definetly , i would really like a remake but only as long as they get the treatment system shock gotI just hope someone will realize eventually that remastering the first 3 games would be a great idea!
a game like that would be very hard to sell these days , how do you expect modern gamers to find out where to go and what do do without any markersNo open world, no objective marker, no detective vision, no marking enemies, no minimap.
Freedom in medium-large levels, underlying spookiness and horror in at least 1 mission.
90s design sensibilities but with modern QOL.
Stephen Russell
No skill tree shit
The general atmosphere and ambience that you only felt with Deus Ex, Thief, System Shock etc.
Synthesized ambient soundtrack that's a callback to the SoundBlaster days with plenty of creepy atmosphere (no modern atonal drone crap or hollywood on a budget sounds) - think Thief, Deus Ex, Splinter Cell 1, Hitman: Codename 47 etc.
there wasnt alot of interactivity in 2014 oneI have no nostalgia for Theif because I never played it as a kid. Deadly Shadows was probably the most of what I played of that series, followed by the 2014 reboot, so I would like it to be like Deadly Shadows, but with the level of interactivity and first-person animations that the 2014 reboot had.
I mean like all those hand animations and shit when you were nicking stuff from cupboards or operating objects. That stuff was nicely done in that game.there wasnt alot of interactivity in 2014 one
The same way modern gamers did 20 years ago.a game like that would be very hard to sell these days , how do you expect modern gamers to find out where to go and what do do without any markers
No open-world, for god's sake. Thief and Deus Ex games work best when they are hub-based with purposefully designed open-ended levels. Focus on single-player and continue with the setting as it was in Thief 2, magic-steampunk stuff. No skill-tree; make it item-based and like in Thief 1 and 2. And rely on the player's skill to deduce situations, read patterns (of guards, environmental stuff and architectural clues, etc.) and generally to have common sense. But I am not sure if the new generation of ADHD-ridden retards can actually stomach a slow, methodical stealth game. So what they actually will do is to make some sort of Splinter Cell: Conviction equivalent. Style and spectacle over substance.What would you like to see from a new Thief game ?
Open world or hub based ?
Single player or optional co op ?
Any magica or keep it simple ?
Should it have a skill tree /rpg elements like most games these days ?
Would it be a problem if Garret wouldnt be the protagonist ?
Souls like of course.
JK. I want to see an openeorld Victorian setting, but certain areas gated off metroidvania style.
Highly dense world where every building is enterable/stealable.
As player earns more money and experience from stealing, he can buy newer equipment that makes it possible to acces gated off areas.
story progression that takes into account the open world metroid vania nature. No sidequests. Everything you do is in service to the main progression.
Certain building are large, like castles and mansions that tie much more into the main story and are essential to progress.
With much more game design effort, you can elevate it to open world immersive sim status, by making all areas accessible multiple ways rather than a fixed equipment, so whichever ability you level up will get you in. But this is MUCH harder to design as an open world.I like this pitch.
Especially the idea of all of the potential targets being available from the beginning, just with a wide range of difficulty. Where you need to level up your capabilities to have a real shot at pulling off the different tiers. With maybe certain equipment being required for access, like you suggested.