey its narrative, preferring to engage the player directly and telling a story about whats happening right now, instead of what has happened in the past.
these two styles are very different.
from my experience garret only elaborates/ talks about things that we, the player, would had been able to gather yourself from previous dialogue. or that we absolutely *could not* have, but that he already knew beforehand. ofc there might be an instance or two where its a little bit of a long shot.
Optional eavesdropping is sometimes replaced by cutscenes that forcefully highlight the relevant info for the player.
good. this ties into the story telling bit above. since the game is trying to tell a story, it can not afford to have you miss the important bits. in addition it uses these opportunities to convey important information about the level to you.
Keys to unpickable locks are found in the absolute immediate vicinity of the lock.
often the same in t1,2,3. the linear level design will probably have influenced this a bit. at the same time... who keeps the keys to their office on the other side of the universe?
Searching for secret switches is a special gameplay mode that activates from a wide area. Previous games forced players to find small hidden switches.
i believe this happens exactly once?
Lightning flashes are timed exactly with little to no variation, and there's a small warning flash before each big one.
make sense considering how electricity works, also helps make gameplay less frustrating by not randomly exposing the player because of being terrible at telling them whats going on. i remember a few lights in t1 that did that.
Savegames are categorized nonsensically, with a list of huge items where only a few are visible at the same time.
nitpicky much? ohh it doesnet display the saves in a more simplistic way. whatever will i do! clearly i should not play this game if the save menu, which is functionally perfectly fine, doesent look it.
Map screen has no option of switching pages. If you go into a house, you can't view city map.
Player needs to navigate several menus to read documents even right after finding them in the game.
only if you turn that off in the options. otherwise you will be presented with a hotkey every time you pick something up that immediately takes you to that entry
Player can disable lockpicking overlay and play just fine, but not the frame-searching overlay.
ive had both off. it works just fine thanks to the visual cues on garrets hands.
Stealth shroud effect on screen can't be disabled, but the light gem can. Both should be optional.
id argue that you really really shouldnt disable both since the game relies on them to tell you if youre hidden. something we can all agree is vital to the series play ability. the shroud is ugly though.
Light gem is in the corner of the screen, far from your center of focus.
Most loading screens are disguised as narrow pathways that waste your time. If you have a fast SSD, you are still forced to wait. On top of that, they have button-mash QuickTime Events.
blame the existence of consoles, not the devs. and heck "i cant use my ssd to skip loading screens" isnt really worth scrutinizing a game for is it now?
Shooting mechanics with the bow have no projectile drop, and string doesn't need to be drawn to fire off a shot. Easy to accidentally waste arrows.
the projectile drop in t1,2,3 was always vastly exaggerated beyond how it should actually work.
Rope arrows can't be recovered from where you've attached them.
why would you want to do that? it is completely unnecessary in this game.
The one officially recognized form of melee combat is the modern equivalent of an unintended strategy of strafe-bashing with the blackjack in Thief:TDP.
i think the memo is still: dont fight enemies.
Can't aim flashbombs. Only option is to drop one at your feet.
which is done so you have an incentive to use other distraction tools. meh
Disarming traps is the only supported way of avoiding them due to the inability to jump over pressure plates.
Only unpickable locks have keys. If a lock is pickable, you have to pick it. There are no regular keys in the entire game. Consequently, locks can never be relocked.
why should this turn people away from playing the game again? relocking something is completely pointless in this game. so why should you be able to do it?
Many side areas or side quests don't have enough loot to make up for the expendable tools used to get there.
No matter how stealthily you play, Garrett gets caught multiple times in a cutscene outside the player's control.
The amount of lighting that makes you visible to NPCs seems to change arbitrarily. Sometimes very dark areas fail to hide you, and other times you become invisible in well-lit areas.
dont turn off the light gem. this is why you cant and shouldnt do it in the other games. it is a vital tool to you because the visuals of a game can not be controlled by the devs. someone might use flux, have their gamma different, play in a lit vs dark room. all these tings will change your perception of light and dark, the lightgem is there as a fail save to prevent this from being an issue.
Only a few specific types of objects can alert NPCs when you bump into them. Vases falling over alert them, but kicking around a shovel or a bucket doesn't, even though they do make noise.
Ground material has no effect on how loud your footsteps are. Only shards of glass and shallow water make your footsteps loud.
Swooping is faster than running, but makes almost no noise.
yeah thats silly
Some objects do not cast shadows from NPC-carried light sources. This can get the player in trouble.