Thief producer Stephane Roy has spilled a few new details on the PS4 version of the game. Specifically what’s possible on PlayStation 4 that current gen can’t do, as well as DualShock 4 motion control, light bar and Share button features.
While discussing what PlayStation 4 brings to the game Roy states, “There are multiple components to this question; an AI component, an audio component, an art component. It’s very important for us to immerse players in our universe. We want to make sure players really feel like they’re Garrett, that they’re part of the environment. So on our side the immersion is key. And honestly, with the PS4, it’s just amazing to see how far we can push this immersion”.
In terms of the PS4 controller Thief will be using the lightbar to represent the game’s light gem – a pulsing stone that gets brighter the more visible the player is. “It creates a nice feeling when you play in the dark to see it illuminate or darken as you move through the environment,” he says, adding, “additionally, the touchpad allows for better menu navigation and makes for a more intuitive way to perform various actions, like navigating the map or selecting weapons”.
“We give a lot of freedom to the player, and we work really hard to create a systemic AI that will let the player find creative ways to play”
Roy also has good things to say about the PS4′s improved motion control, something he describes as, “way more precise than before. You can use it to adjust your aiming with the bow and the level of accuracy we get with it is really impressive”. He also makes mention of the Share button’s potential, “We give a lot of freedom to the player, and we work really hard to create a systemic AI that will let the player find creative ways to play. Sharing those moments will showcase how they solved various situations — and we’re pretty sure that players will find ways that impress even us”.
That AI is something Roy describes as, “a complex perception model that creates realistic situations”. So while traditional things like being in the dark or crouching work, “the position of the player, their movement, and the distance all change how the AI perceives Garrett”. That even goes as far as, “distinguish[ing] between central vision and peripheral vision”. Sounds interesting.
Thanks EU blog