Quote from FuryoDisplay MoreI just got the game on Steam at something like 15 bucks. I'm sorry guys, but even then it's not worth my time. I know you guys worked really hard to ship this, and I am more than well aware of the rocky dev history on the title, 6 years in the making. It would have passed as an ok game with a few good ideas back before Deus Ex and Dishonored, but this feels like an alpha build. Everywhere I look, there's the start of a good idea that never got pushed further, and was just left at a "look, I can do it too" level. So much potential with that franchise too, if only....
How to fix it:
- Revamp stealing mechanic to actually make it meaningful (consequence for each item stolen, actual economy to each item)
- Remap controls and allow throwing of items/shooting while peeking
- Scrap Splinter Cell like shadow/light stealth mechanic, implement actual visibility cones a la Dishonored
- Huge task, turn it open world. The best recipe to be found for a new Thief game is on an Assassin's Creed 2 scale (not more)
Totally agree with your first point. But I may have to disagree with your third point. It's just THE staple of the Thief franchise (it's not really a Splinter Cell mechanic in the first place). I like sneaking around from shadow to shadow. There's feels attached to that for sure.
I was thinking about open-world, but all the game needed is a more "hub-like level system" in each missions (ya know in my opinion). Linear progression isn't something that I feel fits very well the Thief universe.