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Thief: impressions from GamesCom 2013

One of the titles that I could admire at GamesCom in Cologne is Thief , the new title of Eidos Montreal waited for the February 28 is on the current console generation. The demonstration carried out by one of the programmers, however, was largely identical to a movie already publicly visible, so I propose below by adding a series of notes and personal impressions.

MX Video - Thief

As you could see in the movie, the mission sees Garrett try to infiltrate the castle of the Baron, the tyrant who rules with an iron fist. The demonstration shows us how in the game we can achieve our goal sgattaiolando in the shadows, start climbing and exploiting the various coverages provided by the environment, making out the guards without being noticed. The protagonist has a quiver with arrows of different kinds, and we see the beginning use a water arrow to turn off a light and create darkness needed to go unnoticed by guards or about attacking these people in the shadows. Another useful feature for our actions will Focus mode, during which time slows down and the silhouette of the rogues are most visible; the connect to how we also have the ability to "see" the sounds of enemies behind the walls, we can take from a shadow area to another without the guards notice us.

In addition to avoid or kill/stun the guards, we also have the ability to borseggiarle approaching slowly without being seen: in this mission in particular, a secondary goal was to pick pockets, the head of the guards without being noticed. The rest of the demonstration exhibition Garrett try to evade the guards and find the best access point to enter the villa, using the arrow-rope to climb up to a window.

In the demonstration that I was made to GC I saw some things that aren't in this demonstration: for example the use of blunt arrow, not meant to kill or sticking but simply to create noise, so as to attract the guards, or a particular combination culling during which, by exploiting the Focus, within a few seconds, Garrett threw a bottle on the head of an enemy, then killed him with an arrow to another and finally slain from behind a third. I could also see a section completely devoid of stealth kills, among the luxurious rooms of the villa: Garrett had to reach a room containing a large treasure chest to steal its contents, and to do that he had to use all his athletic skills, climbing on a library library, passing on the ceiling until you reach the room with the casket, which was obviously locked.

Here I could attend to an interesting feature we should find often in the game: instead of simply break the lock, the player must first find a slit to peek inside and see how did the gear, after which will operate the mechanisms linked to align the gears properly, what allows the opening of the casket.

This demonstration definitely made me optimistic about Eidos title, more than they were previously. the game doesn't seem calibrated to the extreme difficulty of the first Thief, but the many possibilities to act in the shadows, special arrows that can be used for many different purposes and the mechanics of interacting with mechanisms are undoubtedly very interesting: might prove to be an excellent title for fans of stealth.