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Thick As Thieves – Part 1

There happened to be a hole in my calendar between large Let’s Play projects, so I figured we might as use it to play a small little game that caught my eye.

If you’re a fan of either Thief or Dishonored, you might be interested in Thick As Thieves.

Streamed on my Twitch channel.

It’s honestly been a long time since I’ve played a game that actually made use of light and shadow as a mechanic, rather than focus on pure line-of-sight/detection cones for stealth. Even Dishonored, which hails from Thief: The Dark Project lineage, doesn’t use shadows mechanically.

It’s something I had to relearn as I started playing Thick As Thieves, because I had been so out of practice. I had forgotten than under perfect darkness, I can afford to be a more brazen. Unless the guards were right next to me I was invisible to them. And it was much the same with sound mechanics, as I realized I could practically run on grass and carpets without fear, while I still needed to move slowly and quietly on wooden or tile surfaces.

None of these are new mechanics: They date back to at least the original Thief. Yet, they are mechanics that most developers, for many reasons, don’t make use of anymore.

Thick As Thieves, despite only having two maps, highlights what can be done when stealth game designers have access to these tools.

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