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Thief 4


Helly

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Ολοι οι πιστοι μεταλλαδες και μη προσελθετε.Το πα εγω οτι μπηκε το 2013 καλα...

Thief coming to next generation consoles | SQUARE ENIX

Kαι το πρωτο screenshot ελπιζω το reinvention να μην χαλασει το feeling και το βαθος σε gameplay της σειρας.Πραγματικα αξιζε η ατμοσφαιρα ειδικα το 1 ειναι για μενα ακομα η κορυφη ολο των stealth based FPS

http://eu.square-enix.com/sites/default/files/imagecache/blogcarousel-image/image_gallery/481/909a59528df5b808b9ff8dbc998307b2.jpg

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PC News: New Thief 4 info details gameplay mechanics - CVG UK

Below is a bullet-point list of all the new details contained in Game Informer's preview, via Gaming Everything.

AI

Garrett isn't a fighter

Fighting against four or more guards in combat won't go well

Guards and other NPCs are aware of the level design, so they know where a person might try to hide

Guards understand the topography of the level and which areas could be useful for hiding

Different NPCs will look for Garrett in different ways

Gameplay mechanics

Navigation beacon shows players where to go

Dev. team wants players to explore environments as they see fit

Multiple entrances and exists in each room

Multiple options available for stealth approach

"Focus" mechanic: has many uses, including being able to aid Garrett's vision as he navigates through open levels

Focus lights up the screen and highlights pipes you can climb + candles you can put out to make the room darker

Can upgrade Focus

Doing so will give you a bigger radius of things to see

Fingerpints system: gives you hints on which drawers are best to look in

Every drawer is accessible

Can pickpocket

Use Focus while pickpocketing to slow time and swipe up to three times as many items from others

Can spend money to upgrade supplies and equipment at the end of each mission

Various artifacts are scattered throughout the game's levels

Can use these to decorate Garrett's hideout

Garrett is motivated by the thrill of stealing something that others can't take

Focus will show a number of attack points on enemies

Can select a point (like the chest) to do a quick push that will buy him more time to dash off into the shadows

Can also string together a number of points to perform a more debilitating attack

Team is trying to find a balance between making combat enjoyable and allowing players to enter combat if they want

Major mechanics are in place

Tools

Blackjack: use when sneaking up behind guards to knock them unconscious

Bow: powerful, can be used outside of combat (ex: fire at a bottle in another room to lure a guard away, trigger a switch to lock the guard inside)

Specialty Arrows: different uses; dry-ice arrow can be used to snuff flames from far away; smoke-starter arrow: cover and a distraction

Claw: grapple attaches to certain points

General

Garrett design made by game director Nicolas Cantin

Garrett's scar represents that his past has left long-lasting effects on his life

Eidos being vague about how faithful the team is remaining to the original Thief lore

Many of the series' magical elements will be toned down

"Eidos-Montreal compares game development to a high-speed train collision between art and technology."

Team was kept small and "stayed within the concept phase of development for a longer period of time."

The staff experimented with featuring a new character, making it a third-person game involving either tactical gameplay or environmental clambering (like Assassin's Creed)

"At one point in development, the game had so many third-to-first-person transitions that the constant camera shifting was making people sick."

Many experiments during first three years of development

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  • 3 weeks later...

fap mode on:jump:

Αν αυτα ειναι in game Sshots παει το μυαλο μου ακομα και για game of the year.Τρελο artistic design αν ειναι και το gameplay αναλογο του story και του immersion των 2 πρωτων im sold already...

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