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Originally released more than a decade ago, Thief set a new precedent for stealth games with its unforgivable AI design, and ruthless gameplay. It was purely stealth for the most part, as even getting noticed by the enemy would’ve brought you to the game-over screen. So, you can kind of guess why a lot of people were annoyed when Square Enix announced that the new entry would be something that would cater to all gamers. They were afraid it would ruin the franchise. Unfortunately, they were right.

In thief, players don the role of the Master Thief Garret yet again, as he partakes on some of the most dangerous jobs he has ever come across. However, after seeing someone from his past comeback, “someone” (who was quite dead the last he remembers) it throws him off his edge and propels him into situations he can’t quite comprehend.

The game starts off on a rather interesting note, drawing the players in with its introductory sequence as you rush through buildings, over the rooftops and through some streets, trying to keep up with your new apprentice. This sequence actually showcases just how good the game looks on the PC, with its enhanced resolution and crisp texture support. Not only that, but Nixxes has done it once again by creating a port that runs way better than it looks, and that says a lot in my opinion.

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The first act of the game is probably the only part that managed to pique my interest, as after meeting with all the characters for the first time, and getting to know them, it starts feeling like a drag. It isn’t that the gameplay is broken or severely lacking, but it just doesn’t seem to go anywhere or evolve. Even the claim that it is meant for everyone, kinda seems far fetched now. For example, even though the AI and stealth mechanics are solid, the combat isn’t, as you only have a black jack to defend yourself with. You can use it offensively as well, but it doesn’t do much, and spamming the attack button doesn’t feel that rewarding but instead, monotonous . What does work in my opinion, is the dodge mechanic. Basically, when you perform the dodge, you will do a swipe movement, dodging any incoming attack. If done right, it feels empowering and slick. Too bad the offense doesn’t line up on the same level.

For stealth, the mechanics and AI work pretty well, with my favourite being the swoop action. Every time you press the key associated with that action, you swiftly and silently rush forward a bit. It is really useful when you want to sneak from cover to cover or vanish from the limelight. Furthermore, even the animations are nicely implemented with each action, especially during peeking where you can see Garret putting his hand around the edge of his current cover for support as he leans out. It definitely adds to the authenticity.

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Now lets talk about what makes our protagonist an actual thief. From what I remember, it wasn’t the stealing part that made the previous games so enticing, but it was the challenge associated with it. You had a countless number of ways in which you could pick something up without anyone even knowing, but that openness feels lacking in the new game. The game does encourage you once in a while to use different methods, but it usually always consists of a single route you can take.

The world you are in, also feels linear, and there isn’t much to do. The streets are empty and the valuables are mostly scattered around, unprotected. Stealing them doesn’t feel satisfying at all, as there is no sense of danger around. You aren’t afraid that someone will walk in on you as you cautiously pick a lock or wench open a window, as there is no one there. The appeal of stealing in the old games was that you really felt like you were invading someone’s privacy, where you weren’t supposed to be. However, that sense of awe is missing here, and the only challenge you are likely to get is when you swipe the guards’ coin sacks from right under their nose.

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The arrows have made a return, with each type providing a different advantage to the players. They can be really useful in completing some missions if you are facing difficulty, and are stuck. Firing  them is pretty straightforward, and doesn’t require a steep learning curve compared to the previous games. Unfortunately, compared to the previous games, they are very limited. For example, from what I remember, using the rope arrows in the previous games was really open and you could’ve pretty much used it against any surface. However, this time it can only be used on specific objects, which makes the game painfully linear.

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However, not everything is lacking in Thief, as the best aspects of it isn’t its gameplay or the mechanics, but is instead, its grim art design and amazing music. As you all know, Square Enix and Eidos employ some of the best artists there are in the industry, and they really give the world of their games unique depth with their artistic talent. Visually, the game is eye-catching, with detailed structures referencing the Victorian era, beautiful costumes that not only look authentic, but also seem functional and great loading screen artwork, the game really paints the image of a distressed location. Due to the disease, water leaking everywhere, broken windows, shady inhabitants and peeling cement everywhere, it is far from a fairy tale kingdom.

For the music, Luc St. Pierre has put a huge amount of intensity to his score. Even though it is really grim at times, it rarely feels uncomfortable to listen to. The main menu theme, which uses a dynamic pace mixed with unique sounding string textures to establish a dark mood, will be the first theme you get to listen to during this game. The music, even though outstanding, never really gets in the way of gameplay, but instead nicely complements it, providing a boost to your experience. Even the cues are perfectly tied to some actions, making them feel intense. What I particularly like is how he has made use of electronic samples to experiment in his scores. If it was someone else, they would have probably ditched the electronics in favour of organic instruments that suit the game’s timeline. So, not only does it sound memorable, but is also distinct from most other scores in the stealth genre.

Overall, the game is nothing but a collection of promises that are hardly realised. You’ve got some genuinely cool mechanics at your disposal and even though they do work… they also feel wasted and misused. Furthermore, the world for the most part feels lifeless and the back story behind it is an uninteresting mess. It might start on a high note, but it quickly drains itself of any attraction it might have had. After a while, it felt like a chore trying to continue the game. At least the great visual design and amazing music was there to salvage the experience. Otherwise, even with all the customisation available, it rarely feels like a true Thief game. Because, even though you have the ability to turn off or on a few features, the overall game design isn’t meant for non-linear “true to roots” gameplay. My advice? Proceed with caution.



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