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Thief

Thief Gold HD textures photo
Thief Gold HD textures

New HD texture pack for Thief Gold looks really good


Play the good one before the new one
Dec 12
// Joshua Derocher
Thief Gold has a new HD texture pack created by Bentraxx, and it really makes the fourteen year old game look a lot better. The game is bit dated, but this definitely makes it look good for its age. Here's a list of wha...
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Thief gets a companion app


Also, preorder bonus
Dec 09
// Dale North
This is your future, folks. A thing to go with the thing. Software sidecars. Thief gets a companion app for iOS and Android. The lite version will populate with news on the upcoming game, as well as trailers, screenshots, art...
Thief story trailer photo
Thief story trailer

New Thief trailer shows the death of Garrett's apprentice


Generic story looks generic
Dec 09
// Joshua Derocher
Anyone who played the old Thief games might remember Garrett taking on a young apprentice. Apparently, Eidos Montreal doesn't want to have a young thief following him around, because during VGX they released a trailer for th...
Thief photo
Thief

The UI and difficulty levels in Thief are moddable


You can create some hardcore modifications
Dec 04
// Alasdair Duncan
Some of the worries about the new Thief title from Eidos Montreal come from how a studio can make a big-budget stealth game that will appeal to a mass audience. Hardcore fans of the series worry that the game will watered dow...
The Division photo
The Division

New look at The Division set for later this week at VGX


Ubisoft is set to reveal new trailer at gaming award show
Dec 03
// Alessandro Fillari
With the Spike VGX awards set for this Saturday, there will be number titles ready to show off new footage and even be revealed for the first time. The already confirmed titles ready to premiere new trailers are The Witcher 3...
Thief drops QTEs photo
Thief drops QTEs

Thief dropping QTEs because everyone hated them


You won't have to mash the X button anymore
Nov 15
// Joshua Derocher
Thief, the sequel/reboot of the classic stealth game, had a demo awhile back that had some people upset over the use of a quick time events (QTEs), which had players smashing buttons to complete scripted parts of the game. No...
Thief photo
Thief

Feast your eyes on these new Thief screenshots


Before Garrett steals them, anyway
Nov 13
// Alasdair Duncan
Thief might be the game I'm most excited about from 2014, so Eidos Montreal knows exactly how to tease me by releasing some screenshots from early in the game. These are all from an initial level of the game called Lockdown; ...
Thief photo
Thief

Here's a look at the world of the new Thief game


Shifty fence
Nov 04
// Alasdair Duncan
I'm eagerly anticipating Eidos Montreal's reboot of Thief but I've had my concerns. Despite the studio's good work with Deus Ex: Human Revolution, I worried about how the team would follow on from Thief: Deadly Shadows. This...
Thief photo
Thief

The experience points system is gone from Thief


Eidos Montreal devs listen to fan feedback
Oct 16
// Alasdair Duncan
In a Q&A session on its forums, Eidos Montreal confirmed that the experience points system is gone from the upcoming Thief reboot. Fans were concerned after the E3 trailer showed XP being awarded for performing a headshot...
Thief photo
Thief

Thief-inspired The Dark Mod is now a standalone release


If you can't wait for Eidos Montreal's game, this might tide you over
Oct 10
// Alasdair Duncan
If like me you've been eagerly awaiting the release of Eidos Montreal's new Thief game, then this trailer for The Dark Mod might interest you. It's a full, standalone mod built in the Doom 3 engine that's been in the works f...
Thief photo
Thief

This gameplay trailer for Thief ticks all the right boxes


Eidos Montreal's reboot/sequel is still on track for February 2014 release
Oct 09
// Alasdair Duncan
There's a fairly short list of things that I'd want to see in a new Thief game: water arrows, sneaking past guards, shiny trinkets ripe for the plunder, some casual pickpocketing, and a city shrouded in a seemingly endless n...
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Preview: The world is yours for the taking in Thief


Pillaging in The City
Oct 09
// Alessandro Fillari
In recent times, it seems like the term ‘reboot’ has been treated as an ugly word. The type of phrase that causes fans of a particular franchise to cringe and become fearful knowing their adored series is making s...
Thief photo
Thief

The Bank Heist is your Thief pre-order DLC


Garett will take on the impregnable Stonemarket bank in this pre-order bonus
Sep 25
// Alasdair Duncan
The thing that surprised me about the trailer above is not that there's going to be pre-order DLC for Eidos Montreal's upcoming Thief title but that the game is set for a February 25, 2014 release. I thought I had being payi...
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GTA, CoD, & Dishonored Multiplayer! Plus: Prey 2 Reboot?


