http://www.gamespot.com/articles/thi.../1100-6417927/Thief PC: It's not a port and gamers will love it, says producer
Eidos Montreal producer Stephane Roy also assures fans that PC version will have all the options you can imagine, but not Mantle at launch.
Originally Posted by Freyja
I've contacted the person in charge of distribution, who said some Asian countries are managed by another branch of Square Enix and that it's entirely possible that preorders are just not open in those areas of the world yet. Preorders are a big deal in the US, but they're less of a common practice in other territories.
So, as far as we can tell, it's not a permanent region block, just a matter of time before it shows up in Steam for your country.
Eidos Montreal's Thief Remake Devs Want 1080p and 60FPS for Next-Gen Consoles, but Not at Sacrifice of Physics
Since Thief is set to be the first big project from the company in 2014, the developer is aiming to boost the game with the highest resolution and frame rates possible.
Lead level designer Daniel Windfeld-Schmidt was recently in an interview with Gamingbolt where he discussed the upcoming stealth title from the company, while also revealing details about the game’s frame rates and resolution that’s intended for it.
Additionally, Windfeld-Schmidt was also asked if it was difficult to match the earlier appeal of the Thief series when the team decided to expand on the gameplay with new technology offered via next generation consoles. He stated:
“When revisiting an existing license there are always things to be aware of and treat with respect and the studio are approaching the Thief franchise in the same way we did with Deus Ex; taking a lot of time studying what made the original games so interesting and then working out what we need to do to ensure the essence of those games is intact.”
“For example the light and dark mechanics, the bow, the arrowheads and so on all have to remain – plus they’re cool to use so it’s an easy choice. We also kept the fact that you can complete Thief without knocking anyone out or killing anyone. You still have that choice; that is an essential in what makes a Thief game. It’ focus is on stealing,” he added.
“We didn’t fall into the temptation to force players to shoot anyone or to do anything in that direction. We want to make sure that stand alone experience that Thief was in the original series is still what retained in Thief.”
Thief is currently scheduled for releases on PC, PlayStation 4 & PlayStation 3, and Xbox One & Xbox 360 on February 25, 2014.
Read the full interview here:
Read the full interview here:Thief Developer Q&A: PS4, DualShock 4 Secrets Revealed
With the power of shadows at his beck and call, master thief Garrett returns to PS3 and PS4 in 2014 with a new bag of tricks. The well-loved stealth series has always empowered gamers with a broad array of in-game choices, whether it was using lethal or nonlethal tactics to drop nosy guards, or leveraging magic and technology to overcome adversity. The upcoming Thief is no exception.
In order to learn more about Thief’s stealth systems, storytelling, and PS4 benefits, we turned to Producer Stephane Roy. He shared some incredible insight into Thief’s design process, and even sheds new light on how DualShock 4 will empower PS4 thieves.
Thief on Steam
How much can the pre-alpha version be improved and 'tweaked for purists' from present state
'Thief' will receive "a lot of love" on PC, says Eidos Montreal
http://www.digitalspy.co.uk/gaming/n...-montreal.htmlGame director Nic Cantin said that while all versions of the title will offer the same features, on PC it will be "unique" due to its controls.
The Xbox One and PlayStation 4 [will be similar] because it's console, but honestly for the PC version, it's unique," he told Digital Spy.
"The control and this franchise is really a PC product, so we're going to give a lot of love to the PC version also.
"It's not true that PC and consoles are the same thing. Again, just for the control, for example. We have to make sure we really work specifically on that. That said, for the features and stuff like that, yes, it's the same game."
Cantin recently said that Xbox One's Kinect and the PS4 touch pad will be used in the game.
http://www.amd.com/us/press-releases...2013jun11.aspxSUNNYVALE, Calif. —6/11/2013
AMD (NYSE: AMD) today announced exclusive collaboration with Square Enix to optimize “THIEF™” for the Graphics Core Next architecture in select AMD Radeon™ graphics processors, as well as the x86 and graphics architectures featured in AMD A-Series APUs. Developed in conjunction with the AMD Gaming Evolved program, "THIEF" will extensively leverage the advanced capabilities of AMD Radeon™ graphics processors, including AMD Eyefinity multi-display technology for panoramic gaming, AMD CrossFire™ multi-GPU technology for supreme performance, and state-of-the-art DirectX® 11 rendering for pristine image quality.
“The 'THIEF' franchise has a storied history that we are proud to join in this latest installment,” said Matt Skynner, corporate vice president and general manager, Graphics Business Unit, AMD. “We are even more pleased to work so closely with their development team to realize the vision for these games with the incredible gaming performance of a PC powered by AMD Radeon™ graphics. And as the exclusive hardware partner for 'THIEF,' we continue to demonstrate that the best experience for gamers and developers lives at AMD with the Gaming Evolved program.”
