Thief on Xbox One Isn’t About “Pushing More Polygons”

Rather, as producer Stephane Roy puts it, it’s about being a part of the city.

Posted By | On 07th, Aug. 2013 Under News

thief 4_01
Thief, the reboot from Eidos Montreal, sees the return of Garrett, the master thief, to a city under oppression. Likewise, Thief also sees Garrett embarking on to next gen (and even current gen) consoles, releasing for Xbox One and PS4 in 2014.

With all the talk about ultra-realistic graphics, will Thief be able to live up to the lofty standard set by other launch titles? According to producer Stephane Roy while speaking to OXM, that’s not the point.

“It’s not a question of pushing more polygons, but convincing you that you are part of this city.”

While the game has faced its share of development issues, probably the most “challenging” endeavour was modernizing what made the original games so great. “It was really important for us to understand what Thief is. But at the same time, it’s really important that if it’s your first time playing the game you won’t be penalised…

“Sometimes technical limitation can be a good thing. A long time ago, it was either dark or light. Today, it’s real life. But it does make things more complicated for us. We have to create a [world] you have to be able to read, but if it’s too black and white you won’t believe in it.”

Thief will be releasing next year for Xbox One, Xbox 360, PS3, PS4 and PC.

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