Neon Struct Developer Interview – Structural Analysis
[one_third]We speak with Neon Struct developer David Pittman about the game’s colourful world and clean stealth systems.[/one_third]
The Stealth Gaming Blog
[one_third]We speak with Neon Struct developer David Pittman about the game’s colourful world and clean stealth systems.[/one_third]
[one_third]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.[/one_third]
[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]