Not touching the "abomination thing with a 10-foot pole until I've played it myself, but you can see the dumbed down* just from reviews:Kolyarut said:[...]I'd be really curious to hear how about how it's been "dumbed down" (a phrase that's misapplied in 90% of the cases it's used)[...]
- Cutting levels in half with loading zones in between, because the hardware can't take it. That means that you WILL have choke points and mandatory level entrances. In the first 2 games, you could explore the levels seamlessly, and TS got a whole shitstorm about that. Back then, they did it to accomodate the original XBOX's hardware. I'm not sure if EM was just technically challenged (dumbed down in a technical sense because BLINGMAPPING) or they really thought people'd be overwhelmed yb multiple avenues of access. Going by my next point, if I had to really answer that, I'd say 2, because...
- Limiting vaulting/jumping to context sensitive hotspots. In the other games, you could mantle/climb any obstacle that had the right height. The first 2 gave you rope arrows, too, that you could shoot in a LOT of places. TS did away with the rope arrows completely, but still let you jump/climb. The new thief let's you mantle/jump over specific obstacles. Once again, EM opted to give you a few (maybe even only one or two, dunno yet, but still an artificially limited number) of avenues to approach your goals. And for this I can't think of a technical limitation, so I'll have to go with the "our customers might be overwhelmed by too many choices" answer.
I'm not talking about loot glow or anything, because you can thankfully customize that to a surprising degree from what I've heard. And I can't talk about the sound engine, because I haven't played it, although from reports that one isn't a s sophisticated as it used to be in the earlier games. But the two points above stand, and you can see those for yourself from any 5-minute-gameplay footage.
*and not "dumbed down because LOLCONSOLETARDS". The first one _might_ be, but I doubt it. The second one absolutely has nothing to do with the platform, but all to do with level/mission design...