Thief - Prerelease Review

I had to be really nice and polite on that day. I woke up without the every day morning F-word and ate healthy breakfast. I even helped an older lady to cross the street (but I'm not quite sure if she wanted to). My karma had to be perfectly good because on the evening I planned to break the seventh commandment. A lot of times.

I have to admit that I was a little affraid of the new Thief. Restarting the brand is not only re-recoursing to the origins of the story but also - and perhaps primarily - is to show what the developers have learned in all those years. And here lies the problem - in the past few years most awards went to compact, linear productions. I was worried that the archaic, demanding gameplay of Thief was in danger.

And actually - playing the new Thief on normal difficulty is insulting.  The tag on the screen showing you where to go, the minimap in menu and highlighted interactive elements are for the veterans of the series a painful slap in the face. With a chair. And better not to mention the AI of NPCs and their health bar. Especially that shade that you are hiding in that does not seem so black, but rather relatively dark.

Fortunately thanks to the available settings we can change game to pure nightmare. You can adjust not only the vigilance of guards or available resources. You can feel the sweat on your neck when you can use only special arrows (with fire, water or rope), most of the interface elements are disabled and even animals can detect you and you have to start the game all over. I just miss it when you had to find notes to draw your own map of the building - now you have a modern minimap. Not bad but might be better.

Birds - one wrong step and party is over

Don't get me wrong - I don't want to everything be the same as in the first Thief. I like new abilities like a rapid slide allowing you to jump from shadow to shadow or the hook that gives you the possibility to discover a new path to enter the building. That makes the gameplay more dynamic and exciting. On the other hand, we have a new ability - Focus - Garrett's sixth sense. For a short period of time  we can see interactive elements and, after some upgrades, we will "see" the sounds of the environment or use bullet-time. The upgraded Focus will also show you how to eliminate your opponent in the fastest and stealthiest way. But such a facilitation - yes, it is a facilitation - makes you lazy and encouraged to move forward without side quests.

Side quests are good. It is more money that we can spend on upgrades. We can buy not only new weapons but also exchange gold to Focus Points (and spend them for example on aforementioned abilities). We can also buy a bigger quiver, a more sensitive lockpick, a key to loose bars and more. Definitely a big plus for the game.

End of part 1
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