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Posted by : Unknown vendredi 24 janvier 2014

cornerstone of infiltration, Thief is not a trivial license. But make a comeback after many years of absence is not easy. After having impressed with the reboot of Deus Ex, Eidos Montreal is or with his stimulus chapardeuses sprees Garrett ?
Thief
The last time Thief made ​​a public appearance , the least we can say is that it has left a strange impression , the
fault of a game session focused only on the HUB of the game, the city space of tying together the missions the main quest , the few quests and refueling points Garrett . In short , nothing to write home about . It was therefore urgent Eidos offers another vision of the game, this is done with a PS4 version that has allowed us to test the first 4 chapters in the title , including an introductory prologue , which is also called with less emphasis tutorial . Learn all about the HUB Thief , you are cordially invited to read the previous overview of the game
Garrett , lonely altruistic
The mysterious Orion intends to overthrow the government in power
 Good thief a little mercenary around the edges, Garrett is therefore working to find odd jobs entrusted primarily by his comrade Basso who simply visit into town to be given new instructions and guidelines direct the player to an independent level , corresponding to a specific chapter of the campaign, quests taking place for them in town. A city plagued by a strange disease called Grisaille and holding an iron fist by a tyrannical Baron Garrett , willy-nilly , will help to reverse. These core tasks are essentially quite linear although over the progress in the history they tend to take a bit of volume and multiply devious and exploration opportunities. One aspect not to be overlooked since it is in this way that we will hand over the objects of the highest rated value and that we can then cracked his wheat various accessories ( different types of arrows or rations care) or improving skills Garret ( more discreet approach , increased concentration , visual perception footsteps etc . ) . Nevertheless, the 4 chapters traveled, exploration remains quite limited and even without a map , it is very difficult to get lost on the way and not go straight to the goal , but with nuances . For example , owning a wrench can disassemble air vents and take a cross-road where one player less handyman will only climb a wall and take the door with that include risk of fall on a bad hair care .
The city serves as a hub linking tasks but also allows refueling and quests .
Guards precisely demonstrate more convincingly that during the last presentation of IA Thief , intelligence varies a lot depending on the level of difficulty. In practice , in Normal mode, be in the shade enough to avoid trouble , unless they run on, but Master, this blindness comfort is forgotten and a soldier may well see you in the dark if you are too close and battery in its field of vision. The doors open and off chandeliers also tend to tickle and urge them to investigate. And the buggers are not deaf either, no question therefore whack an intruder within 10 meters of his cronies under penalty be quickly detected. In the same vein , know that picking locks , if missed , produces a sound that alerts nearby NPCs. Ditto if you try to blind by turning candlesticks and torches with water arrows , they will not hesitate to again.
exploring flanged
Queen Beggars offers points of improvements against some cash .
However , always based solely on these first 4 chapters, they are hardly numerous and can be found fairly easily a way to avoid using the setting to hide a few seconds and slip away . Is that the available channels are easy to spot on the edge of marked path : for it is athletic , Garret can not really climb on everything he sees . To mount a case , it must be completely clear and not too high , the arrows string used to climb only plant in specific spots and you can climb the walls with an easy grid to recognize at the correct height. The inevitable comparison with the level design and Dishonored his hero able to trudge on everything and anything therefore plays no role in the favor of that rather Thief fate map dirigisme complete with a free edge exploration . One also wonders if the game does not pay the price of development a chaotic pile when we observe certain details , such as lines and edges that seem clearly intended to serve airways but where we can not ultimately move . At this time , it is also the main criticism that can be leveled at app. A grievance that we nuance recalling that over the progression, the level design seemed to grow , offering more varied pathways for addressing locations in different approaches.
Difficulty map , the key challenge ?
Neutralize silently and out of sight is obviously advisable .
But this observation does not mean that cross Thief is a walkover or a punishment , as long as one takes the trouble to tamper options . In addition to the three basic modes of difficulty , Thief can fully configure its interface and playing conditions Conventionally , we can purge all the head-up display (navigation, stealth gauge indicators, threats, and viewfinder others) but also remove visual like the lock picking indicators , which forced to rely on sounds (or vibrations on console) to pull it off , remembering that failure produces a sound betraying the presence of Garret . The famous fashion Concentration whereby the player can detect enemies, interactive areas or slow down time can be disabled , backups are strictly confined to chapters without quicksaves or checkpoints , options to allow the mission to defeat any detection by care , increase the price of items , accessories used to curb and it is even possible to ban neutralization or activate a permadeath . After a small trial in Hardcore mode, the increase takes away few degrees challenge and willingly admits that despite everything that has been said, is fun to evolve in the game Eidos Montreal with the most advanced levels can still surprise us .

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