Thief: The Dark Project

VideoVideo: Let's Replay Thief: The Dark Project

Featuring Paul Dean, man of steal.

Classic stealth series Thief is getting a reboot this week. We're promised "unprecedented immersion", "ground-breaking visual elements" and "a truly tactile first-person experience", all thanks to "jaw-dropping Next-Gen technical possibilities". That's right, they capitalised "Next-Gen". That's how Next-Gen it is.

Off the Map

Our tribute to the levels designed to confuse rather than guide.

In these heady, three-dimensional times where players are expected to move not just from left to right but also backwards and diagonally and sometimes in strange new directions they may not be comfortable with, level design takes on an all-new meaning. Levels now need to be both playgrounds and delicately constructed pathways. To stop their players wandering around aimlessly like children lost in a supermarket, developers must build their games so as to lead the player with an invisible hand.

It's the difficulty levels. That's what I love most about Thief. Looking Glass's genre-exploding first-person sneaker epic is an incredible work for many reasons, but I think it's best summarised by the difficulty levels.