

It's sort of hard to give an objective opinion about a project like this with what's been shown, but I'll do my best with what I've observed in the extremely limited play area the devs provided. There's some areas where there's some potential for positive results. The level design is fairly close to the original game, which is fine as that's a strong point to this day. It's a bit rough around the edges, but it is an alpha; some little touches, like Mira's head in the vent are missing. Having the 451 code right by the medical key is disconcertingly handholding, I thought maybe they'd hired the Bioshock Infinite team for a second. Hopefully that will be removed with the final release. Combat also needs several balance checks. The Sparq Beam's overpowered right now, even though it's no longer hitscan (I don't agree with that, but on the other hand it fits in with the System Shock 2 lore). The melee combat is awful, the lead pipe takes too long to connect. If that carries over to the Laser Rapier later on, it'll be rendered useless. Aside from the PC's current attack code, the loot RNG is too generous. Got enough batteries off the Serv-Bots to last to the Security Deck! The audio is the weakest part of this, disappointingly as that's the one area LGS games always were top-notch in. Granted this is a different studio, but this IP and Thief's should in general have a rich soundscape. This doesn't. The music is disappointing, hopefully something resembling the arranged soundtrack from the Mac version of the first game can be implemented. Also the environmental and other sounds were a bit flat, and could use some touching up. And why get a new VA for Rebecca if she sounds exactly the same as the old one? Finally I think the Bloom and post processing is overboard, and could be toned down a bit. It's very garish. Some other graphical assets are obviously placeholders, but that's fine as an alpha. Overall: mixed. Huge fan of the first game, but this still needs work.