Wednesday, 19 March 2014

THIEF Review | PS4



I’ve been trying forward to thief since 2009, back once it had been discovered as thief four. I went into thief with an open mind. i actually did, however what I concluded up taking part in was the other of what i was expecting. From the beginning, thief is somewhat of a multitude, and a lesson on why polish matters.

Thief may be a first-person journey concealing game during which you play as Garrett, a master thief, tasked with, well, stealing jewels, coins, trinkets — every kind of valuables that reward you with cash. You sleuth around during a town known as “The town,” and try to avoid getting caught by enemy guards. the town appears ominous during a fascinating method initially due to its professional use of shadows to make a cloaked and stealthy atmosphere, however you’ll quickly learn that everything regarding this game is tightly isolated and locked down.

In true Square Enix tradition, Thief is an incredibly linear game that feels unnecessarily restricted in terms of level design. Why do windows and doors close shut on you once you enter rooms? Why can’t you go back out the window you just snuck in through? Instead of letting Thief’s Victorian/steampunk-inspired world breath, Square Enix has choked it to the point where I almost wanted to quit playing it before finishing the game’s eight chapters.

Thief’s stealth mechanics are a success or a miss throughout the sport. can|there'll} be times wherever you'll be able to simply move on and attack a guard and different times wherever multiple enemies will simply appear insurmountable. so there are times when the AI is simply flat out unintelligent; like once enemies bog down on walls or spherical corners once chasing you, however find yourself stuck on each other. Buggy doesn’t even begin to explain this game.

By far the foremost offensive aspect of the game is its inconsistency. why I will climb certain walls and not others? Hide behind one crate, however not another? Or scale one fence and not other? It simply doesn’t create any sense.

That said, there are some components that stand enter thief. For instance: swooping. Swooping is largely a fast dash that permits you to speed by. Another feature I enjoyed was firing bows, however it too was very inconsistent in gameplay use.


Right off the bat, I found the controls to be too sensitive. I had to instantly confine the analog sensitivity simply to prevent myself from obtaining sickening. (Adjust this if you're feeling the camera swings around too quickly.) curiously, exploitation the touchpad on the DualShock four to cite the item menu became intuitive once some hours of play. I conjointly found the utilization of the lightbar (it glows white once enemies notice you) was a pleasant refined feature.

While the game runs at 1080p resolution on PlayStation 4 (only 900p on Xbox One) and at 30 frames per second, there are frequent glitches and frame stutter issues that pop up randomly. I hate to ask, but did anyone actually do quality tests on this game?


To add more insult to the glitchy graphics, the audio syncing is just shoddy. I haven’t seen dialogue this badly synced to character models in a big budget game in a long time.

The Good: Decent graphics if you don’t mind the lack of color. DualShock 4 lightbar feature is nice addition.


The Bad: Locked-down, linear design. Frequent loading screens. Poorly synced audio and music. Buggy enemy AI.

The Final  Verdict
THIEF falls short of all expectations. It’s incredibly confusing map levels and gated design make this game worth a rent, and that’s only if you don’t end up with a headache, angrily throwing the controller on the floor at the oftentimes brainless AI and annoying loading screens.

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