Even with the advent of next-gen consoles, for many old-school fans, Thief will always be most at home on the PC. To ensure the best possible experience on the platform, we've teamed up once again with the pros at Nixxes, who previously worked on the PC version of Deus Ex: Human Revolution and last year's Tomb Raider.
Now that we're done tinkering and optimizing every aspect of the game, we can finally announce the minimum and recommended system requirements.
Minimum System Requirements
OS: Windows Vista with platform update
CPU: High-performance dual core CPU or quad core CPU
RAM: 4 GB
Graphics Card: AMD Radeon 4800 series / Nvidia GTS 250
DirectX: DirectX 10
HDD/SSD: 20 GB
Recommended Specs
OS: Windows 7 or 8
CPU: AMD FX 8000 series or better / Intel i7 Quad Core CPU
RAM: 4+ GB
Graphics Card: AMD Radeon HD / R9 series or better / Nvidia GTX 660 series or better
DirectX: DirectX 11
HDD/SSD: 20 GB
We've partnered up with AMD to leverage the advanced capabilities of Radeon graphics processors, including AMD's Eyefinity multi-display technology, TrueAudio, Mantle API, and state-of-the-art DirectX 11 rendering for the best image quality on PC. If that's given you an urge to upgrade your rig, be sure to check out AMD's Never Settle Forever offer. You could get Thief for free with the purchase of a brand new graphics card!
You can also preorder the Master Thief Edition on Steam or your favorite digital download service. Created especially for the PC, it includes a bunch of digital bonuses - comic book, art book, soundtrack and a booster pack of items to speed up your progress in the game.
Discuss PC technology at length with other hardware afficionados on the forum, or join us on Facebook and Twitter!
Jerykk wrote on Jan 23, 2014, 04:40:
How often would you actually do that, though? And would it be more practical or useful than simply sneaking up behind him? Landing on the crates would generate a lot of noise and even if you knocked out your target, nearby guards might hear you. Also, we don't even know how the traversal system handles ledges or air control. The video establishes that you can walk off ledges but if you're holding down the traversal key, will you automatically jump like in AC? There are certainly questions left to be answered but it's silly to assume that the traversal system will be inherently restrictive and limited.
I can't remember a game where I didn't know exactly where to go and what to do, either. What I couldn't know was how many routes there always were and were the secrets were. I tried to make a far jump to another rooftop, I quicksaved and loaded 4 times until I realized it was indeed impossible to get there. It's that kind of trial&error that made the games more fun and less on rails.
Most importantly, there won't be any aimed and calculated jumps anymore.. like onto crates next to a guard from up high, knocking him down with a welltimed blackjack strike.
More mobility, maybe yeah. More cinematic too. Not an improvement per se. Like AC, it can get really fucking boring really quick.
Jerykk wrote on Jan 22, 2014, 02:53:
When you play CoD, do you need a blueprint of the map? No, because the map is obviously linear. If you see any kind of barrier, you know you won't be able to pass it. When you see a clearly designated path surrounded by said barriers, you know that's the only path you can take. When a level is linear, it's extremely obvious 99.9% of the time. I don't think I've ever played a game where I didn't immediately realize how linear the levels were. When I played Thief, I never had any doubts as to where I could and couldn't go even though the levels were relatively open-ended. The game's systems weren't expansive or flexible enough to make me believe that I could potentially go anywhere.
Sure, except when you're jumping, mantling, vaulting, etc. You act like the new traversal system removes all verticality from the game. That's not the case at all. Watch that video I linked to again. Note the various maneuvers the player performs. Note how he even hops onto and off of a wagon at one point. There's no real reason to jump onto the wagon but the traversal system allows it. From what I've seen, the traversal system looks to provide plenty of flexibility.
I'm pretty sure what will actually happen is that players will recognize that the traversal system offers just as much utility as manual jumping. As they're running across rooftops, pulling themselves up ledges and vaulting over obstacles, they might even feel a greater sense of mobility than the previous games provided.
Unless you have an exact blueprint of a map, you don't know what the designers did or didn't intend.
The removal of manual jumping nails you to the ground like a magnet or train, and it'll give many of us exactly that sensation I think.
The removal of manual jumping nails you to the ground like a magnet or train, and it'll give many of us exactly that sensation I think.
