What rubs the fans of the classic games up the wrong way is the differences in design ethos. The original games focus on systems - you're given an array of tools and rules and let loose on the game world. The modern thief is a more scripted experieence - levels are more straight forward, you're told where you can shoot…
Well the main points that are the smaller more linear levels that aren't helped by the loading zones. This was a problem in T3 as well. In TDP and TMA you had these huge sprawling levels that had multiple approach points. Another point is they seem to have lost a lot of the atmosphere, they removed the factions like the…