With the announcement of Thief 4 (Thifourth) this week, it seemed an apposite time to go back to the very beginning and remember why this series was so special. Armed with a commission from Eurogamer, I snuck back to 1998 to play Thief: The Dark Project once again. It begins:
“This is a game where turning the difficulty up reduces the number of enemies you have to kill. Certainly it also increases the number of guards (but slightly and smartly, never feeling unfair or unrealistic), and repositions them into more strategic patrol routes. But it doesn’t make your weapons less effective, or raise enemy hit-points, or artificially hinder you in any ‘gamey’ way. It simply asks you to be a better, subtler, smarter thief.”
You can read the rest here.