- Aug 14, 2000
- 22,709
- 3,003
- 126
Introduction
I picked up Thief 4 for cheap (base game, no DLC) and recently finished it after 31 hours of gameplay. I played all side missions and attempted to find all loot and secrets, though I didnt replay any levels. I also played Predator style except where non-stealth resulted in mission failure.
Positive
From an aesthetic standpoint I enjoyed the beautiful graphics, art direction, and the meticulous attention to detail in levels. My favorite levels were Northcrest Manor and The Keeper Ruins. Also the Asylum was very reminiscent of Shalebridge Cradle.
I'm a fan of the game's hub system which lets you explore the city freely, like the third. The city areas are much more substantial, as are the side quests. It's also good that missions (main, side, client) have additional objectives (e.g. knock out X opponents, stay undetected, etc.), but these are generally optional.
Exploration is always encouraged to get loot and unlike most games, the economy doesnt collapse at the end, so finding loot is always worthwhile. I didn't have anywhere near enough gold to buy everything on the first play through, but the game has freeplay when it ends, so you can replay any mission to get more loot and continue upgrading your character.
I liked using the eye ("sense") to find the lines for traps and electronic locks, and for finding suitable surfaces for rope arrows. Speaking of which, many people complained about rope arrows only working on roped wooden surfaces (think Tomb Raider 2013), but I actually used them far more than the first two games, so this implementation worked for me.
I used takedowns extensively and I particularly enjoyed aerial take downs, Riddick style. Also if you score an exceptional headshot (e.g. right through the eye socket) you get Fallout/VATS style slow-motion where you see the arrow spinning through the air before it impacts.
Improvements
I didnt find the bow to be as satisfying as the first three games (the third was best). I think part of the reason is that arrows fly straight and not parabolic. Also the aiming reticle is small and gets even smaller as you line up the shot, so this obscures the head area for distant targets. This is especially an issue for helmeted opponents which wont one-shot die if you dont hit flesh. I also found the arrow capacity is quite stingy even when upgraded, and there isnt a good supply of arrows in the environment if youre spending money on character upgrades.
Backtracking in the city hub was sometimes needless and wasnt always obvious which was the fastest path, or if side missions were available. They shouldve implemented fast travel to the safe zones, or at least a pop up in your journal when side jobs are available, and where. Also the windows that transition city hub areas shouldve been more obvious by glowing a non-blue color.
On occasion you had to climb surfaces (e.g. pipes, ledges, etc.) in third person Tomb Raider style. I felt this was out of place and wouldve been better off staying in first person.
And finally, the end cut-scene: I get they were setting things up for sequels, but it was far too short after investing 31 hours in the game. They shouldve added something with the Thief Taker General pledging revenge (or his successor taking over, if you killed him), and also something with the Baron.
Conclusion
I enjoyed this as much as the first two games, though I think the third is the best. It actually seems more like a distant sequel rather than a reboot given I got the feeling the new Garrett is actually a descendant of the original. The game also dropped repeated hints that Keepers, Builders, and Pagans are part of a by-gone era (old gods).
I picked up Thief 4 for cheap (base game, no DLC) and recently finished it after 31 hours of gameplay. I played all side missions and attempted to find all loot and secrets, though I didnt replay any levels. I also played Predator style except where non-stealth resulted in mission failure.
Positive
From an aesthetic standpoint I enjoyed the beautiful graphics, art direction, and the meticulous attention to detail in levels. My favorite levels were Northcrest Manor and The Keeper Ruins. Also the Asylum was very reminiscent of Shalebridge Cradle.
I'm a fan of the game's hub system which lets you explore the city freely, like the third. The city areas are much more substantial, as are the side quests. It's also good that missions (main, side, client) have additional objectives (e.g. knock out X opponents, stay undetected, etc.), but these are generally optional.
Exploration is always encouraged to get loot and unlike most games, the economy doesnt collapse at the end, so finding loot is always worthwhile. I didn't have anywhere near enough gold to buy everything on the first play through, but the game has freeplay when it ends, so you can replay any mission to get more loot and continue upgrading your character.
I liked using the eye ("sense") to find the lines for traps and electronic locks, and for finding suitable surfaces for rope arrows. Speaking of which, many people complained about rope arrows only working on roped wooden surfaces (think Tomb Raider 2013), but I actually used them far more than the first two games, so this implementation worked for me.
I used takedowns extensively and I particularly enjoyed aerial take downs, Riddick style. Also if you score an exceptional headshot (e.g. right through the eye socket) you get Fallout/VATS style slow-motion where you see the arrow spinning through the air before it impacts.
Improvements
I didnt find the bow to be as satisfying as the first three games (the third was best). I think part of the reason is that arrows fly straight and not parabolic. Also the aiming reticle is small and gets even smaller as you line up the shot, so this obscures the head area for distant targets. This is especially an issue for helmeted opponents which wont one-shot die if you dont hit flesh. I also found the arrow capacity is quite stingy even when upgraded, and there isnt a good supply of arrows in the environment if youre spending money on character upgrades.
Backtracking in the city hub was sometimes needless and wasnt always obvious which was the fastest path, or if side missions were available. They shouldve implemented fast travel to the safe zones, or at least a pop up in your journal when side jobs are available, and where. Also the windows that transition city hub areas shouldve been more obvious by glowing a non-blue color.
On occasion you had to climb surfaces (e.g. pipes, ledges, etc.) in third person Tomb Raider style. I felt this was out of place and wouldve been better off staying in first person.
And finally, the end cut-scene: I get they were setting things up for sequels, but it was far too short after investing 31 hours in the game. They shouldve added something with the Thief Taker General pledging revenge (or his successor taking over, if you killed him), and also something with the Baron.
Conclusion
I enjoyed this as much as the first two games, though I think the third is the best. It actually seems more like a distant sequel rather than a reboot given I got the feeling the new Garrett is actually a descendant of the original. The game also dropped repeated hints that Keepers, Builders, and Pagans are part of a by-gone era (old gods).