The GamesCom trailer
for Thief is a cinematic look at the upcoming reboot, setting the Robin
Hood-style story line of the upcoming stealth/action game, depicting Garrett's role in the uprising of the proletariat. The clip also concludes with
an official release date for the game, saying it's coming to stores on February
25, 2014. Word is:
London (16, August 2013) – Square Enix® and
Eidos-Montréal™, the award winning studio behind the critically acclaimed Deus
Ex: Human Revolution® today announced that THIEF™ will be released for Windows
PC, PlayStation®3, PlayStation®4, Xbox 360 and Xbox One on 25th February 2014 in
North America and 28th February 2014 in Europe and PAL territories.
“This city will not die with the old and the poor holding it back. The time has
come for a new future” -Baron Northcrest
“No more will our homes be taken and our families starved. This City belongs to
the people. We must seize it back.” -Orion
Garrett the Master Thief is entangled in the growing layers of conflict between
Baron Northcrest and the oppressed masses led by Orion, the voice of the people.
In a City on the brink of revolution, Garrett’s skills are all he can trust as
he walks the fine line between politics and the people.
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John wrote on Aug 16, 2013, 14:53: They didn't remove it completely.. It will just be limited so that you can only jump when there's something to jump to so you don't fall off of a building.
They replaced it with an "action" button when the jump cue appears.
IOW, they removed jump.
Funny... I've never had a problem with falling off buildings in any of the other FPSs I've played. I mean, I've fallen off buildings and died before, but successful negotiation of perilous places was part of the gameplay, and made the game more enjoyable. In many FPS games, crouching or sneaking as you approach a ledge prevents you from falling. The only reasons I can think of to remove jumping is to limit console player frustration with a checkpoint save system by addressing the limited functionality/precision of a gamepad, or to artificially cover for some pretty shitty/lazy level design.