Still playing through this one but it's soooo good, it's so fucking good.

Its level design feels really sensible and modern for its time, you can see a clear line between Thief and games like Dishonored and Deus Ex. Like all the levels really are just a hub. The rules of sneaking are made clear, you are given your tools, go nuts figure it out. Older games that are able to pull off this open design feel soooo fuckin good dude.

The use of sound, movement, and shadows feel soooo fuckin good for a sneaking game, when so many stealth games feel like a simpler "line of sight" game. Like if I'm in a complete shadow, sure as sugar, I'm not getting seen, that's sooo good.

The fact that the only difference between the difficulties is more objectives is also really excellent. How do you make a game that has these base systems set in stone more challenging? Force the player to engage with those systems in the level more. Make them look for more loot by engaging in the level more, pay more attention to notes, take routes they wouldn't have taken if they didn't need to.

It rocks, I feel a sincere appreciation for cornerstone games like these.

Reviewed on Jun 01, 2023


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