Jerykk wrote on Jan 21, 2014, 04:33:Its too long ago to come up with any examples. However, I do remember shooting multiple rope arrows creating a path, I climbed on one and jumped to the other and so forth. Good chance it resulted in absolutely no progress, but that wasn't the point. The point was 1. that it was fun and 2. that even the mere illusion of "out-thinking" the developers made the game feel less on rails. After all, the removal of said illusion can maybe even be defined as a game being on rails. If you don't get that, I'm wasting my time here.
No offense but that was probably the worst example of emergent gameplay I've ever read. Random activities without meaningful results exist in every game, even the most linear and scripted. If I play CoD, I can hop backwards while throwing grenades in the air and then try to stab them as they fall back down. However, there's no real reason to do this and it doesn't accomplish anything. If the only benefit of manual jumping is the ability to do random and pointless activities, then its absence won't have any impact at all in the new Thief.
Watch this video from DX for some good examples of emergent gameplay: http://www.youtube.com/watch?v=FAGtiCRc_nQ
Its too long ago to come up with any examples. However, I do remember shooting multiple rope arrows creating a path, I climbed on one and jumped to the other and so forth. Good chance it resulted in absolutely no progress, but that wasn't the point. The point was 1. that it was fun and 2. that even the mere illusion of "out-thinking" the developers made the game feel less on rails. After all, the removal of said illusion can maybe even be defined as a game being on rails. If you don't get that, I'm wasting my time here.
Jerykk wrote on Jan 20, 2014, 22:59:Quinn wrote on Jan 20, 2014, 15:31:Beamer wrote on Jan 20, 2014, 11:09:Verno wrote on Jan 20, 2014, 09:30:
I'm willing to give the new Thief a chance, manual jumping in Thief is really not a make it or break it feature. There are far more important things like AI, the stealth system functionality and so on.
Manual jumping will feel limiting at first, but it wouldn't break a game for me at all.
Someone complained that it just lets you go where a level designer wants you to. In some cases, this can be a good thing. If the level designer puts something in too weak to hold weight, then you can't go on it, whereas in the original Thief I remember running on things that would in no way be silent.
If it has a press-space-to-climb feature, like Far Cry 3, I can see it being fine. Disorienting for the first 30 minutes, then a non-factor.
This is the stuff I don't get. At all.
Because a game gets allot of critique for very ligitemate reasons, osme people decide to get uncharactistically tolerant. We're talking about the removal of manual jumping in a first person Stealth game here! Sure, the game can be alright, but the removal of manual jumping is still the most retarded decision ever. Also, finding your own crazy route was a huge factor of what made Thief 1 and 2 and even 3 so interesting. It motivated the player to explore and try all kind of crazy stuff to get past obstacles. If it ended up with Garrett doing something outright impossible.. who cares? It was fun.
Oh, but people get tired of the critique.. so even the most retarded decision isn't all that bad now. Its laughable.
Thief was never Minecraft. There were a finite number of ways to enter and move through any building and the paths you could take were explicitly defined by the designers. If they didn't want you to go somewhere, they'd simply add collision. If they didn't want you to use your rope arrows, they'd simply not place any wooden beams. I have yet to see a single example of genuinely emergent gameplay (gameplay that was never intended or foreseen by the designers) that resulted from the ability to manually jump. If manual jumping made Thief the pinnacle of emergent gameplay, surely you can list just one specific example of that? If we were talking about the original DX, I'd agree with you. But Thief was never as open-ended as DX and never had even a fraction of its emergence.
Out of curiosity, did you also complain about the lack of manual jumping in Bulletstorm? Or any other first-person game? If so, I think the issue lies with you, not the games. Demanding that every first-person game have manual jumping is about as silly as demanding that every first-person game have leaning, iron sights, sprint or whatever other mechanic you arbitrarily decide is essential.
Quinn wrote on Jan 20, 2014, 15:31:Beamer wrote on Jan 20, 2014, 11:09:Verno wrote on Jan 20, 2014, 09:30:
I'm willing to give the new Thief a chance, manual jumping in Thief is really not a make it or break it feature. There are far more important things like AI, the stealth system functionality and so on.
Manual jumping will feel limiting at first, but it wouldn't break a game for me at all.
Someone complained that it just lets you go where a level designer wants you to. In some cases, this can be a good thing. If the level designer puts something in too weak to hold weight, then you can't go on it, whereas in the original Thief I remember running on things that would in no way be silent.
If it has a press-space-to-climb feature, like Far Cry 3, I can see it being fine. Disorienting for the first 30 minutes, then a non-factor.
This is the stuff I don't get. At all.
