"The big difference today is that players don't want to play the same sections over and over again," producer Stephane Roy told Game Informer. "Our job is really to make it so that when you are seen you have options to move through or stumble the guards and then jump back in the shadows."
Other new additions include a navigation beacon, a lockpicking mini-game, a "Fingerprint" system that indicates what drawers can be opened, a throwable grapple (the Claw) that replaces the rope arrows, and advanced AI and NPC crowds (a la Assassin's Creed).
Thief will do away with the magical elements, including undead and other fantasy creatures.
For more details on the development history, pick up a digital copy (Android or iOS) of Game Informer's April issue (or wait for the print version).
Thief cover story [Game Informer]
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