
Games of today love nothing more than to show off, especially where graphics are concerned. They delight in granting you moments where there is nothing more to do than soak in the lush, colourful scenery and appreciate the vibrant scenes unfurling before you. Except Thief. Here is a game that lurks in the shadow, amidst dank, grimy back alleys and foul-looking industrial interiors. No wonder Garrett is so keen to stick to the cover of darkness, away from a populace that’s as murky as their surroundings. Thief has now stolen its way onto the 360 (and the One, with that version recently covered by Dan), its first time on consoles. With the recently released Dishonoured threatening to take the limelight from this arrival, and with the massively positive reception the original Thief enjoyed, this would be no simple task for this latest iteration to stand out of its own accord.
As far as gameplay is concerned, comparisons to Dishonoured are both expected and unfair. While there is an element of the supernatural in both games, Dishonoured uses it both its combat and exploration, while Thief remains much more grounded, preferring to take a slightly more realistic approach. Garrett has a few, non-lethal tricks up his ample sleeves (sandwiched somewhere between the mountains of loot he has acquired along the way) to assist his journey. His numerous arrows make a return; water arrows to snuff out torches, rope arrows allow you to reach higher ground, while choke arrows are used to subdue guards and other undesirables. While he is unable to jump manually, holding down the left trigger now allows Garrett to bound around the world – anyone who has played Assassin’s Creed will find this mechanic quite familiar. However, there are moments when an accessible area appears to be not so, with Garrett refusing to grab onto a nearby ledge. A multi-purpose tool also contributes to your climbing exploits, and also comes in handy for taking down guards when you have successfully snuck up behind them.

Sneaking is certainly the most enjoyable way to play through the game. Garrett is more of a robber, not a fighter, and conflict is best avoided, as you are constantly out-numbered and under-armed. Rewards are also greater for taking a stealthy approach, in terms of those who seek out achievements, but also in-game treasures. Remaining unnoticed certainly gives you a better chance of finding all the loot available in each section and chapter, and there is a lot of it. Levels can be replayed immediately after completion for that all elusive ‘Ghost’ rank, achieved by remaining undetected and slipping by guards without rendering them unconscious. For those more interested in fisticuffs, a shiny ‘Predator’ badge awaits, while those who prefer the best of both worlds have the title of ‘Opportunist bestowed upon them.

As mentioned previously, the world our master thief inhabits is a grim affair. Its inhabitants suffer from a disease known as The Gloom and seem to have the constant desire to better their own situation at the expense of their neighbour. A section where you travel on a meat hook along a rail carrying the recently deceased sums of the general tone of the game. The game is split into 8 chapters, with the city acting as a hub to travel from one area to another. Some are little more than corridors do direct you to the next location, but overall there’s enough to see and hear in between to help keep you invested in the world. In all these locations, you will spend the majority of your time residing in the shadows. An indicator at the bottom of the screen keeps you informed as to whether you may be visible or not. The edge of the screen will also be lined with shadow; step into the light, and there’s a great sense of Garrett reappearing into the world. As important as it is to remain obscured visually, sound has an equally key part in keeping you hidden (note: I would suggest playing with headphones to full appreciate this aspect). Glass littering the ground crunches as you step over it – go too fast and you are certain to alert any nearby foes. It is also possible to keep too close to furniture, knocking over items that crash to the floor, forcing you to flee.
Thief requires you to fully embrace its idiosyncrasies to get the maximum enjoyment from it. If you purely feel like blitzing through it, knocking off guards and skipping the optional loot stashes, it is possible, albeit problematic. In reality, you should treat it almost as if it is an RPG. Keep your concealed, take what you can whenever you can and drink in the world that exists around you. If you have the patience, the game will eventually open all its doors for you, which ought to be music to any aspiring thief’s ears.


