After nearly 10 years to reproduce the next-generation platform, latent masterpiece “Thief” development team detailing new work elements




After nearly 10 years to reproduce the next-generation platform, latent masterpiece “Thief” development team detailing new work elements
E3 PS4 SQUARE ENIX Xbox One home console game news game World Computer Games

Old for new life, this time, there has been transformed into a different look.

Responsible for the development of the Eidos Montreal studio chief level designer Daniel Windfeld Schmidt this time in the E3 game show, in addition to publicize new work, but also to the media further public works details.

To theft as the main latent game “Thief” series, since its inception in 1998, a flash is also more than a dozen years, since the 2004 launch of “Thief: Deadly Shadows” long time no exposure, finally published this year new works “Thief” and to be developed by Eidos Montreal.

Game story describes the legendary thief Garrett again one person alone in the dark deep woods, or go to sparsely populated areas to steal priceless treasures; according to Daniel detailed content that apart from the main quest, players have the opportunity to further explore the whole city stage, from the dark alleys to the roof, are likely to leave footprints. Garrett can use basic weapons, including bows and arrows, Feizhao, truncheons, etc. In addition, the ability to suspend time; this made the biggest difference with the past series, you should step into the next-generation platform that is directly selected launch PS4, Xbox One and PC versions the overall picture and physics calculations show can look forward to.


Daniel said that the new work “Thief” series maintaining the same space-time background, but for the new plot. Garrett is a bit anti-heroic personality of the protagonist, his theft behavior is not a challenge to their faith community as a whole. Meanwhile, the township made different from the previous focus on the “theft” elements, but requires a more detailed player must observe the environment, and then utilize the surrounding environmental elements, smooth progress; also because of limitation in the “theft” category, players can face different types of quests. Finally, Daniel did not forget to emphasize the works will include many players thought worthy of situational content. Regarded as a bit of a challenge values ​​work.

According to the previous step by AMD and SQEX provided during the Computex real machine introduced inside, you can get see the “Thief” emphasizes the characteristics of concealment and organs, although non-spindle murder, but according to Daniel said that it will not be used to undercut the player scoring punishment condition. Basically, this made mainly in the first person point of view, the way to change based on the content level presented in the third person point of view (eg climbing wall). This made considerable emphasis on the potential elements of a test of the player’s spot reactions and patience, and how to achieve their goals efficiently and can get out and wanted all this for the launch point worth pondering players.

Below is Daniel Windfeld Schmidt in an interview after God to a, OK! Really there “Thief” feeling.


From the previous works after nearly 10 years later “Thief” in 2014 is expected to offer PC, PS4, Xbox 360 version. Incidentally, this will continue to make the same factory “Tomb Raider”, the renewed collaboration with AMD.



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