The Destructoid Show does a little dance
Aug 16
// Max Scoville
Hey gang! I'm back from my important business trip to give you hard-hitting news about video games! Hooray! Today we talk about Grand Theft Auto Online, which sounds totally nuts, and apparently involves submarines?! Dying L...
Thief photo
Plus PC, Xbox 360, and PlayStation 3 too
We've been talking a lot about some big AAA games the past few days, so what's one more to close out the week? Thief is looking mighty fine based on our hands-on time, and we're going to have wait until next year before we c...

Eidos Montreal photo
Eidos Montreal

David Anfossi is the new head of Eidos Montreal studio


Anfossi was the executive producer of Deus Ex: Human Revolution
Aug 01
// Alasdair Duncan
After the surprising resignation of Stephane D'Astous earlier in July, Eidos Montreal have announced that David Anfossi is the new head of the studio. Anfossi was the Executive Producer of Deus Ex: Human Revolution, the studi...
Thief goes current-gen photo
Thief goes current-gen

Thief confirmed for Xbox 360 and PlayStation 3


Simultaneous release on all platforms
Jun 20
// Jordan Devore
While it's not entirely unexpected to hear that Thief will come to PlayStation 3 and Xbox 360 in addition to the previously-announced PC, PlayStation 4, and Xbox One releases, I was starting to get worried. Eidos Montré...
Thief photo
Thief

This Thief demo sees the return of a trusty tool


Proving physics can just stop being a thing whenever you need
Jun 18
// Abel Girmay
Thief has been getting a lot of well-deserved buzz since its announcement, not the least of which surrounds its new Focus mechanic. Is it game-breaking, or harmlessly non-intrusive? Well, I'm here to to tell you none of that...

Thief is going to be an exhilarating game

Jun 12 // Hamza CTZ Aziz
Thief (PC, PlayStation 4, Xbox One) Developer: Eidos-Montreal Publisher: Square EnixRelease: 2014 This demo had us towards the middle of the story. Garrett needed to enter a house and steal the Baron's precious heirloom. You first start outside in a courtyard, and you'll have to get past guards and dogs to enter the residence. There's a number of ways to enter the place; I choose to climb up the building to enter via the attic. I didn't have much time during my demo, so I abused the game's focus ability to avoid the number of traps placed all over the house and to help me along in general. You don't ever have to use focus of course, but it's there if you need it. Plus, focus will be limited and have a cost associated with its use in the final game so it can't be easily abused. Once you've stolen the heirloom you'll have to make a mad dash out of the city due to the massive riot going on. The citizens are fed up with the Baron and you're escaping in the middle of their revolt. Everything is on fire, buildings are crumbling, and one little mistake as you flee will end your life. This section has some quick-time events going on, which was kind of a bummer given just how engrossing the stealth aspect was beforehand. Hopefully there aren't too many of these sequences. Thief does a marvelous job of making players feel like a real thief. I found myself pushing my luck from pick-pocketing loot right off of guards, and sneaking around in the shadows right next to enemies like a badass ninja. I'm going to steal everything once Thief is released next year.
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Steal all the things!
We've already covered Thief and the latest demo we saw was largely the same: go in someone's house and steal their most precious item. Steven Hansen broke down a lot of the mechanics already, so I just wanted to touch on how ...

