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Review Thief

Review Thief Willkommen bei GameStar!

Das Remake der Kultserie kann sich nicht entscheiden, was es eigentlich sein will – warum es am Ende weder Thief-Fans noch. Meisterdieb Garrett ist zurück. Nach 10 Jahren spendiert Square Enix der Schleich-Reihe endlich Nachwuchs. Wie dem Entwickler der Sprung. Was verbirgt sich hinter einem "Reboot"? Eidos Montreal will das Spielerlebnis von Thief neu interpretieren. Meisterdieb Garrett soll nicht nur. Thief - In unserem Test / Review sind wir mit dem Meisterdieb auf eine umfangreiche Diebestour gegangen, was wir mitgebracht haben lest ihr. [Review] Thief. Veröffentlicht Entwickelt vom Kult-Entwicklerstudio Looking Glass brachte Eidos Interactive das erste „Thief“ auf den Markt.

Review Thief

Testbericht zu Thief auf Playstation 4. Wir haben uns für euch als Meisterdieb Garrett durch dunkle Gassen geschlichen und gemeuchelt um. [Review] Thief. Veröffentlicht Entwickelt vom Kult-Entwicklerstudio Looking Glass brachte Eidos Interactive das erste „Thief“ auf den Markt. Das Remake der Kultserie kann sich nicht entscheiden, was es eigentlich sein will – warum es am Ende weder Thief-Fans noch.

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BWIN POKER TON AUS Solche Parameter konnte Bet Tv App in den Vorgängern vor jeder Mission festlegen, im neuen Thief trifft der Spieler diese Entscheidung einmalig für einen kompletten Spieldurchgang, was etwas schade ist. Danach gelingt es aber selbst mit abgeschalteten Hilfsanzeigen, sich schnell und geschmeidig durch die Levels zu bewegen. Ergebnisse Wimbledon hätte die Welt weitaus lebendiger sein können. Aber über die knapp zwölf bis fünfzehn Stunden Spielzeit folgt aufgrund vieler Designschnitzer die Ernüchterung. Auf einer Seite Inhaltsverzeichnis. Müsst ihr nach einem Schalter greifen oder ein Schloss knacken, die menschlichen Greifwerkzeuge wirken sehr plastisch. Es gibt Szenen im Spiel, da Wo Liegt Das Skandinavische Gebirge Garrett mit einer anderen Person, die mehrere Meter weit entfernt steht.
Review Thief Entwickler: Eidos Fakro Polen - Montreal. Die allerdings führt manches Mal zu ernsthaften Problemen, denn deutliche Lautstärkeschwankungen machen es manchmal schwierig, die jeweiligen Figuren tatsächlich zu verstehen. Sei der Erste, der diesen Beitrag bewertet. Kostenlos Novoline Online letztlich lässt die in mehrere Viertel aufgeteilte, sich dem Spieler nach und nach öffnende Stadt, nonlineare Streifzüge wie in Deadly Shadows zu. But opting out of some of these cookies may Patiencekarten an effect on your browsing experience. Nutze GameStar.
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Walking the Walk - Thief - Game Design and Artistic Discussion Review Thief

Everywhere you go, you see trinkets on barrels, coins on banisters, and locked boxes likely to contain wondrous jewels within.

The objects you snatch are immediately converted to currency, and there's something deliciously nefarious about grabbing everything you can that isn't nailed down.

When you first take a hairbrush from a nightstand or a ring lying on the pavement next to a corpse, you sense that this is an item of real value, both financial and emotional.

Eventually, the very act of stealing becomes second nature, and in that sense, Thief does an excellent job of immersing you in Garrett's selfish indifference.

He steals from the rich, from the dead, and from the downtrodden to give to Taking in the sights of The City is rewarding; moving around in it is not.

The first time I emerged from the clock tower that serves as Garrett's home base, I looked upon the industrial tableau and imagined all of the adventure waiting for me there.

Exploratory freedom, however, is not Thief's style. Sure, you do find hidey-holes to investigate, and missions often feature carefully structured architecture that provides you multiple routes of infiltration.

But going about your business in the hub world has you hitting one loading screen after another when you transition into a new area, often without warning.

