Deep in the Shadows: Thief Design Analysis Conclusion
[one_third]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.[/one_third]
The Stealth Gaming Blog
[one_third]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.[/one_third]
[one_third]The hub world of the City in the Thief reboot features some well-designed sidequests within confusing architecture.[/one_third]
[one_third]Thief’s anti-climactic finale features easily-bypassed encounters within confusing and characterless spatial design.[/one_third]
[one_third]The second to last chapter of the Thief reboot returns to locations and lore from the original trilogy.[/one_third]
[one_third]Garrett returns to Northcrest Manor in a Thief mission that shows glimmers of good spatial design.[/one_third]
[one_third]Don’t mention the Cradle, don’t mention the Cradle, don’t mention the… dammit.[/one_third]
[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 asĀ 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]