Deep in the Shadows: Thief Design Analysis Part 5 – The House of Secrets
[one_third]Our level design analysis continues as Garrett’s thieving sensibilities find him in The City’s red light district.[/one_third]
The Stealth Gaming Blog
[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]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]The fourth of our fifteen-part series of articles examining Thief II’s level and mission design sees Garrett on the back foot – betrayed and ambushed by the City Watch![/one_third]
[one_third]How Thief: The Dark Project’s “Assassins” mission flips the safety of the city on its head by turning the hunter into the hunted.[/one_third]
[one_third]Speaking at the ACMI Game Masters Exhibition in Melbourne, Warren Spector has elaborated on his frustrations with the Thief series and how they related to the origin of Deus Ex. Our transcript follows.[/one_third]