Thief photo
Thief

New Thief trailer emerges from the shadows


Did you miss him?
Jun 07
// Alasdair Duncan
We know we'll be seeing more of Garret's next-gen return at E3 but until then, here's a new trailer to get you hyped up for the return of the Thief series. It's got exactly what you'd expect: lots of darkness, lock picking, ...
Square Enix @ E3 photo
Square Enix @ E3

Next-gen Final Fantasy headlines Square Enix's E3 lineup


But I really just want to hear more about Soul Suspect
Jun 06
// Jordan Devore
While Square Enix is increasingly becoming known for its wide-ranging, often quite good efforts as a publisher, there's still going to be a lot of Final Fantasy talk next week in Los Angeles at E3 2013. Kicking off the compan...
Xbox One games photo
Xbox One games

Watch Dogs, Thief, and AC IV confirmed for Xbox One


Right on cue
May 21
// Jordan Devore
Now that the Xbox One is out for the world to see, Square Enix and Ubisoft have wasted no time whatsoever in getting announcements out for some of their games that we knew were going to be available on next-generation platfor...
Rhymedown Spectacular photo
Rhymedown Spectacular

Rhymedown Spectacular: The Quest Not Taken


The brains behind Jimquisition and Zero Punctuation get lyrical
May 15
// Jim Sterling
Your ol' pals Jim and Yahtzee are back, and this week they're lending verse to Thief 4 and Animal Crossing. It's all very artistic stuff, and involves the human condition.  We are professional poets now, and we'll say this to all our dates when we go on dates with hot people. 

Thief looks like everything I wanted Dishonored to be

Apr 04 // Steven Hansen
Thief (PC, PlayStation 4, Next Xbox) Developer: Eidos-Montreal Publisher: Square Enix Release: 2014 I think Daniel Windfeld Schmidt, Thief’s lead level designer, might’ve nailed down my reasoning in my interview with him. As he tried to distance his work a bit from Arkane’s Dishonored, he mentioned that Dishonored is ultimately about revenge and assassination (non-lethal or otherwise), Obvious, but it got me thinking. There’s almost more nobility in Garrett’s misdeeds, or perhaps it’s the more mischievous nature of his cynical existence that’s so enticing versus the murderous nature of the others. He’s merely pushing himself for more and more challenging scores, after all -- some I can relate to as a videogame player at the least. Maybe I’m just an undiagnosed kleptomaniac, inexplicably drawn to the idea of stealthing about and knicking things like a Robin Hood whose altruism bone has atrophied. Enough self-diagnosing. Thief time. We were shown a demo of one of the game’s shorter stages, a fourth or a third into the story, which takes place in a lush opium den for the conspicuously, extravagantly wealthy, replete with prostitution and all sorts of expected amenities. Getting in required some work (there are at least two ways of doing so), though, so we started out on the dim streets of Thief The City, which is quite the depressing place. While the new game has done away with many of the more supernatural aspects of the game, the pre-industrialized setting is sticking around, which means a lot of wood, cobblestone, and coal burning. I admit, I missed the warm electric glow of whale oil just a bit. Once in the opium den, The House of Blossoms, I got just the splash of color I needed in the form of enough crushed red velvet to the smother the world ten times over in a soothing, sensual death. The game is apparently running on a heavily modified version of Unreal Engine 3, but it’s just so damn good looking that I find that fact unfathomable. A later tech demo showed all sorts of mad technical feats. One example is rain in which each and every drop is a particle that can react in real time to the luminosity