Oh yeah the sound design was really messed up for some reason. I can only assume they tried to do something clever with it and then in the general chaos of Thief's development they shelved the feature and didn't tidy up the code properly, so it produced weird bugs. It's a shame, too, because one of the things I instantly noticed upon replaying the old Thiefs after ages was how great the sound design was. You didn't need half an orchestra playing when swinging with your blackjack to have the moment have musical drama. A single loud step on tiles were able to give you goosebumps in ye olde games.Xsjadoblayde said:Every damn time i was sneaking about and some person started talking real loud as if they were right behind me, id shit a brick thinking i needed to hide...but 90% of the time i could never even find where it was coming from!
It's similar with the free running mechanics. Inbetween these interruptive micro-cutscenes and the old days of telekinetic first person ghosts, there's a big amount of games that do contextual ledge grabs perfectly fine by making the animations short, not touching the camera, giving you a frickin jump button that makes all these moves feel natural, and most importantly make everything you can can reach climbable by default rather than what seems to be Thief's level design where only certain objects are flagged to be climbable.
I reeaally wanted to give this game a chance, gave it multiple ones in fact, but beneath the shiny surface the core game design is just a big mess in my opinion. Doesn't bring anything memorable or new to the table either IMO.