A detailed video essay focusing on favourites Thief: The Dark Project and Thief II: The Metal Age, and how these old dogs stack up against the AAA gaming ind...
The zombies and monsters don’t fit the fantasy of being a thief. I didn’t try to fight them off, but mostly I just ran from them. It didn’t feel like I was sneaking around them or that it was something the game encouraged me to do when I encountered them, unlike with the human NPCs.
Getting lost is part of the point with the labyrinth levels.
If mine was the intended experience, it’s the part I would call dated, and avoiding that feeling is probably why we have so much white/yellow paint and so many objective markers. I’m inclined to believe, based on the presence of the in-game maps, that they expected me to find my way around by landmarks that weren’t as visually distinctive as they wanted them to be if they were unrestrained by development time or technology.
You can stealth around the undead, not sure what you’re referring to there. It doesn’t make you engage in combat at any point in the game.
People have ghosted the entirety of both games. I’ve done it and I’m not some pro level gamer. It’s hard but far from impossible.
Getting lost is part of the point with the labyrinth levels.
The zombies and monsters don’t fit the fantasy of being a thief. I didn’t try to fight them off, but mostly I just ran from them. It didn’t feel like I was sneaking around them or that it was something the game encouraged me to do when I encountered them, unlike with the human NPCs.
If mine was the intended experience, it’s the part I would call dated, and avoiding that feeling is probably why we have so much white/yellow paint and so many objective markers. I’m inclined to believe, based on the presence of the in-game maps, that they expected me to find my way around by landmarks that weren’t as visually distinctive as they wanted them to be if they were unrestrained by development time or technology.