Game Informer har en matig förhandstitt på gång om Thief 4, skriver CVG. Här under följer en lista på vad den kommer att innehålla.
AI
Garrett isn't a fighter
Fighting against four or more guards in combat won't go well
Guards and other NPCs are aware of the level design, so they know where a person might try to hide
Guards understand the topography of the level and which areas could be useful for hiding
Different NPCs will look for Garrett in different ways
Spelmekanik
Navigation beacon shows players where to go
Dev. team wants players to explore environments as they see fit
Multiple entrances and exists in each room
Multiple options available for stealth approach
"Focus" mechanic: has many uses, including being able to aid Garrett's
vision as he navigates through open levels
Focus lights up the screen and highlights pipes you can climb + candles you can put out to make the room darker
Can upgrade Focus
Doing so will give you a bigger radius of things to see
Fingerpints system: gives you hints on which drawers are best to look in
Every drawer is accessible
Can pickpocket
Use Focus while pickpocketing to slow time and swipe up to three times as many items from others
Can spend money to upgrade supplies and equipment at the end of each mission
Various artifacts are scattered throughout the game's levels
Can use these to decorate Garrett's hideout
Garrett is motivated by the thrill of stealing something that others can't take
Focus will show a number of attack points on enemies
Can select a point (like the chest) to do a quick push that will buy him more time to dash off into the shadows
Can also string together a number of points to perform a more debilitating attack
Team is trying to find a balance between making combat enjoyable and allowing players to enter combat if they want
Major mechanics are in place
Verktyg
Blackjack: use when sneaking up behind guards to knock them unconscious
Bow: powerful, can be used outside of combat (ex: fire at a bottle in another room to lure a guard away, trigger a switch to lock the guard inside)
Specialty Arrows: different uses; dry-ice arrow can be used to snuff flames from far away; smoke-starter arrow: cover and a distraction
Claw: grapple attaches to certain points
Allmänt
Garrett design made by game director Nicolas Cantin
Garrett's scar represents that his past has left long-lasting effects on his life
Eidos being vague about how faithful the team is remaining to the original Thief lore
Many of the series' magical elements will be toned down
"Eidos-Montreal compares game development to a high-speed train collision between art and technology."
Team was kept small and "stayed within the concept phase of development for a longer period of time."
The staff experimented with featuring a new character, making it a third-person game involving either tactical gameplay or environmental clambering (like Assassin's Creed)
"At one point in development, the game had so many third-to-first-person transitions that the constant camera shifting was making people sick."
Many experiments during first three years of development