of lightning striking overhead. Maybe the series’ supernatural elements were just funneled into the tech. Ah, but the main event. Slinking about. Not to worry, there’s a load of that. A cool new feature mildly obscures an ovular region around your screen, particularly when you’re moving quickly, to simulate real life peripheral vision. I dug it. There’s also a huge focus on bringing Garrett’s hands into the forefront similar to something like Mirror’s Edge His hands are his best asset, so it’s kind of cool to see the tactile engagement with the environment versus feeling like you’re swiveling a camera on a stick about. After all, we in our everyday first person view get quite a good look at our hands; it makes sense to extend it into our first person videogames. As Garrett got handsy with his environment en route to plunder, we got to overhear all manner of salacious dialogue, from the exchanges between prostitutes and their unfaithful clients to an alarming mention regarding what happened last time someone accidentally overfilled the opium dispensary. That cool context clue I picked up did lead to one of the less savory things about the demo, though, the touches aimed to make the game more accessible. Later in the level, after some appropriate thievery has taken place and Garrett needs to make an escape under duress, the game’s UI will just tell you that you can go into the opium control room and unleash a stifling drug haze to abet your escape. It marks it as (Optional). It doesn’t require you to do so. Still, I felt like my bothering to pick up on context clues in conversation was sort of undercut. Of course, there’s also suspicion over the new, detective mode styled “Focus” ability that is being called optional, but, as of right now, can’t be turned off. Things are still in flux here, mind. Schmidt was clear that the team is still trying to balance how much prompting to give to the player and the like and that they’ll be agonizing over how best to do it likely until its final day. As creators, I imagine you don’t want players miss tons of things, but the team clearly wants people to have totally different experiences. On the other side of the argument, it’ll be interesting to see how things pan out in terms of accessibility. There’s obviously plenty of time for things to be hammered out. Even if Focus stays, knows that it’s a finite resource that does not automatically recharge and can also be expended as a last ditch combat aid or even used to pick locks more quickly. One sort of clue system I enjoyed is an eye-catching glint of light that reflected, albeit unnaturally, off of a woman’s jewelry. It was a subtle effect that nicely accounts for Garrett’s trained thief’s eye and accommodates that it can be hard to notice more minor details (like whether or not a pair of earrings is worth stealing) in games. Ultimately, Garrett made a decidedly harrowing escape amidst an encroaching opium haze. It was a stark counterpoint to earlier sneakery and does sort of feel like it undermined the shadowy, methodical style that preceded it. There’s undoubtedly quite a bit to be said about Thief and I’m strangely captivated by everything it chooses to do or chooses not to do. I’ll have some more words on the game soon. This is but the tip of the iceberg. Like, did you know the game has some super neat seeming AI? ‘Cause it does. I mean, I’m sure you’ll all find a way to break it regardless, but it’s cool stuff. Stay tuned.
Thief preview photo
If I try to not get hyped, the game would steal my resolve
I liked Dishonored a lot, even if it didn’t turn out to be a literal ninja game. What I seem to have liked most about it, though, is its more tertiary elements. I love the fiction behind the world and its stylish, styli...

