Stealth games trade away much of the action in action games in order to achieve a much greater feeling of suspense. From hiding in the shadows to observing a patrolling guard, mastery is obtained through the art of patient planning. Back in 1998, Looking Glass Studios released Thief: The Dark Project , a game where you were terrible at killing but great at hiding and well, being a thief. Released to critical acclaim, Thief quickly rose to prominence and forever cemented the stealth genre’s place in the market. But can Thief hold up to the spotlight over two decades later, or has it been overshadowed by more modern takes on the genre?
On this episode, we discuss:
How well put together is Thief’s level design? Does maze-like = good, or is it a lot more complicated than that?
How does Thief approach its different difficulty levels, and what can modern stealth (or all) games learn from it?
Is this opera singer the worst character in any game ever? Somehow, Pat and James disagree on this one...
We answer these questions, and many, many more (seriously, it's a super long episode) on the 15th episode of the Retro Spectives Podcast!
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