![]() On hard, you'll have you get in, steal the scepter and 350 gold's worth of loot without killing any innocent servants, and then get back out to the city streets. On normal you may be required to infiltrate a mansion and steal a valuable scepter, after which the mission will end. This makes each difficulty feel unique- for example: If you find a note mentioning some valuable trinket that's been hidden away, then it's likely that you'll be able to root it out and swipe it with a bit of critical investigation, something that I really enjoyed after years of text logs in other games that act purely as window dressing.Īs mentioned above, a Goldeneye 64-style difficulty system is present that changes your objectives based on difficulty rather than simply bumping up enemy health and damage numbers. I feel that level design is one of the things that Thief does best- each location feels rich and cohesive, like it could actually be a functional space rather than simply a set of video game rooms for you to move through. The maps' detail varies mission-by-mission depending on how much information Garrett has on the locale, but they give a vague zone-by-zone indication of where you are without becoming more important than using your eyes and looking around. The games strike an even balance between guided exploration and exploration out of player curiosity by combining a coarse map with a compass in the UI. In pursuit of this, you'll be poking around every nook and cranny looking for hidden rooms, hidey holes, and notes from the inhabitants detailing their daily lives and dirty secrets. When you're not dealing with guards you'll be exploring wide open levels taking anything valuable that isn't nailed down while accomplishing various objectives, such as retrieving a particularly valuable item, breaking someone out of prison or finding evidence with which to blackmail someone, among many others. (Un)fortunately, they fixed it in the sequel. Thief Trivia: The engine that powers Thief (known as The Dark Engine) uses a similar movement system to the one created by John Carmack for Quake, so you can bunnyhop your way through levels like a pro if you know how. If an enemy is unaware then you have the option to knock them out with the blackjack, but if they are then it's time to choose fight, flight, or to reload a quicksave. However, you'll largely be avoiding enemies as he is very much mortal- you can't take on more than one guard at once without serious risk of damage or death. Garrett is equipped with a non-lethal bludgeon called the blackjack, a shortsword, and a bow. If a guard is unalerted and you're fully in shadow (indicated by the light gem at the bottom of the screen) you're effectively invisible, though they'll still hear you if you sprint or perform other noisy actions. ![]() The gameplay is first-person stealth with a focus on light, shadow and sound. He provides pre-mission voiceovers and the occasional quip at key points during gameplay, both of which are well written and believable- a pleasant rarity in the face of most modern video game character writing. Voiced by Stephen Russell, he's cynical, witty and charismatic, rendering him a likable character despite his illegitimate profession. You play as Garrett, a master thief trained by The Keepers - a shadowy group that works to keep the world in balance - who left due to his disinterest in their ideology. Stealth games developed by Looking Glass Studios and set in a dark medieval fantasy setting that feels fresh even today, they're a tour-de-force of mission design, composed of sprawling environments packed with unique and interesting things to see, secrets to find, and featuring a fantastic Goldeneye-style difficulty system that gives you more objectives instead of tougher enemies.
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