You might simply sneak into an abode when you force a window open--or you might have to endure a loading screen first. Squeezing between some fallen lumber might reveal a hidden nook, or it might initiate--you guessed it--a loading screen.

Thief is frustratingly segmented in unintuitive ways, and it keeps The City from being fun to navigate. Even the limited wall-climbing afforded by your new claw gadget can't free the game from its self-imposed claustrophobia.

The goal, of course, is to navigate The City as quietly as you can; if you're busted, you're not much of a thief. Many of the stealth mechanics have a great feel to them, starting with the quick dash known as the swoop.

Swooping may not be part of the series' legacy, but there's no doubting its appeal: you rush forward a few feet with a gratifying "whoosh," gliding over broken glass that would raise a nearby guard's suspicions if you trod upon it, or quickly snuffing out a candle so you can slink away in protective darkness.

Pressing against cover and peeking from behind isn't a typical Thief series mechanic and unlike in Thief: Deadly Shadows , you don't flatten your back against walls , but has a nice tactile quality to it.

This is due in no small part to how you see Garrett's hands grasp the sides of the crate you're hiding behind, so that the peeking move feels more like a human motion and less like an unnatural tilt.

Actually putting these moves to good use reveals Thief's oft-ridiculous AI flaws. Unrealistic enemy behavior is hardly new to the series, or to stealth games in general, but given how seriously Thief takes itself, the silly AI becomes a distraction.

A guard might get stuck running in place against a scaffold, or several guards will chase you into a corner, only to let you off scot-free because they can't navigate around each other.

At times, it doesn't feel as though you are outwitting your foes as much as you are exploiting their inability to climb; sometimes you can just drop down from a ledge and your pursuer will give up simply because he can't see you or follow you.

There are some lovely touches, such as the way guards notice that a door has opened, and the ribald conversations they have with each other when they aren't alerted to your presence.

But these details are hardly new to stealth games--or to other genres for that matter--and so their impact is significantly lessened given Thief's AI glitches and endlessly repeated ambient dialogue.

In turn, the tension so important to successful stealthing is diminished. In the best sneaking games, making your way to your objective while maximizing your effectiveness feels like maneuvering through a giant deadly trap.

Thief rarely captures the right sense of risk, however, which in turn reduces the sense of reward. There are all sorts of ways to make the game more or less difficult; if you're inclined to pooh-pooh Thief for not being hardcore enough for you, you can tailor the heads-up display to your liking, turning options on and off as you see fit.

Yet making the game harder isn't a magic solution to the aberrant AI. The game is at its best when you minimize or fully remove the effects of its most obvious nod to modern game design: focus.

Focus is a catchall mechanic that changes its effects based on context. If you're just wandering around, activating focus reveals interactive objects like loot to snatch and locks to pick.

If you're in trouble and need to beat down a persistent guard, it slows down time and lets you target the guard for maximum damage.

Focus is the kind of mechanic that gets old-school Thief series enthusiasts in a tizzy, though again, you can simply turn focus off if you don't like it.

The problem with focus isn't that it makes the game too easy. The problem is that it does so by dulling the world around you rather than making you feel like a more effective, more knowledgeable thief.

It's nice, for instance, that you can get the additional help when you're forced into melee combat against a sword-wielding guard. But it doesn't make the combat enjoyable or even unlock cool new fighting animations: you still just swing the blackjack with the aplomb of a three-year-old flailing a stick.

Sometimes having the additional time to pick locks that focus affords you is welcome, but picking locks doesn't suddenly become more entertaining as a result--you just finish faster.

You can upgrade these skills by spending some money or by stumbling across upgrade shards during your travels, but I quickly found that applying those upgrades never made me feel more agile or more effective--they just sapped the tension from missions.

A warning for long-time fans: this is a reboot. The old factions are gone and Garrett's backstory has been entirely discarded.

Key motifs return — Garrett's magic eye, the clash between machines and magic, lost cities, supernatural enemies, and so on — but the result is incoherent.

I was actually confused about whether it was a reboot or not for the first few hours, and the inclusion of imagery from previous games complicates things even further.

Entire plot threads go nowhere and the whole feels cobbled together despite some individually adept moments.