Because a game gets allot of critique for very ligitemate reasons, osme people decide to get uncharactistically tolerant. We're talking about the removal of manual jumping in a first person Stealth game here! Sure, the game can be alright, but the removal of manual jumping is still the most retarded decision ever. Also, finding your own crazy route was a huge factor of what made Thief 1 and 2 and even 3 so interesting. It motivated the player to explore and try all kind of crazy stuff to get past obstacles. If it ended up with Garrett doing something outright impossible.. who cares? It was fun.
Oh, but people get tired of the critique.. so even the most retarded decision isn't all that bad now. Its laughable.
harlock wrote on Jan 20, 2014, 16:36:Jerykk wrote on Jan 20, 2014, 04:20:
Emergent gameplay is defined by unintended behavior within a game's systems.
Too narrow minded. Intentional behavior is also included.Emergent gameplay refers to complex situations in video games, board games, or table top role-playing games that emerge from the interaction of relatively simple game mechanics.
http://en.wikipedia.org/wiki/Emergent_gameplay
Jerykk wrote on Jan 20, 2014, 04:20:
Emergent gameplay is defined by unintended behavior within a game's systems.
Emergent gameplay refers to complex situations in video games, board games, or table top role-playing games that emerge from the interaction of relatively simple game mechanics.
Quinn wrote on Jan 20, 2014, 15:31:Beamer wrote on Jan 20, 2014, 11:09:Verno wrote on Jan 20, 2014, 09:30:
I'm willing to give the new Thief a chance, manual jumping in Thief is really not a make it or break it feature. There are far more important things like AI, the stealth system functionality and so on.
Manual jumping will feel limiting at first, but it wouldn't break a game for me at all.
Someone complained that it just lets you go where a level designer wants you to. In some cases, this can be a good thing. If the level designer puts something in too weak to hold weight, then you can't go on it, whereas in the original Thief I remember running on things that would in no way be silent.
If it has a press-space-to-climb feature, like Far Cry 3, I can see it being fine. Disorienting for the first 30 minutes, then a non-factor.
This is the stuff I don't get. At all.
Because a game gets allot of critique for very ligitemate reasons, osme people decide to get uncharactistically tolerant. We're talking about the removal of manual jumping in a first person Stealth game here! Sure, the game can be alright, but the removal of manual jumping is still the most retarded decision ever. Also, finding your own crazy route was a huge factor of what made Thief 1 and 2 and even 3 so interesting. It motivated the player to explore and try all kind of crazy stuff to get past obstacles. If it ended up with Garrett doing something outright impossible.. who cares? It was fun.
Oh, but people get tired of the critique.. so even the most retarded decision isn't all that bad now. Its laughable.
Beamer wrote on Jan 20, 2014, 11:09:Verno wrote on Jan 20, 2014, 09:30:
I'm willing to give the new Thief a chance, manual jumping in Thief is really not a make it or break it feature. There are far more important things like AI, the stealth system functionality and so on.
Manual jumping will feel limiting at first, but it wouldn't break a game for me at all.
Someone complained that it just lets you go where a level designer wants you to. In some cases, this can be a good thing. If the level designer puts something in too weak to hold weight, then you can't go on it, whereas in the original Thief I remember running on things that would in no way be silent.
If it has a press-space-to-climb feature, like Far Cry 3, I can see it being fine. Disorienting for the first 30 minutes, then a non-factor.
Verno wrote on Jan 20, 2014, 09:30:
I'm willing to give the new Thief a chance, manual jumping in Thief is really not a make it or break it feature. There are far more important things like AI, the stealth system functionality and so on.
Qbex . wrote on Jan 20, 2014, 02:47:
Jerykk sorry dude, don't want to gang-up on you but your definition of emergent mechanic in game is not entirely correct. One would argue that all player in-game actions are an effect of planned range within game systems and simulation. Other would argue that none of those actions were foreseen by game designers in simulation type of game. Main problem with your Tribes example is that's Tribes is a multiplayer game and its a human vs human interaction in that game that's uses exploit or emergent by your definition. Do you have any other examples of emergent gameplay like this in single player game?
I'll give you example, in Thief I can shoot a broadhead arrow near a guard to distract him, is this planned or not planned by designers ? They given you noisemakers for that but i can even distract the guard by dumping blackjacked dude to the pond near by for the same effect, is this all planned by designers?
I'm perfectly comfy agreeing to disagree with the exploit-accepting half of that definition. Just as long as you are aware that, if this community is any decent measure (and it usually is), you're in the extreme minority. Wall-hacks in Counterstrike, for example, are cheats... not emergent gameplay.