(I'll make sure to edit and update key points, with everything being in reference to the links provided.)
-Almost all of the HUD/UI can be disable individually by the player.
-There is going to be an 'Oldschool mode', which limits the players HUD/UI similar to the old Thief games.
-The 'shroud effect' in the videos, is a placeholder version, not the final result.
-The 'lightgem' is still in the game, in addition to the shroud effect.
-The 'hands' are an essential part of the design.
-There is an XP system and a loot system.
-XP is used to upgrade Garrett's skills.
-Loot is used to buy Garrett's equipment upgrades, extra arrows, tools, etc.
-The XP earned is heavily dependent on stealth, not aggression/combat.
-Rope arrows are limited to certain spots.
-The game-play demos are not scripted, they are rehearsed to showcase the game and features.
-Thief(2014) "..-Is not a sequel or prequel to the previous series, it is a re-invention of the Thief franchise, which means narratively, it's very different."
-Focus has it's introduction via a storyline placement, early in the game, relating to 'Garrett's Eye'.
-The 'Focus feature' can be disabled before starting a new game. It may be made possible to re-enable it, but at the expense of the achievement for completing the game without
-Health and Focus does not regenerate, the player has to find pick-ups and consumables.
-Focus is not intended as a 'win-button', but an ability to briefly highlight objectives or boost stealth, lock-picking, pick-pocketing or combat skills.
-It's primarily a first-person game, with the exception of small segments where the camera goes third-person.
-A lot of features for touch-pads and next-gen consoles are still in development.
-Lock-picking animation will change when getting closer to the 'sweet-spot'.
-Lock-picking can be done with the help of animation, sound, UI and focus assist.
-Burning building sequence not an escape from a manor, from another part of the game entirely. That sort of thing supposedly very rare.
-Simple blackjacking does not require a take-down button.
-Unconscious guards can be woken up.
-An action heavy approach would be very difficult.
-Demo players found the guards to be very observant, and mentioned that: "If they suspect something is there they actually will change how they patrol the environment to include the area they saw."
-Demo players weren't able to change actions "mid-animation".
-The game pauses when you read things.
-Garrett's eye can zoom, with a tint around the edges and a slight 'blur effect'.
-"..-there is a post mission stats screen. It had total loot items vs how much was in the level as well as things like kills, knockouts, alerts, times caught, mission time, and a few challenges like “Ghost-..”"
-"The shadows and light gem are not binary, but work on a gradient system. Likewise, the shadows were dynamic like in Deadly Shadows. You can hide in the shadow of guard, for example."
-Focus seems to burn about 1% every 3 seconds. Actions performed while in focus, takes about 20% for an aimed arrow, 10% for a blackjack on a weak spot.
-'Leaning' is contextual, and replaced by 'peaking'. The player can look up and around whatever object he's hiding behind, but not freely as in TDM.
Videos from E3 2013:
10 minute full-screen game-play with commentary, by Daniel Windfeld Schmidt, Thief Lead Level Designer
Game-play with commentary, by Stéphane Roy, Thief Producer
33 minute video on stage with the gameplay demo, and commentary by Stéphane Roy, Thief Producer
www.youtube.com/watch?v=5--ZKsAi5E0 (Can't hotlink more media links)
Gamespot Newsroom review with Carolyn Petit and Jonathan Toyad:
www.youtube.com/watch?v=fXZKBa-2xJE (Can't hotlink more media links)
PCGamesHardware interview, with Daniel Windfeld Schmidt, Thief Lead Level Designer:
www.youtube.com/watch?v=xrGSV6-EKHQ (Can't hotlink more media links)
www.youtube.com/watch?v=oUEZaT_XAG8 (Can't hotlink more media links)
Reviews from E3 2013:
http://ca.ign.com/ar...g-from-a-master - Detailed and colorful review, that describes the E3 Thief demo play-through experience, by Richard George
http://metro.co.uk/2...d-down-3847108/ - "Thief hands-on preview – stealing hearts (and anything else not nailed down)"
http://www.gamesrada...ing-candy-baby/ - "Being a thief in Thief isnt easy stealing candy baby"
http://www.gameinfor...t-stealing.aspx - "What Playing Thief Taught Me About Stealing"
http://www.joystiq.c...creep-in-thief/ - "Be an old-school creep in Thief"
http://www.officialp...ays-of-playing/ - "Thief 4 completable “without killing anyone”, will support “awkward ways of playing”"
http://www.fmvmagazine.com/?p=16329 - "THIEF REBOOT IS “MORE NUANCED” THAN DISHONORED, SAYS EIDOS MONTREAL"
http://www.rockpaper...e3-playthrough/ - "Thief: Eidos’ Words Vs My E3 Playthrough"
http://sneakybastard...thief-hands-on/ - "Lay Thy Hammer Down: Thief Hands-On Preview"
Other external forum threads:
http://www.ttlg.com/...ad.php?t=141768 - A very detailed and extensive summery by "Chade".
http://www.ttlg.com/...ad.php?t=141236 - a VERY LARGE collection of Thief related material.
http://www.eidosforu...257#post1927257 - "We PLAYED THIEF at E3 – Ask us anything!" - A lot of good QA: ( http://www.eidosforu...38;postcount=19 )
http://www.eidosforu...8;postcount=117 - "Master Taffer" shares more insights from the E3 demo
Edited by Kvorning, 05 August 2013 - 02:02 PM.