Deep in the Shadows: Thief Design Analysis Part 6 – Architect of His Own Demise
[one_third]Garrett finds his way into the Baron’s stronghold by way of an architect’s mansion in the most confusing and illogical Thief chapter yet.[/one_third]
The Stealth Gaming Blog
[one_third]Garrett finds his way into the Baron’s stronghold by way of an architect’s mansion in the most confusing and illogical Thief chapter yet.[/one_third]
[one_third]Our level design analysis continues as Garrett’s thieving sensibilities find him in The City’s red light district.[/one_third]
[one_third]Chapter 2, the first non-tutorial mission of the Thief reboot, sees Garrett infiltrate a foundry used to dispose of The City’s plague corpses.[/one_third]
[one_third]Our level design-specific analysis of the Thief reboot begins with a look at the Jewellers and road to the clocktower in Chapter 1: Lockdown.[/one_third]
[one_third]Justin Keverne deep-dives Eidos Montreal’s Thief reboot to determine whether its systems and level design stand on their own to craft an immersive stealth experience.[/one_third]
[one_third]Justin Keverne deep-dives Eidos Montreal’s Thief reboot to determine whether its systems and level design stand on their own to craft an immersive stealth experience.[/one_third]
[one_third]Our extensive design analysis of the Thief reboot begins with a look at its core stealth systems and artificial intelligence.[/one_third]
[one_third]After an extended development cycle, Eidos Montreal’s Thief reboot has been released. How fares this new interpretation of the progenitor of the modern stealth genre? Our review illuminates all.[/one_third]
[one_third]Sneaky Bastards takes no prisoners as it presents its 2014 manifesto by asking whether or not the stealth genre as a standalone concept can even be identified.[/one_third]
[one_third]Thanks to generous Kickstarter backers, Issue One of Sneaky Bastards: The Stealth Gaming Magazine is now available to purchase digitally and in print.[/one_third]