Thief‘s combat system has had its hurdles, according to developers.
When it comes to remakes, you really have to know what was wrong with the original game and how to fix it. With Thief being a next generation remake, the pressure is on even more, as not only does the game have to be done right, but it also has to set new standards for graphics and gameplay.
Technically, it could have been easy to take the idea of Assassin’s Creed, take out the killing portions, and slap a new “paint job” on it and call it a remake, considering what Thief lets you do. In this game, you face temptations along the way in treasures and valuables that you don’t need to take, upping the ante and almost inevitably getting you discovered. Then what happens?
Stephanie Roy, senior producer at Eidos Montreal, recalls with Official PlayStation Magazine how the original game didn’t work well, “I don’t know if you remember with the previous game? Let’s say I’ve been detected; it was really, really tough to survive. You know? It was unforgiving. Game over.”
Basically, if you weren’t good enough with stealth in the previous Thief games, you wouldn’t have a chance. The idea of combat wasn’t fleshed out because Garret, the original game’s main character, wasn’t a killer or a soldier. The idea that Eidos Montreal is working with is simply disabling people, not killing or fighting them.
Thief allows you to take things that aren’t yours initially, and scale walls and such, but it isn’t that game from Ubisoft. It isn’t part of your character’s identity to kill.
Stephanie Roy adds, “Don’t try to kill them, just try to push them or make sure they are disabled. Don’t finish the job, just get the f*** out. How we used to play games ten years ago and how we play games today is different. So that’s why we are supporting this new way to play.”
What do you think of the hurdles Thief has faced with its combat system? Are you excited about the game?