![]() |
Hunger Games: S&M Edition |
It’s all about the loot actually, and there hasn’t been a mission or moment that’s felt out of place or annoying outside of a puzzle involving rotating staircases. I haven’t been forced into combat sections, nor has remaining undetected been a cakewalk. I feel my options are many and creative, including a mid-game mission where I overloaded an opium dispenser and knocked out the entirety of a brothel. As a bonus, difficulty is nicely augmented by just how badly you want every piece of loot, which is often stashed in hard to reach areas, locked safes, or on guards and enemies themselves.
While the settings, locations, characters, and monsters “in there” change, that tension remains the same exhilarating sensation. A good stealth game gets this tension right. When a game gets it wrong, it’s often because developers are worried the players will get frustrated, feel pigeon-holed, or not have enough tools to do what they want to do or grow impatient. You’ll notice “Metal Gear Solid” evolved into more of an action game as time went on, with stealth elements saddling up awkwardly to the shooting, and it seems in general developers have made stealth either a forced-upon mission type (Looking at you, “Assassin’s Creed”), or an element of a power fantasy like in “Far Cry 3”. Not that “Thief” isn’t a power fantasy, but here the power comes from a much different place. It taps into the part of our soul that loves the last three moves of Jenga, pulling off an insane trade in Monopoly, or getting “Final Jeopardy” right a week in a row. It empowers your super-genius fantasies, not your superhero ones.

So, yes, “Thief” is a game I know manufactured on the shoulders of creative giants, but if you never met, or spoke with, or even put eyes upon those giants, “Thief” stands mighty tall all on its own.
4.5 Stars.