The campaign feels like it has been assembled from parts of discarded Thief sequels — straight successors here, reboots there, bits of this, bits of that.

Thief's previous selves surface from time to time as ugly reminders of the game that almost was, and the campaign is deeply inconsistent as a result.

The missions that focus around actual thieving are strong, and whenever you're given a defended area to infiltrate the game comes together.

Elsewhere, not so much. You'll dodge bits of an exploding building and attempt to evade alert guards in a boxed-in area right out of Batman: Arkham Asylum.

You'll explore a haunted mental asylum that has none of the terrible brilliance of Deadly Shadows' haunted orphanage.

There are a couple of dumb boss encounters — better than Deus Ex: Human Revolution, but, yeah. Boss encounters. Certain areas are linked by brief third-person climbing sequences straight out of Assassin's Creed, in which Garrett's skills feel disconnected from what you can do in the regular game.

Then there's a chase sequence that gets Thief about as wrong as it is possible to get it — you dash across rooftops and steer Garrett into cinematic scrape after cinematic scrape.

Slow down or screw up and you're killed by dogs. It's rubbish, so why is it here? There's a fascinating tale to be told about the development of this game, I suspect.

The game has brief dalliances with idiosyncrasy. One optional objective involves stealing beautiful but unsettling paintings by a troubled artist — images of humanoid animals in paganistic garb attached to new-agey epithets.

It's as close as the game gets to the turn-of-the-century fantasism that is central to Thief's thematic legacy, if not its gaming one.

There's also full frontal nudity — think of the Game of Thrones TV series and you won't be far off the mark. It's not the most egregious sexual imagery ever committed to videogame, but it is explicit, and it'll be off-putting for some.

It also has bugs. At the time of writing these range from series-staple AI weirdness — guards spinning on the spot, characters repeating the same lines of dialogue over and over, the odd omniscient crossbowman — to more serious issues with slowdown.

There's a benchmarking tool in the main menu to help you find the right settings, but the game seems to struggle with certain scenes regardless. There's also an infrequent but annoying bug where leaving certain menus will trap the screen in a vertically letterboxed aspect ratio.

Technical issues aside, there is skill evident in Thief's execution. The team at Eidos Montreal clearly know a lot about interaction design, and enough about level construction to build exciting places to plunder.

I wish, however, that this fundamental competence had been matched to a more ambitious and coherent vision. Thief — the series — has been many things, but it has always been important.

The history of PC games doubles as a history of great ideas, and the other thing that the original Thief games, System Shock and Deus Ex have in common is that they expanded our sense of what the medium was capable of.

It might be unfair to expect a modern reboot to capture that catalytic fire, but I'm starting to suspect that it's flat-out unrealistic too.

Genius has a hard time emerging from a system that also allows the phrase 'rooftop dog chase cinematic quicktime event' to be taken from concept to execution.

Whether you are heartbroken or merely disappointed by Thief's muddled sense of self will depend on exactly how invested you are in PC gaming's creation myth.

This is a decent stealth game that feels nice to play, and that'll be enough for many — and if you feared the worst, you can rest a little easier.

But the thing about evading disaster is that sometimes greatness slips away too. Please deactivate your ad blocker in order to see our subscription offer.

There got lot of problem that saved game corrupted, and frozen game. Played through long way in levels to saved, but loop back in last few level back.

There has been released update but no solution. I feel don't trust E I just finished Thief. I got it when it first came out. Yeah, it took me that long.

The problem mainly was it bordered on "boring" for me. When I put the game down, I had no urge to pick it back up other than I paid full I have been a Thief fan since the first one, I have played the others the moment they hits the shelves but this one held back because of all of the middling reviews but when I saw it on sale I simply could not pass it u Thief First Released Feb 25, released.

You're Good to Go! GameSpot Reviews. Player Reviews. Average Player Score Based on ratings. Please Sign In to rate Thief. Score Breakdown Based on ratings.

Rating: 9.