It is confirmed Eidos Montreal is using a highly modified version of UNREAL ENGINE 3 for Thief
Thief will be available in 2014 for PC, PlayStation®4, and other next-generation consoles.
In my mind, Thief 3 was almost completely ruined by being developed multiplatform, it massively dumbed down the 3rd installment for the console users and I think I'm right in saying that a decent portion of the PC fans were quite dissapointed.
If you want a role model for Thief 4 then look no further than Thief 2, the developers of the original 2 games made a bold statement, no elements of the game were sacraficed in order to give the game a mass market appeal.
So here's my list of complaints with Thief 3 in no real particular order
- Arrow trails, bright shiney arrow trails that were left behind, the sort of thing you expect coming out the back of a sword in a manga movie, great for futuristic japanese cartoons, bad for steampunk medievil.
- Bright blue obnoxious opaque highlighting on everything, instead of the subtle transparent light grey, this was so "in your face" it's untrue.
- 3rd person view.
- Removal of rope arrows, and subsequently the sort of puzzles that required them...thats a major facepalm right there.
- Loading parts in level, the PC version had them and didn't need them, neither the originals had loading zones and Thief 2 in particular had some city sized maps, the restrictions of the consoles were brought to the PC once again. They could have at least made them a door or something like that, but they put these stupid looking blue swirly clouds all over the place, again just "in your face" obnoxious.
- Glinting loot, apparantly console players can't find loot on their own like you had to in the originals, it has to have a massive glint on it to show you what was valuable and made it easier to find in the dark.
- Easy lock picking, it looked good at first but while theres analogue movement around the circle the only sweet spots are at the N,S,E,W positions, so you just tap WASD quickly to find it and click, you could pick even the hardest locks in a second. Locks in the originals reuqired fiddling between sets of lock picks and had a minimum time delay to pick, this was great tension building if you had to be in the light to pick the lock and there was patrols about, you'd be bouncing up and down in your chair shouting "c'mooooon" at the screen afraid a guard would spot you and blow all your hard work.
- Movement was god awful, it was clearly built a 3rd person game and 1st person view was an afterthought it seems, it was awkward as your body rotated in strange ways making movement in 1st person extremely irritating.
- The back to the wall feature cheapened the game, it made you practically impossible to spot in even mildly dark areas, it was a sort of failsafe that always worked, no need to plan ahead and monitor guard routes, and time everything well, just pop out of the shadows and if a guard comes hug the wall and safe as houses, just lame.
You'll see most of these isues stem from cross platform development, the restrictions of the hardware in the console versions made for a reduction in level sizes without loading zones. The average skill in a first person environment by the average console player with a gamepad was no where close to being agile enough to control Garrett from Thief1&2 so 3rd person was added to allow you to cheat a look around corners, the wall hug was added to make hiding easy, rope arrows that required a great amount of 3D orientation were removed.
Basically the tone of the whole game for 1&2 was that you were an elite thief, the best of the best who could sneak in and steal everything and leave without a single guard being alerted, and it even spawned the idea of "ghosting" from the fans where this was a made up condition to beat the level.
I don't have problems with consoles getting their own Thief game, and I dont have problems with it being toned down in the skill section, and the graphics section in order to be viable for the platform.
Please just PLEASE, I beg you, keep that seperate from the PC version, build 2 entirely seperate games if that is what is required to keep the design for the PC to the quality of the originals, I am a massive fan of the series and Thief 2 is overall my top1 game even to this day, I love everything about the games and really want to see the quality of Thief 2 come back driven with modern technology, but fear we'll just have another Thief 3
Take a look at Yahtzees review of the series here - http://www.escapistmagazine.com/vide...e-Dark-Project He gives Thief 1 and 2 praise and slays Thief 3, I emplore you to pay attention to this feedback early in development and make the adjustments now to please both crowds, otherwise you'll destroy the franchise on the PC.
P.S While we're on the subject of consolitis can we make sure that a multiplatform developed title has proper PC screen aspect ratio support (4:3, 5:3 and 16:10) for the resolutions, proper widescreen support - that is to say widescreen is added Horizontal width and not minus vertical height (pay attention to www.widescreengaimgforum.com if you need to learn how to do it correctly), no mouse acceleration or at least let us disable mouse acceleration. A proper Field of View angle, it should be approx 90 degrees for 4:3 and 103 degrees for 16:10, again see WSGF, these are ALL typical problems with games developed for the consoles as well as the PC and can all easily be avoided.