One wonders whether the developers have ever played the previous parts.
Level Design / theme:
Especially the first parts have here must serve as a reference. These were large, rambling Level / missions with part wacky action places. Examples: The house of Constantine with its completely absurd architecture that undead-infested tomb, the towers of the magician or the ruins of ancient civilizations beneath the city.
What has been in the new part: Enge level but indeed to detail are so boring and linear ie it hurts. Much seems like a poor imitation of the much better-made Dishonored, on which the developers have obviously oriented.
From Steampunk little has remained. Recall only once on the machines of Karras from the second part. Although there are also alarm systems / cameras used but these can be as simple off / bypass that does not even begin to pose this challenge.
Among the opponents:
Guards ... that's broadly. Where are the zombies, magicians, occultists, Burricks, spiders fanatic Hammerites, mechanist, Insektioden and other Frefeleien to nature, and the huge operations in the city, which in turn triggers this? The KI is to simply knit the rest as they could be dangerous. Have a caught the guards, just press twice sprinting onto the next roof, and you stand there dumb. Or some games run fast around the corner and into a closet, you're ausgetricktst - easy, no claim.
If you were previously on the hunt for great treasures, Steal today mainly ashtray and gold coins lying around on virtually every street corner of the city.
Sound:
One feels the music and the sound effects are okay. But you look at the predecessors of things look quite different: Especially the first part drew so an enormous amount from the soundscape that they are still a reference. The ritual songs of Hammerite, the shuffling steps of disgusting insectoids and her murmur that you shudder to. Or from the 3rd part of the lingo of the nations ... of such original ideas is nothing more to be found in the new part.
Control:
Jumping can be forgettable. An intended positions (ridiculous!) One must climb. For this, the one-button for-all control, then start the scripted movements. One must to move only in the designated corridors, which can affect all completely static and provides only the fleeting appearance of open-world or alternative routes.
However, the so-called focus is the crowning achievement: Press once briefly, already sees the traps, valuables, buttons, etc. That's only good thing that you can turn it off. More 'blockbuster' windows are levered from outside under constant pressing the appropriate button - wants to back out from the inside you have to pry it again (is also so common when you open from inside a window, not ?!). Or narrow passages, the one naturally passes through scripted, always blocked by a bar, because you (how original) then by hammering the keys to the side pushes.
Weapons:
Sword or dagger no longer exists. But you now have a state-hinged arch with far too much ammunition. Arrows fly also still straight so you can find them half asleep. Rope arrows can be placed only at marked for bar (lol). The gas arrows nor the earlier caused Bewusslostigkeit were plentiful and expensive, now cause a short Hustanfall and then provide alerting the enemy - completely pointlessly.
For graphics you have to say much, which is very good. However disturbing are the constant loading points. Bugs come by the way also: So it came to quick save and load, which at one time was the enemy somewhere else or was right away.
Unfortunately Thief has become a deep, multi-faceted game to a dull, mass compatible porridge for the generation CoD. A tragedy.