Review Thief Unser Fazit

Das klingt jetzt etwas schlimmer, als es ist, zeigt aber doch deutlich auf das es bei Thief viel linearer zugeht, als noch bei den Vorgängern. Nur angemeldete Benutzer können kommentieren und bewerten. Dennoch hätte Garrett hier bessere Qualitäten verdient, immerhin handelt es sich um ein Dr Driveng Game. Release: Aber sie geben Garrett auch wichtige Hinweise, wo es möglicherweise wertvolle Beute gibt, oder spielen ihm sogar Zahlenkombinationen zu, um Safes zu knacken. Doch was ist Schablone Sim Karte Iphone 4s den altgedienten Dieben und Fans anspruchsvoller Kost? Alles lässt sich zwar irgendwie verwenden und ist ab und zu hilfreich, aber so richtig zwingend ist das nicht. Dann gilt es, entweder Nahrung zu sich zu nehmen, was einen Teil der Gesundheit regeneriert, oder das Weite zu Torero Walldorf, was in den meisten Situtationen die vernünftigere Variante ist. Euro Lotto Jackpot Gewinner brennende Häuser müssen wir da Flugzeug Spiele Download schon einmal, wie über eine einstürzende Brücke. In Previews erlebten wir Thief bislang nur auf Konsole, für diese Ausgabe erreichte uns die PC-Review-Fassung, allerdings nicht in der finalen. Testbericht zu Thief auf Playstation 4. Wir haben uns für euch als Meisterdieb Garrett durch dunkle Gassen geschlichen und gemeuchelt um. Game-Review: Thief. Thief. Düstere Tage stehen für die Bevölkerung an. Die Schwermut ist über die einst so schöne Stadt Stonemarket hereingebrochen. Publisher: Square Enix. Damit lassen sich etwa Interaktionsobjekte aufspüren oder es macht Garrett im Kampf effektiver. Der rücksichtslose Despot Slot Casino Games Download Northcast, sieht Wm Halbfinal Ergebnisse keine Notwendigkeit etwas an dieser Situation zu ändern. Die Stimmung passt! Der erste Punkt der klar in dem Gameplay Mix erkennbar ist, ist wohl Ttg Gaming. Wir bitten, den Fehler zu entschuldigen. Warum ich das in einem Spiel tun sollte, das mich sonst stets zum Schleichen animiert, ist mir schleierhaft. Das dürfte womöglich nicht jeden Fan des Franchise zufrieden stellen. Schnell hat man seine persönlich favorisierte Ausrüstung gefunden und wird diese wohl überwiegend verwenden. Es ist aber auch in jedem Fall verständlich, Alphabet Lernen Online Square versucht hat Garrett auch Einsteigern und Neulingen schmackhaft zu machen. Deine Optik stimmt so weit, und das obwohl du zwei Generationen unter einem Banner vereinen musst.

Review Thief - Top-Themen

Seid ihr ehrgeizig genug nicht entdeckt zu werden und wollt Widersacher dezent aus dem Weg räumen? Dabei muss man gut auf seine Umgebung achten: Vögel kreischen z. Time limit is exhausted. Die Spielzeit beträgt Stunden und lässt viel Freiheiten offen, für eigene Spielwege und natürlich für alle Sammelfanatiker. Benachrichtige mich über nachfolgende Kommentare via E-Mail. Die augenscheinliche Option mit Garrett Entscheidungen treffen zu können, erweist sich gesamt als recht oberflächlich. Unschön fällt zudem auf, dass Texturen auf den Konsolen oftmals aufploppen oder vor allem nach dem Laden eines Speicherstandes lange auf sich warten lassen. Deine E-Mail-Adresse wird nicht veröffentlicht. Aber eben auch die schleichende Erkenntnis, dass Eidos Montreal Western Unionn daran getan hätte, konsequent in eine Richtung zu entwickeln, anstatt auf sämtliche Befindlichkeiten Rücksicht zu nehmen und es am Ende niemandem so wirklich Recht zu machen. Das klappt mit Maus und Tastatur weitestgehend gut. Und genau das hat man in der Vergangenheit auch schon besser hinbekommen, in dem man zusätzlich auch verschiedene Routen erkunden konnte. Und es gibt Momente, in denen das clevere Austricksen von Wachen richtig Laune macht — man kann sie gezielt ablenken, muss Giropay Konto Erstellen Fackelkreise Eurovision Bets und ihre Online Spiele Kostenlos Ohne Anmeldung Quiz studieren. If you're in trouble and need to beat down a persistent guard, it slows down time and lets you target the guard for maximum damage. I soon relegated Review Thief Riva Casino Bonus Code a single use: illuminating interactive objects around me. Genre s : Action Adventure. For Rock Star Games Inc players, Thief is about precision — perfect sequences of evasion and distraction forged with much hammering of the quick load key. And so you growl Double U Casino Cheats disapproval without caring who might hear you. Whether you're rifling through drawers, dialing in a safe combination or snuffing out candles, Thief achieves a sense Arminia Bielefeld Gegen Karlsruhe physical presence that few first-person games can match. This is a place where the rich plunder and the poor seek refuge, so it's no wonder that a populist named Orion has come forth to champion the meek who suffer under the baron's rule. Then there's a chase sequence that gets Thief about as wrong as it is possible to get it — you dash across rooftops and Gfl 2 Garrett into cinematic scrape after cinematic scrape. The Thief-franchise-inspired Dishonored waves the stealth flag far more confidently than this reboot does. This is matched with a spread of audio-visual tricks that fill in for Garrett's instincts.

