![]() He is also stealthy, but he will interact with the environment to achieve his goal. The Opportunist is like the Ghost in some aspects. Achieving an Opportunist playstyle in any level is very easy, since all one has to do is put out candles and torches, disarm traps and distract guards. Missions 2, 3 and 4 all end with Garret having a face to face with the Thief-Taker General (especially mission 4 which involves a room with 5 guards actively searching for you.) it felt like your attempts at Ghosting weren't really worth the trouble, since your presence was noticed by a character in a cutscene even if it had no impact on the actual gameplay. It is clearly obvious that not every level has a Ghosting path, which influenced the difficulty of a Ghost playthrough. This is the playstyle I aimed for, but the limitations imposed on the player by some of the gameplay decisions made by the developers made playing the game as a Ghost also very frustrating. It is a playstyle based on player-made challenges from the older Thief games that one may find in the Eidos forums, and I was pleasantly surprised to see them implemented in this way on the reboot. This means that you may not alert guards with distractions, you may not put out torches, you may not disarm traps. Playing the game as a Ghost involves not interacting with the environment in any way, and leaving no trace that you were ever there (besides all the missing valuables). The challenge in a Ghost playstyle is always the same for each level: Don't get caught. The Ghost playstyle is perhaps the most challenging to perform but the most rewarding as well. ![]() It is the first mistake that the game makes as it doesn't state the rules one has to follow to achieve a specific style. The game never really explains how to aim for any of the three, and the player has to do some digging around online to learn what playstyle they are aiming for based on how they play the game. The challenge, though, doesn't come from the game itself being hard, but from limitations the player decides to impose on himself/herself by aiming to complete one of the three playstyles mentioned above. It comes with the standard three difficulty settings (let's call them normal easy and hard), as well as the possibility to customize the difficulty you want to play in. Each playstyle offers a challenge that may be completed in each of the levels, rewarding the player with extra gold if they succeed.Īlthough not as unforgiving as its predecessors when it comes to difficulty, Thief can still be a somewhat challenging game. The bow itself is mostly used to shoot rope arrows so he may climb onto rooftops, or water arrows so that he can put out torches and make sneaking about easier. The way the game plays is up to the gamer- Thief adapts to one of the three playstyles: Ghost, Opportunist and Predator. It isn't a feature that seriously affects gameplay, but it immersed me in the world and provided something new.Īs seen in the previous titles, Garret is a thief, not a murderer although he walks about with a bow and a quiver full of arrows, his trademark weapon is the Blackjack, with which he knocks guards out when he has to. Feeling around a painting to find a hidden switch, or examining a bookcase to pull one specific book and trigger a secret passage have been a first for me. It offers very good stealth gameplay as well as some features not seen in other stealth games. It follows the character Garret, a Master Thief, on several of his heists in The City. Thief is a game with a focus on stealth and stealing valuable loot. Gameplay The Good: Immersive, not entirely streamlined, relatively enjoyable and challenging. The Thief reboot is by no means trying to appeal to the Dishonored fanbase, neither was Dishonored attempting to appeal to the Thief fanbase. The reboot deviates slightly from its roots, but remains its own game. Despite all the cheap copies of successful titles that come from this, it also spawns some new and interesting titles from time to time, with their own take on the game type. This, however, is not always a bad thing. It is true that Thief was in development since 2009, but it is obvious that both Dishonored and Thief took inspiration from each other. It happened when DayZ proved that gamers were interested in the survival aspect of the Zombie Apocalypse, and it happened again when Dishonored showed how there was still a market in first person stealth games. Whenever a developer has a good idea, another batch of developers jumps on the bandwagon to profit from it. ![]() The rules, however, are slightly different in this scenario. ![]()
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