As obvious as it sounds to say so, in Thief you nick things. You nick a lot of things. Broaches, necklaces, wallets, candelabras – anything valuable that’s lying around, really – all disappear into lead character Garrett’s bottomless sack. You find some of these trinkets in the oddest of places. One would expect to find a golden bracelet or two in a wall safe behind a painting, but who on earth leaves a goblet on a rooftop or a couple of coins at the edge of a pond?
It’s possible Eidos Montreal has left these treasures scattered around its game in order to put players into the headspace of its protagonist. If that’s the case, it’s an absolutely brilliant piece of game design because stealing stuff in Thief isn’t just fun, it’s addictive. After you’ve snagged your first five or six baubles, you turn into a veritable magpie, filled with the need to obtain any shiny object that catches your eye – even if it means potentially exposing Garrett to danger in order to do so.
This compunction to loot is backed up by the game’s open-ended structure and its seductive visuals. Thief is set in a gloomy urban sprawl where the architectural schools of Gothic Europe, Victorian London and Steampunk Sci-Fi seem to have collided in a mass of fog and iron. Garrett, the antihero of the series since its 1998 premier, it back, returning to his home town, which is now in the grip of both a horrendous plague and a tyrannical ruler, The Baron. A palpable sense of foreboding drapes over the city’s gas-lit streets and shadowy rooftops, an effect that's bolstered in no small part by the flashes of lightning that briefly throw Garrett’s shadow onto the walls and pavements around him.
As sinister as all of this sounds, it becomes apparent early on that the city’s darkened alleys and rooftops are Garrett’s natural turf. His almost superhuman ability to move noiselessly through his surroundings turns the skyline into his thoroughfare and makes every shadow inviting. Garrett also has the ability to ‘swoop’ in and out of pools of light quick enough to avoid detection and he’s armed with a decent array of equipment including lockpicks, arrows and a crowbar to force open the odd window.
-Must try this marvelous game because it is a lot harder than it looks like-