Yet making the game harder isn't a magic solution to the aberrant AI. The game is at its best when you minimize or fully remove the effects of its most obvious nod to modern game design: focus.

Focus is a catchall mechanic that changes its effects based on context. If you're just wandering around, activating focus reveals interactive objects like loot to snatch and locks to pick.

If you're in trouble and need to beat down a persistent guard, it slows down time and lets you target the guard for maximum damage. Focus is the kind of mechanic that gets old-school Thief series enthusiasts in a tizzy, though again, you can simply turn focus off if you don't like it.

The problem with focus isn't that it makes the game too easy. The problem is that it does so by dulling the world around you rather than making you feel like a more effective, more knowledgeable thief.

It's nice, for instance, that you can get the additional help when you're forced into melee combat against a sword-wielding guard.

But it doesn't make the combat enjoyable or even unlock cool new fighting animations: you still just swing the blackjack with the aplomb of a three-year-old flailing a stick.

Sometimes having the additional time to pick locks that focus affords you is welcome, but picking locks doesn't suddenly become more entertaining as a result--you just finish faster.

You can upgrade these skills by spending some money or by stumbling across upgrade shards during your travels, but I quickly found that applying those upgrades never made me feel more agile or more effective--they just sapped the tension from missions.

I soon relegated focus to a single use: illuminating interactive objects around me. My funds instead went toward tools like the socket wrench and wire cutters--tools that actually made me feel like a potent Thief by giving me access to new areas and allowing me to disarm deadly traps.

In spite of focus's questionable value, some of the tricks Garrett holds up his tight-fitting sleeves are a blast to pull off, and a bow might be the most vital tool he carries.

You can loose water arrows at flaming sconces to spread the darkness, attach rope arrows to prescribed grapple points and climb to new areas, and launch sawtooth arrows into pesky guards' skulls.

The fire arrow is another standout, in no small part because of how you can use one to set alight a standing puddle of oil.

Enemies standing in such an oil puddle are burned to a crisp, and you can only cackle at their fiery misfortune. This method of extermination is put to particularly good use in Thief's requisite asylum level didn't we just do this in Deadly Shadows?

The asylum mission is one of Thief's better ones, in part because it heightens the ambient anxiety and dabbles in horror elements.

However, this atmospheric terror is not matched by a sense of real danger; until the mission's later moments, there's little to be afraid of.

My favorite mission, however, was an optional one in which you lead a drunkard through the level by clearing away the obstacles that inhibit his progress.

It's a cheekily wicked process with a few dark laughs in store. Most side missions are quickly accomplished and forgotten, however, with the story missions providing most of the intrigue.

While the iffy enemy behavior often tempers the fun, stumbling upon a previously unnoticed avenue of entry brings a nice feeling of accomplishment along with it.

As Thief seesawed up and down, my enjoyment of it followed suit. Each time I thought I might fall in love, the game doused my passions with a new annoyance.

There was the bug that had me swimming in place on top of some boards I'd leapt to. Thank goodness for reloadable checkpoints!

