![]() Each chapter ends with statistics on how you played. Of course, the best way to win a fight in Thief is to avoid it entirely or strike from the shadows. Garrett is fragile, and he can die easily in a few hits, but it’s still a step up from the awkward combat of the original series. He can now quickly dodge sword blows and smack guards around with his trusty blackjack until an onscreen prompt triggers a cinematic knockout. While Garrett hasn’t turned into a killing machine like Corvo, Ezio, or Agent 47 - the game is called Thief, not Assassin - he does have a few new tricks when it comes to surviving a fight. Going toe-to-toe with guards who spotted you usually ended in a quick and frustrating death. ![]() In previous games, takedowns could only happen when NPCs were completely unaware of your existence. Many of them are optional (see below) and players who don’t use them can still complete the game.Ĭombat has also undergone some tweaking. None of these upgrades are truly egregious, but they don’t feel necessary either. Other somewhat controversial changes for Thief purists include waypoint markers, Life and Focus meters that need consumables to refill, and an upgrade system that trades gold earned on jobs for things like increased bow damage, increased ammo capacity, or reduced falling damage. Although some will find this ability useful, others will see it as hand-holding. It can also slow down time, giving Garrett more seconds to pick a lock or take down a guard during combat. This allows Garrett to see interactive objects in the environment, along with non-playable characters and valuables. The most controversial addition to the series is probably the new Focus ability. ![]() A thief with a personal no-killing-unless-absolutely-necessary policy should be good at running away. While free running is just one of the many modern features Eidos Montreal has added to the reboot, it’s probably the best addition of the bunch and fits well with Garrett’s personality. By holding down the left trigger, he can now gracefully vault over walls, leap across rooftops, climb ropes, and sprint down darkened streets. ![]() Garrett is 10 years older, but time has only made the Master Thief quicker and more agile. Garrett’s modern-day makeover isn’t all bad It makes you want to open every drawer and every cabinet, to enter and explore every room, even if it means risking getting caught because dammit you want that silver cup that’s worth five gold! But with the familiar gameplay comes a host of changes as Eidos Montreal drags Garrett and The City like an unconscious guard into the modern-day stealth genre. It’s still a game that encourages you to explore every nook and cranny for hidden levers, traps, or secret passages. Sound is still important for both avoiding detection and overhearing juicy bits of information about The City, the industrialized medieval setting for Garrett’s misadventures. Pitch black means you’re well-concealed, while bright white spells trouble. You still spend most of your time in the shadows, using a “light gem” on your heads-up display to determine just how well hidden you are. Spending time with him was like visiting an old friend.Īt its core, the reboot retains many elements from the original Thief franchise. Slipping into Garrett’s leather boots felt so familiar. As I guided Garrett around the room, opening every drawer and cabinet, snatching up anything that glinted before beating a hasty retreat out the window, I felt the warm glow of nostalgia. The game begins in the bedroom of his latest victim, a passed out drunkard. Like its predecessors, Thief tells the tale of Garrett, a loner who makes his living by robbing from others. Image Credit: Eidos Montreal What you’ll like
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