Flux on 24/6/2025 at 07:24
I came to this thread hoping for more creative bashing of Eidos...meh, this thread needs more ZylonBane:=)
New Horizon on 27/6/2025 at 17:25
Rope arrows have been limited to specific points, just like Thief 2014. The explanation being pretty much the same. They've placed them where they are deemed logical by the devs. :( After 10 years and all the feedback out there about this issue in Thief 2014, my confidence in this team has been knocked down a few notches.
Russ Harding, chief creative officer at developer Maze Theory, defends the decision. "We've integrated anchors into the environment in a way that feels natural and diegetic. You'll need to read the space, stay alert, and think like a thief to find them. It's a system that rewards observation and encourages vertical exploration. We believe the approach preserves the spirit of rope arrows—clever tools for those who take the time to look up, scout ahead, and plan their next move—while making traversal feel intuitive and comfortable in VR."
<Username> on 28/6/2025 at 12:55
Quote Posted by PC Gamer Interview
We won't be playing another Garrett this time, though Stephen Russel has returned to voice his version of the master thief as a ghostly voice heard by Magpie, Thief VR's brand new hero.
I am thinking of Trespasser and the Richard Attenborough monologues that triggered the first time you entered specific areas. We'll see how it turns out in Thief VR, but in Trespasser, it worked very well to create atmosphere and anchor the game in the established lore.
Esme on 4/7/2025 at 13:32
I may finally have a reason to use Steam