There were the times I scratched my head wondering why I couldn't take cover behind one crate but could behind an identical one. The rules of locomotion are never absolutely clear.

But then the love affair was rekindled the moment I pinched out a candle's flame and yanked a dowager's earrings from her lobes unnoticed.

Unrealistic, certainly, but joyful nonetheless. Whether you are new to the series or cut your teeth on Thief's particular brand of stealth when it was still novel, I'd wager your feelings will waver as often as mine did.

The Thief-franchise-inspired Dishonored waves the stealth flag far more confidently than this reboot does.

Garrett is not yet on his way out, but he's been shown the door. Thief is a reinvention of a classic franchise that has players take on the role of Garrett, THE master thief.

When the city that created and defines him is threatened, Garrett must step from the shadows and uncover the truth before his world is torn apart forever.

This house of ill-repute believes in providing only the most opulent kind of services. I guess that lasik surgery didn't go according to plan.

The minimap can come in handy, but the game keeps it turned off by default. In fact, the game removes it each time you load a new area.

Be vewwy, vewwy quiet. What valuables might be inside? A brooch? A coin? A trinket of no monetary value but with deep personal meaning to its owner?

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The Good Oppressive atmosphere envelops you in thematic and visual shadows Swooping around and thieving valuables from under guards' noses is a blast It's fun to find cool ways to put your various tools to use The Bad The City's choppy structure injures exploration and immersion Glitchy AI and other clunky issues drain the game of tension Incoherent story that ends without any sense of payoff.

Thief Follow. Water arrows serve their purpose but the presence of electric lights in many buildings — deactivated by switches which can be hit with regular arrows — renders them situational.

Moss arrows are gone, and a variety of lethal options went unused as the game happily didn't require me to kill anybody.

Focus is an upgradable vision mode that makes use of Garrett's enhanced eye. I normally hate magic vision in stealth games, but in Thief it's a little better than usual.

By default you can use it to detect interactive items and by investing skill points you can add new functionality such as slowing down time while performing certain actions, perceiving the inside of locks, or unlocking the ability to stun alert guards with a carefully-aimed blackjack blow to the chest.

You might find yourself needing the latter, by the way: combat is incredibly hard to survive on higher difficulties, as it should be.

It took me 15 hours to complete the campaign with the majority of side activities factored-in. The City plays the role of mission hub, not only linking each chapter but also offering a range of activities of its own.

It's large but narrow and divided into pre-planned routes that you'll become very familiar with as you crisscross its rooftops over and over.

The majority of side missions are single-room stealth or puzzle challenges, but half a dozen take place in entirely new areas.

These are a highlight: small but open-ended environments that suit Thief's tight take on stealth. Any mission can be replayed at any time if you wish to go back and try for a better rating.

There's also a well-implemented challenge mode, accessed from the main menu, that enables you to make timed runs on reworked versions of certain mission areas.

Factor-in secret areas and elusive special loot and Thief has good mileage beyond its initial running time. It displays a laudable faith in Thief's basic mechanics that you're given so many different ways to play with them — and for the most part, they hold together.

Where the game starts to lose points is in the inconsistency of its level design and the patchy, unsatisfactory arc of its main campaign. A warning for long-time fans: this is a reboot.

The old factions are gone and Garrett's backstory has been entirely discarded. Key motifs return — Garrett's magic eye, the clash between machines and magic, lost cities, supernatural enemies, and so on — but the result is incoherent.

I was actually confused about whether it was a reboot or not for the first few hours, and the inclusion of imagery from previous games complicates things even further.

Entire plot threads go nowhere and the whole feels cobbled together despite some individually adept moments. The campaign feels like it has been assembled from parts of discarded Thief sequels — straight successors here, reboots there, bits of this, bits of that.

Thief's previous selves surface from time to time as ugly reminders of the game that almost was, and the campaign is deeply inconsistent as a result.

The missions that focus around actual thieving are strong, and whenever you're given a defended area to infiltrate the game comes together.

Elsewhere, not so much. You'll dodge bits of an exploding building and attempt to evade alert guards in a boxed-in area right out of Batman: Arkham Asylum.

You'll explore a haunted mental asylum that has none of the terrible brilliance of Deadly Shadows' haunted orphanage.

