In Thief, every room could tell a story, and as a thief in the shadows, you enjoy the experience of learning those stories from various objects and characters in the environment.
Thief’s City is not a world of good guys and bad guys. It’s hard to know who is right, if anyone at all. But there are relatable, common people: the guards.
At its heart my Dark Narrative series is a celebration of Thief’s uniqueness. I write with the conviction that this game series, especially the Looking Glass originals, are matchless.
Within Thief, you are part of an ongoing world. The world does not stop for you—each level isn’t set up for you. You are a piece of it moving about life that keeps happening.
So many given scenes in the City tell a story.
Any given game beloved by its fanbase is likely to have an unpopular, love-it-or-vehemently-hate it mission, level, or section. You know, the Water Temples and Xens of the world.
Horror is an odd kind of entertainment as it takes us away to a place we do not want to be. The indulgence in these unusual experiences is especially popular this time of year.
Lords, Sheriffs, and other household heads create the atmosphere of Thief’s manor missions.
Buildings ooze feeling.
Thief fans can puzzle over which of the original titles is better: Thief: The Dark Project or Thief II: The Metal Age.