(with a few other youtube's posted on game-play as well.)
Very conflicted..
-at once I'm happy that it's continuing through production and that several elements are similar (..love the re-incorporation of rope arrow), and yet..
-lot's of stupid things going on with this game:
"Sound is a big part of this game" (quote from game's rep. or "designer").
Well if that's the case then why can you move around without attracting attention? (..which was demonstrated several times.)
In the original two, (the only ones worth playing), you had to consider the terrain you were walking on and your rate of speed to keep noise down, no matter if opponents could see you or not. In fact, if it was bad enough (hard surface like stone cobble - as we are seeing in this demo), you had to use a "moss" arrow to quiet down the surface. (..and you never had many arrows.)
Not here.. "Stealth" seem to be all "inclusive" with a ridiculous peripheral "shadow" telling you if you are in "Stealth-mode" or not. This design is IDIOTIC, and is as bad or worse than Thief 3. (..worse I think, but I don't remember the 3rd game that well.)
How about dropping a massive crate with no one the wiser?
Then there is the "visual" system for targeting items.
In Thief I & II you had to get extremely close to an object to get an "identifier" highlight to the object. Here it looks more like some magical ability to scope out anything of interest at almost any distance as long as it's in your line of sight.
..and speaking of sight, why is everything so light. Again, in the original 2 darkness was, umm - DARK. Often times you couldn't see much detail at all unless you cheated by "bumping-up" your monitor's brightness setting.
What about the magical "see around corners" effect? The originals *sort* of had this with ball like devices, but it was more limited and was something that required some personal player skill to "operate" (..and again - you rarely had more than a few of these devices). Here it seems to "look this way and click for effect".
Moving around to climb things also seemed to be effortless. Again, the original two - NOT the case (..though in the 3rd one it was). Sometimes it was relatively easy with the originals (particularly if you'd played the game before and had increased your own skill in doing so), but often enough it was an exercise in frustration. Where you tried to climb was exceedingly important - the games didn't just "respond as you command".
Then consider atmosphere..
What I saw in this demo really didn't have any real tension to it, nor did it have that genuinely creepy quality that some parts of all 3 Thief's had. To be fair, none of the previous Thief's had that "creepy" feeling of horror all the time, BUT the first two most certainly had real tension at almost every moment - precisely because it was often *easy* to be spotted by opponents. (..and when they were creepy, I'd have to check my shorts periodically.)
People have often told me before that console games are every bit as hard as the classic PC games. While I've heard of a few games that were genuinely difficult (and made for the console), this game doesn't appear to break the stereotype, but rather reinforces that notion. If this doesn't appear to be "made easy for the masses" then you really need to go back and try the original two for a closer comparison.
Eh.. I think I'm bumming myself out here