The new game in the Thief series will be released simultaneously with the adaptation

This is not telling about this herself Square Enix, A Straight Up Films – a company that is engaged in filming Thief. On the official website, filmmakers write that now there is a fifth of the development. She will be paired with a movie from Straight Up Films.

The plot of the film adaptation will become an independent history in the world Thief, So the new game, perhaps, will not turn out to be a submarine in the film, but somewhat separate.

Other details have not yet been voiced. Straight Up Films Only repeats the list of screenwriters and producers, who was first announced a year ago.

Recall that the series Thief Last time declared herself in 2014, when the restart was released. Critics met him very coolly – the average rating on Metacritic swims in the region of 67 – 70. On sale, the last game of the series, too, does not seem to be shone.

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I explain in great detail: the first 5 hours or the first two chapters – they need to survive. This is the beginning, this is the whole thing in the city. Then the locations are rapidly beginning to change. The design is excellent. Garrett himself is not a killer, but a thief. In Dishonored City Chiter which is nothing to do with. And Garrett, if they burned, then he oh how hard. Moreover, the game becomes more complicated, the farther the more. In the end, the guard is generally tough, the Garrett is one or two, and somewhere it is more and more difficult to get. The game is very atmospheric, it is a full-fledged stealth score aaa class, a solid middle peasant. I now remember how I passed after years. I can’t say anything bad, but there are minuses, but where they are not?

Communication with the film https://spins-castle.co.uk/mobile-app/ only more than firewood throws into the fire of skepticism and fears in relation to the next part.

Similarly. Although the mission in the shelter made me be nervous. And the missions in the brothel, a huge safe and bank (from DLC) were very memorable.

I got the impression that the developers did not have a vision of the game at all. Otherwise it is not to explain why they decided to take all the chips of the original series, and throw it on a landfill.

Than the original thieves were famous? Bizarre steamanic dark-faint medieval, huge open cards, non-linearity, thoughtful stealth, smart enemies, thick atmosphere and a cool heroist hero.

What did the guys from Eidos Montreal do? They took the pseudo-leading world from Dishonored (simultaneously throwing out all interesting elements from it), some kind of linear intestinal levels have stabbed it (the left-handed thief 2014 is one of the worst levets in the stealth games that I played), cut the stealth (remember the gradation of light and shadows, and the fact that walking on the tires, the fact that the tuning is tuned. Different sounds gave wood or carpet? Now forget it), they tied the enemies of the dumplings wandering along one route of five meters long. They fired the old actor of the voice acting, and Garrett himself was turned from a frowning nihiist with a pathetic.

And if you still turn off the tips, put it on the master and in the mind to keep the point that it is a thief that will not kill Garrett, and without a clear threat to life, it will not be possible to reach the emotions almost to the first part.
And clearly, those who, to facilitate all the guard from the shadow of arrows, shifted and then ran calmly with the dysonordor.

At the maximum level of complexity, the game ends if you are noticed or you cut down \/kill the enemy.

Damn, I am one of those who did not endure the first five hours 🙂
You think it’s worth trying again?
It’s just that the game on the background of “Dishonored” seemed very “sour”. Few options and opportunities, the plot was not very interested in.
Or comparing it with "Dishonored" is not correct?
Thanks in advance for the answer

In 2014, I was “killed” by the corridor and the principle “You are not khada here, you are khada – snow will fall into the head. ".

There, the developers themselves drove themselves into a corner. Dishonored does not bother so much with the "cross -country" locations, because the player has a teleport – t.e. You can add an “obvious” action trip (kill everyone and enter the main entrance), and then stuff the location with all sorts of “alternative” ways, not very thinking about their accessibility to the player-after all, there is a teleport. There is no teleport on Thief, which means all ways should be available to the thief, regardless of pumping – as a result, most locations are a “corridor” (t.e. They may not look like a corridor, but all the branches will still have to go in a certain order). The funny thing is that in their theory were alternative tools to the same “teleport”-these are gloves-kogti and a rope arrow, but they did not realize the first, and the second was simply leaked. Here is just the lack of freedom of choice of ways of entering \/movement does not make "non-steels" from the game, because things are not related.

Thanks for the answer.
Here, see how. And personally, I liked Dishonored much more because of my multivariativity, as well as rather tough (even cruel in some places) and an interesting plot.
In 2014, I was “killed” by the corridor and the principle “You are not khada here, you are khada – snow will fall into the head. ".
T.e. In “Dishonored”, having received, for example, the task of eliminating the target, you fell on an extensive location, which was connected with a series of other locations that “walk-broat” in an absolutely free flight, forgetting about the main task, and then you come across bandits, and they: they: they: they: they:
“Hey, dear, give bash to the bash – you help us, and we do your work for you. And it turns out that you do not have to go to where you were sent initially ".
It was cool.
But I played the “Thief” a little less than two hours, so my opinion about the game cannot be objective, and I do not exclude that I can be mistaken
For this, in fact, I am asking a question

Comparing with Dishonored is not correct, since Dysonown was copied from the first parts of the “thief”. Yes, and the “Thief” is stronger than the slope in Stals (a baton for stunning, a lighting sensor and shadows, two types of secretive movement, various arrows (water, stunning, suffocating, with a rope). While in Dishonorede, the action is better than Stals, but everything spoils the broken moral system.

Got it, thank you very much for the detailed answer. I am interesting to me, so I think I’ll try to play my opinion about the game again.

I can’t convince you simply because your wishes are alien to me. 🙂 I was not needed in Thief multiple ways to distract the guard, because if at the maximum level of difficulty you throw a bottle and the guard will hear how it breaks up, you lost. Because the maximum level of complexity in Thief is such conditions under which another unremarkable evening goes through for the guard, and even mice do not squeak in the corners. Yes, it would seem that such conditions can be personally put in front of yourself in the Deus Ex and in Dishonored, but, firstly (for many it will not be an argument), there is a difference between “put it” and “puts the game itself that follows it strictly”, and secondly, the atmosphere that reigned on the locations of Thief contributes to this, and there are no bright colors of the games mentioned above-there is no. And thirdly, I can be mistaken, but when you turn off all the built-in mechanic (ways to disable attention \ distraction of attention \ “teleportations”) to the level of only movement, according to my subjective (for a long time, I played) the sensations in Thief remains a little more than the capabilities of the gameplay (how Garrett interacts with the environment), and not in terms of the design of the locations (these are just less).

The outfits themselves said that they wanted to make the spiritual heir to the thief, because the Arkane team, namely, Harvey Smith (founder of Arkane) used to work in the Loking Glass gamemeraduer on the first thief. The question is whether they succeeded? No. A game about a homeless man in a skeleton mask with a teleport, crossbow and great freedom of playing the game? Yes. The game has little in common with a thief, despite the promises of developers and wishes of fans. But the game is good, just not that.

Well, Garrett is not a normal thief. He is the best thief. 🙂
But I would not say that the game has such tough timings. Yes, to some extent this is a stealth puzzle when it is necessary to determine the procedure for the action, which is held this or that moment. But most of the time it is not felt by such – you just go the way that looks optimal. Sometimes, of course, there is a serious timing, but I did not have the impression of abuse of him – I myself do not really like it when everything is too tied to it.