This trailer offers a
look as the E3 presentation of Thief as Eidos Montreal's "Producer /
Thief" (not sure they meant the caption to read like he's a criminal) Stéphane
Roy demonstrates the game for Spike TV's Geoff Keighley. The clip includes live
gameplay footage, though it's the PlayStation 4 edition of the reboot that's
used for this (thanks
Rock, Paper, Shotgun). One of the topics they explore is the mix of action
and stealth, and they admit they have been enhancing the action part of the
equation as they've gone along after starting with a game that was almost purely
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Like you once said, horror games can't never be truly scary when you know you can fuck up any adversary. Stealth games, I argue, can never get tense (for lack of a better word atm) when you know getting caught means you can just slaughter them.
I guess the key difference is that horror requires the player to be scared, whereas stealth does not. To me, stealth is about perfectionism. Never being detected, never leaving any trace of your existence behind. You can choose to be a perfectionist. You can't choose to be scared. The risk of failing to meet my own requirements is what creates tension in stealth games. To me, being detected is a fail state, no different from dying.
One of the biggest nonsense people can utter in this community is the "yoi're playing it wrong" argument. Stealth, to me, doesn't mean BY DEFINITION 'ghosting'. To you maybe, and that's fine, but I enjoyed the earlier Thiefs knocking some guards with an annoying path-pattern out and quickly and properly hiding their bodies. I didn't systematically knock everyone out. To me, this was great fun and a good, balanced challenge, because it was often easier to ghost past than to knock-out and hide the body before others took notice. I loved it. Was I playing it wrong? Tell that to the guy who had the time of his life playing it exactly like that.
Okay, so you enjoy knocking guards out. You are now complaining that the new Thief makes it too easy to knock guards out. In 9/10 situations, knocking a guard out in Thief (or any stealth game) is easier than trying to evade them. When you knock out a guard, you are removing a threat and obstacle. That's one less pair of eyes to avoid while you do your business. If you're trying to grab all the loot in a room being patrolled by several guards, the easiest way to get the loot is to knock out all the guards first. Seriously, go back and play Thief and try to get through a level without incapacitating any guards. It's significantly harder than just knocking out guards whenever the opportunity arises. The AI doesn't notice the absence of other AI, nor do they have randomized patrol routes. There are always rooms where you can dump bodies without the risk of them being discovered. If challenge is your top priority, you shouldn't be knocking out guards at all. That's the entire reason why I ghost in the first place. I want a greater challenge.
If lack of challenge is your concern, then you shouldn't take the path of least resistance.