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PC Games BuzzVerdict

Thief

3.0 / 5
How we rate

2014 · Stealth / Action-Adventure · PC / Steam


Rebooting Thief was always going to invite comparisons that no game could comfortably survive. The original trilogy, particularly The Dark Project and The Metal Age, set a standard for first-person stealth that few games have matched in the decades since. Eidos Montreal’s 2014 reboot arrives carrying that weight, and the community verdict is that it mostly buckles under it.

That said, the reception isn’t universally negative. Taken on its own terms, divorced from the legacy it inherits, Thief is a functional stealth game with some solid moments. The problem is that almost nobody plays it divorced from that legacy, and the places where it falls short are precisely the places where the originals excelled.

Shadows, Sound, and the Art of Stealing

The core stealth loop works. Garrett moves through shadows with satisfying precision, and the light-and-sound system creates tense moments when you’re inches from a guard’s patrol route, waiting for the right moment to slip past. The light gem mechanic, which shows how visible you are at any given moment, provides clear feedback that makes stealth feel reliable rather than random.

Environmental design in the game’s best missions reaches impressive heights. The Moira Asylum chapter stands out as a highlight that the community returns to again and again in discussion. Its atmosphere is oppressive, its layout encourages creative problem-solving, and it demonstrates what the game could have been if more of it operated at that level. A handful of other missions hit similar notes, offering mansions and estates with multiple entry points and satisfying opportunities for creative theft.

The visual atmosphere captures the gothic, industrial feel of The City effectively. Rain-slicked streets, flickering gaslights, and crumbling architecture create a world that looks and feels right for a Thief game, even when the gameplay doesn’t always live up to the setting. Sound design is similarly strong, with the kind of environmental audio detail that rewards players who move slowly and listen carefully.

A City That Feels Like a Corridor

Level design is where the strongest criticisms land. Many missions feel linear in ways that contradict the open-ended philosophy the series was built on. Where the originals gave you large, complex spaces and let you find your own path, the 2014 version frequently funnels you down predetermined routes with the illusion of choice rather than the reality of it. Vents and side passages exist, but they often lead to the same destination with minimal variation.

The hub world connecting missions suffers from similar constraints. The City should feel like an open space ripe for exploration and opportunistic theft, but it’s broken up by loading screens and narrow pathways that make navigation tedious. Window-opening animations, rope-climbing sequences, and other contextual transitions interrupt the flow constantly. What should feel like prowling through a living city instead feels like moving between small rooms connected by loading corridors.

The story fails to provide compelling motivation for pushing through these issues. Garrett himself feels flat compared to his previous incarnation, lacking the dry wit and personality that made him memorable. The overarching plot involves a supernatural threat that never generates real tension, and the supporting characters are too thinly drawn to carry emotional weight. Cutscenes sometimes wrest control away at moments when player agency would have served the story better.

The focus system, which highlights interactive objects and slows time, feels out of place in a game about patient observation and environmental awareness. While it can be turned off in the options, its existence suggests a design philosophy at odds with what makes stealth games compelling. The game seems uncertain about whether it trusts the player to engage with its systems without assistance.

Between Nostalgia and Modernization

Thief’s central problem is that it tries to serve two audiences and fully satisfies neither. Veterans of the original trilogy find the level design too restrictive and the tone too serious without the sardonic edge that Garrett once had. Newcomers to stealth games might appreciate the more guided approach, but they’re also the audience least likely to forgive the pacing issues and repetitive structure. The game occupies an uncomfortable middle ground where it’s too traditional to feel modern and too streamlined to feel classic.

The custom difficulty options deserve credit as a smart inclusion. Players can toggle individual restrictions, turning off focus, removing knockouts, requiring no kills, and generally tailoring the experience to their preferences. This system shows a level of respect for player agency that the main game design doesn’t always match.

Should You Play Thief?

If you’ve already played the original Thief games and their spiritual successors, there’s limited reason to prioritize this reboot. The stealth mechanics work well enough, but you can find deeper, more open-ended versions of the same ideas elsewhere. If you spot it at a deep discount and want more first-person stealth in your life, the handful of standout missions might justify the time.

New players curious about the stealth genre would be better served starting with the games that inspired this one. The originals remain playable, and their ambition still outstrips what this reboot attempts. If you do start here, approach it as a competent stealth action game rather than a definitive statement about the genre.

The Verdict

Thief (2014) is the definition of a mixed bag. Its best moments, particularly the Moira Asylum chapter and a few well-designed heist missions, show that Eidos Montreal understood the appeal of the franchise. But restrictive level design, a forgettable story, and a general lack of trust in the player drag the overall experience down. It’s not a bad game. It’s a disappointing one, which given the legacy it carries might be worse.