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Neon Struct Developer Interview – Structural Analysis

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We speak with Neon Struct developer David Pittman about the game’s colourful world and clean stealth systems.

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Neon Struct Stealth Review – The Fluorescence Age

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Despite the name, Minor Key Games’ cyberpunk espionage thriller is bathed in the ambiguous greys of Thief and Deus Ex.

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A Midnight Sermon

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The fifth of our fifteen-part series of articles examining Thief II’s level and mission design returns to a classic layout with a twist – the Eastport Mechanist Seminary.

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Alien: Isolation Stealth Review – In Space, No One Can Hear You Crouch-walk

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Justin Keverne crawls through The Creative Assembly’s stealth-horror homage to 1979′s classic sci-fi film, Alien.

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Deep in the Shadows: Thief Design Analysis Conclusion

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Our deep dive analysis of the Thief reboot concludes with a holistic look at its stealth systems in the context of the game’s level design.

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Deep in the Shadows: Thief Design Analysis Part 11 – Big City Life

thief design analysis part 11

The hub world of the City in the Thief reboot features some well-designed sidequests within confusing architecture.

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Deep in the Shadows: Thief Design Analysis Part 10 – Cast Off

thief design analysis part 10

Thief’s anti-climactic finale features easily-bypassed encounters within confusing and characterless spatial design.

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Deep in the Shadows: Thief Design Analysis Part 9 – Sacred Ground

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The second to last chapter of the Thief reboot returns to locations and lore from the original trilogy.

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Deep in the Shadows: Thief Design Analysis Part 8 – The Fall of Northcrest

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Garrett returns to Northcrest Manor in a Thief mission that shows glimmers of good spatial design.

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Deep in the Shadows: Thief Design Analysis Part 7 – Institutional Lies

thief design analysis part 7

Don’t mention the Cradle, don’t mention the Cradle, don’t mention the… dammit.

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