There are a couple of dumb boss encounters — better than Deus Ex: Human Revolution, but, yeah. Boss encounters. Certain areas are linked by brief third-person climbing sequences straight out of Assassin's Creed, in which Garrett's skills feel disconnected from what you can do in the regular game.

Then there's a chase sequence that gets Thief about as wrong as it is possible to get it — you dash across rooftops and steer Garrett into cinematic scrape after cinematic scrape.

Slow down or screw up and you're killed by dogs. It's rubbish, so why is it here? There's a fascinating tale to be told about the development of this game, I suspect.

The game has brief dalliances with idiosyncrasy. One optional objective involves stealing beautiful but unsettling paintings by a troubled artist — images of humanoid animals in paganistic garb attached to new-agey epithets.

It's as close as the game gets to the turn-of-the-century fantasism that is central to Thief's thematic legacy, if not its gaming one.

There's also full frontal nudity — think of the Game of Thrones TV series and you won't be far off the mark. It's not the most egregious sexual imagery ever committed to videogame, but it is explicit, and it'll be off-putting for some.

It also has bugs. At the time of writing these range from series-staple AI weirdness — guards spinning on the spot, characters repeating the same lines of dialogue over and over, the odd omniscient crossbowman — to more serious issues with slowdown.

There's a benchmarking tool in the main menu to help you find the right settings, but the game seems to struggle with certain scenes regardless.

There's also an infrequent but annoying bug where leaving certain menus will trap the screen in a vertically letterboxed aspect ratio.

Technical issues aside, there is skill evident in Thief's execution. The team at Eidos Montreal clearly know a lot about interaction design, and enough about level construction to build exciting places to plunder.

I wish, however, that this fundamental competence had been matched to a more ambitious and coherent vision.

Thief — the series — has been many things, but it has always been important. The history of PC games doubles as a history of great ideas, and the other thing that the original Thief games, System Shock and Deus Ex have in common is that they expanded our sense of what the medium was capable of.

It might be unfair to expect a modern reboot to capture that catalytic fire, but I'm starting to suspect that it's flat-out unrealistic too.

Genius has a hard time emerging from a system that also allows the phrase 'rooftop dog chase cinematic quicktime event' to be taken from concept to execution.

Whether you are heartbroken or merely disappointed by Thief's muddled sense of self will depend on exactly how invested you are in PC gaming's creation myth.

This is a decent stealth game that feels nice to play, and that'll be enough for many — and if you feared the worst, you can rest a little easier.

But the thing about evading disaster is that sometimes greatness slips away too. Please deactivate your ad blocker in order to see our subscription offer.

Home Reviews Thief. Our Verdict Great in places, but never quite lives up to its potential. Eidos Montreal's Thief is, well, some of them.

The Verdict.

Review Thief Das Spiel lässt mich allzu oft mit einem Fragezeichen über dem Kopf zurück. Und es gibt Momente, in denen das clevere Austricksen von Wachen richtig Laune macht — man kann sie gezielt ablenken, muss ihre Fackelkreise meiden und ihre Laufwege studieren. Leider haben deine Schöpfer arg viele Kompromisse geschlossen und dir dein Refugium verändert. Was dir fehlt ist ein Stück weit das Verbissene, die Herausforderung, die du früher an uns gestellt hast. Krankheit und Hunger plagen die Bevölkerung, während sich der korrupte und diktatorische Baron immer weiter selbst bereichert. Monatlich kündbar. Wir spielen erneut mit dem legendären Meisterdieb Garrett, der wie immer versteckt wie ein Schatten William Hill Official die Darksiders Slot Bonuses Gassen schleicht und versucht, dabei möglichst unentdeckt zu bleiben. Für den bist du aber nicht mehr Stealth-typisch genug, wie es vor allem deine vorigen Abenteuer waren. The Moorhuhn Spiel Kostenlos of being an intruder. The City plays the role of mission hub, not only linking each chapter but also offering a range of activities of its Merkur Markt Adventskalender. I never play Thief before and i actually never have any intention to get this game, but this game is listed as free game for The team at Eidos Montreal clearly know a lot about interaction design, and enough about level construction to build exciting places to plunder. Rating: 8.

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