Sneakity sneak sneak photo
Sneakity sneak sneak

First Thief trailer: Redesign, new voice and an explosion


I also really like him grabbing the game logo at the end!
Apr 04
// Steven Hansen
Meet the new Thief, not the same as the old Thief. As you can see from this first trailer, the series has undergone some expected changes for its first entry in near a decade. Its sardonic lead, Garrett has a whole new look ...
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Phantom Pain, Destiny, & A Total Eclipse of Battlefield 4


The Destructoid Show really needs you tonight
Mar 29
// Max Scoville
Holy moly, you guys, it's been a long week, and we had lots of news out of GDC to cover on today's Destructoid Show. For starters, EA showed off seventeen full minutes of Battlefield 4, which looks very pretty, albeit exactl...
Focusing in Thief photo
Focusing in Thief

Hocus Focus: One of Thief's newest systems is optional


And yet...still present. At least presently.
Mar 27
// Steven Hansen
A lot of scrutiny has been directed toward the newly announced, next generation Thief game. In fact, enough people in the official Thief forum have been concerned about a detective mode-esque "Focus" ability that Eidos Montre...

What I love about the Thief series

Mar 10 // Allistair Pinsof
Handmade maps Immersion can come from many things, but it doesn't often come from maps. Maps in games, especially in the Doom era, are pristine things composed of perfect lines that magically appear as the player explores. In Doom, everything except hidden items are displayed for the player. It serves as a tool in navigating the environment but one that often took the player out of it. Thief, on the other hand, gave the player mingy, torn, and often illegible maps with incomplete info. You can imagine someone concealing these between their cheeks, handing the poo-ridden map to master thief Garret in a back alley. Thief is a game about being resourceful with what you have, and nowhere is this truer than the maps that left enemies, starting position, direction, and items to uncertainty. There may be handwritten notes that will guide you, but maybe you can't read them. There may be a detailed section on one page, but you're not sure if you are near it. Thief 2 made this a bit easier, since it highlighted your position (but not direction). It'd be great if Thief 4 kept this unorthodox element but let players draw on their maps and add notes. Abstract level design Games have become more realistic, to the point that Thief's architecturally-challenged levels resemble Quake more than Half-Life. As exciting as it was to explore the city streets and taverns of Thief, it was the labyrinthine estates and caves that left the biggest impression on me. I worry this element may be lost in Thief 4, as abstract level design is no longer favored by critics and consumers who desire realism. I'll never forget The Sword (mission) in Thief Gold; it's one of the most haunting, surreal levels I've ever come across in a videogame. It reminded me of the novel House of Leaves, in which homeowners find an abyss below their house that goes on and on. Sexual moans echo throughout the level and surprise traps lay behind certain doors, making the mansion an uncomfortable, threatening place to be. If it were mapped out like a level from Dishonored or Deus Ex: Human Revolution, it wouldn't be the same. It wouldn't capture that romantic feeling of adventuring into the unknown with great uncertainty. It gave players a glimpse of what a game designed by Stanley Kubrick would be like. Ambiance Silence is hard to find, these days, even in games. Orchestras swell, indicating an incoming enemy, and rooms bustle with noise that make the environment feel more animated. But, in Thief, you'd only hear the patter of your footsteps, encouraging the player to crank the volume up in order to catch the echo of a distant guard -- only to jump out of the seat when one appears right behind Garrett. Thief is a series with a great amount of style, between its steam punk setting to its gorgeously lit (for the time) locations. Developer Looking Glass exerted a great amount of restraint in the design of the game, creating a world that feels dangerous and all too real at times. While console titles offered more bombastic, cinematic adventures, Thief offered something much more personal and frightening. Sandbox approach and environment A thief is nothing without tools and Garrett has plenty of them. More so than even Deus Ex and System Shock, Thief is a series that gives the player a wealth of options in approach. The environment offers many alternative paths and Garrett's tools offer many different approaches to dealing with guards. A crafty player can use moss arrows to silently walk across metallic surfaces, while a more patient player may douse hallway torches with water arrows. There is no better feeling then skipping an entire floor of troubles with a well-placed rope arrow that Garrett can shimmy up. I worry that Thief 4 may offer more aggressive approaches that will ruin the tone and pace of the original games which offered many approaches but all of which require stealth and careful planning. Approaching with a sword only gets you so far in Thief. Let's hope it remains this way. High tension Thief often feels like a survival horror game to me. You have the dimly lit, foreboding locales, item management, and most of all, nail-biting tension that comes from hiding inches away from enemies that can kill Garrett in two or three blows. By its very nature, Thief is a game best played with your fingers constantly hovering over the quick-save/quick-load buttons, as the repercussions for being caught can be drastic. Something that Eidos seeks to change, to my chagrin. Due to a sense of tension that can become very unnerving over time, there is nothing all that pleasant about playing Thief. The player doesn't unlock abilities or increase stats; there is never an advantage beyond becoming more cunning and aware. The onus is on the player to adapt and improve, slowing down the pace of their steps and always looking for hidden passages. It's something that games just don't do anymore, and I don't think Thief 4 will buck this trend.
Thief  series photo
Gimme the loot
I love Thief. If you follow me on Twitter, you may have seen me singing the series' praises as I played through Thief 1 & 2 late last year. Finally plunging into the defunct Looking Glass Studios' crowning achievement gav...

Office Chat photo
Office Chat

Dead Space needs a break, SimCity launch woes and Thief!


Another casual discussion from the Dtoid news room
Mar 06
// Conrad Zimmerman
In another casual discussion from Dtoid's virtual news room, I'm joined by Jordan Devore and Spencer Hayes to discuss the deflated rumor of a Dead Space development hiatus (one we kind of wish were true). Plus, SimCity's rocky launch demonstrates once again that you can't count on anybody to successfully launch an online-only game and the gang discusses the recently announced Thief reboot.
Thief photo
Thief

My hopes and dreams for the new Thief


I'm mainly hoping that it will steal my heart
Mar 06
// Fraser Brown
I'm bursting at the seams with hopes and dreams at the moment. It must be a spring thing, though looking outside my window, I'm hard pressed to imagine that we're entering a new season. It's positively gloomy outside, clouds ...

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