![]() The veterans of Looking Glass have frequently stated the game was a hot mess until near the end of development. ![]() The studio essentially had to invent a bunch of new mechanics to make it work, light-based stealth, AI that had three states of awareness, realistic sound propagation, all of these were necessary to create Thief’s fundamental experience. For much of its early development, Thief was a fantasy RPG called Dark Camelot, and when it transitioned into a stealth game, Looking Glass were entering uncharted territory. When Looking Glass made Thief, they didn’t know what game they were making until relatively late in the project. The key difference between Thief: The Dark Project and its sequel is this. ![]() ![]() But the truth is that, yes, Thief II really is the game that got Thief right. I was hoping to argue for this when I returned to Thief II in anticipation of its 20th anniversary. I’ve often felt like this assumption is unfair on the first game, which is a groundbreaking masterpiece that paved the way for a whole new genre. Thief II is generally considered to be the game that got Thief right. ![]()
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