The Thief series’ underdog is available for free on the Epic Games Store

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The Thief series’ underdog is available for free on the Epic Games Store

Thief series

Admittedly, I was taken aback to see the masked form of Garrett, the Master Thief, reaching lustfully for me from the Epic Games Store’s free game section. This is partly because, aside from genuine classics, most of Epic’s giveaways center around relatively new but generally well-received games. Furthermore, based on a thorough analysis of the online conversation in the years after its debut, the 2014 Thief reboot appears to be highly unpopular.

 

Thief (2014) by default engages

Thief series

You see, Thief (2014) by default engages in the same condescending hand-holding that afflicted triple-A games in the late 2000s and early 2010s. In order to guide you towards potential pathways, grappling points, and routes from a distance, interactable surfaces emit a blue glow. This is typically covered with objective markers that, in certain situations, hover directly over the luminous points. This is done just in case the glaringly obvious visual cues weren’t clear enough; grappling points are still indicated by white paint splatters even without all the overlays.

And then there’s the focus button, which is basically an x-ray mode that uses all of your remaining autonomy to highlight anything that can be interacted with for a little period of time. By gaining access to ghostly handprint trails leading to riches, silencing normal arrows, visibly perceiving footsteps through walls, and using your blackjack to one-shot alerted adversaries, among other abilities, focus upgrades allow you to significantly simplify the experience. All of this bullshit is robbing you of what is really an excellent stealth experience.

Additionally, it distorts the sense of linearity in the game, weakening a large portion of Eidos-Montreal’s excellent level design and graphic direction. The game lets you turn these extra layers off, and is much better once you do. The extent to which you’ll want to trim the HUD fat will vary, but it really speaks to the weird tension at the heart of Thief (2014)—that desire to retain the spirit of the originals while trying to appease some mythical mainstream audience that was presumably identified by the publishers.

The game’s campaign features some amazing levels

Thief series

the most notable of which are a bank heist, a couple of elaborate mansions, and a brothel. These levels engross you for sizable periods of time in the straightforward act of slyly moving through shadows and grabbing whatever treasure you can find with your delicate, exquisitely animated hands. These levels are all multi-pointed entries with hidden passageways, mini-puzzles, and notes scattered throughout to reveal mysteries. It’s important to emphasize that the game’s dismal, wet world—a sophisticated mashup of steampunk Victoriana and Tudor England—still looks amazing, helped by how simple it is to run in 4K resolution on a modern computer.

Garrett moves with such grace when he pulls back curtains, lays his hands on parapets and corners, finds hidden switches hidden behind paintings, or picks locks. There is a deliberate and fluid aspect to the movement. Unfortunately, the game frequently pulls you out of this experience and places you in a third-person ledge-shimmying mode reminiscent of Assassin’s Creed, or restricts your ability to climb certain surfaces and jump onto certain obstacles, or places Garrett in front of the camera when the poor guy is obviously much more at ease behind it.

Set-piece or chase scene at the end

Thief series

There is always an exciting set-piece or chase scene at the end of even the finest missions. Though Thief (2014) is neither an action game nor a movie, it feels like the game adheres to one of those strange action-movie rules about’something huge needing to happen every [x] minutes’. Baron Northcrest’s mansion, one of the best-designed levels in the game, concludes with a hardly interactive scene in which you must escape for ten minutes while the entire structure crumbles around you.

This has a lot of really nice touches. I was shocked that guards could see me across a sizable, well-lit room because I was trained on video games where adversaries’ lines of sight are myopic vision cones that cut off at 15 meters, but of course that’s much more realistic. They’ll detect opened doors, plundered safes, and chests. In an ingenious move that you hardly ever see in modern stealth games, they’ll even lean through windows or peek over ledges in search of you. These men have keen insight.

As a fan of Hunt: Showdown, I also value the small elements, such as the fact that objects in the real world like brooms, mugs, and glasses might reveal your presence if you knock them over, and that there are extra hazards to be aware of, such as caged birds, dogs, and broken glass. There were a few instances where I accomplished a stealth manoeuvre flawlessly, only to botch it at the last minute and kick a cup on the ground or knock a vase off a table, resulting in tense and unexpected situations where I had to quickly remain hidden.

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Salman
Salmanhttps://www.newsburning.com/
Meet Hassan Salman holds a Master Degree in Business Administration, a passionate enthusiast and avid explorer of the biker’s world. With a heart fueled by a love for the open road and a deep connection to the biker community. Hassan Salman brings you an insider’s perspective on all things two-wheeled. Join the journey to take you through gripping tales, insightful reviews, and a glimpse into the unique lifestyle that defines the biker culture. My pages are a tribute to the relentless spirit of those who live to ride, exploring the world one highway at a time. From the thunderous symphony of engines to the stories etched on every mile, we are your front-row seat to the captivating journey of bikers. Join me as we dive into the heart-pounding adventures, the mechanical marvels, and the unbreakable bonds that define the vibrant tapestry of the biker lifestyle.

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