The Two-hour Test and Thief
For the number of games that I play, I’ve finished shockingly few. Whether it’s due to getting tired of a genre or a games poor performance, I end up quitting long before the final boss battle. After losing my patience with a new game, I’ll shut it down and Steam tells me that I’ve played for about two hours. It happens so often that I’m more shocked if I spend more than two hours with a game before finally putting it down and stepping away. It’s become my unofficial benchmark to test games with. If the experience doesn't inspire me to keep playing after that time period, it’s getting moved to the “Over it” pile. So after spending about two hours with Thief (2014), I haven’t given up yet. This doesn't inherently mean that it’s a quality game, just that I can’t decide how I feel about it. But I know that it does deserve some recognition because it survived the two-hour test.
So Thief opens and we’re in a room with a drunk guy on the bed. What the heck is Garrett getting himself into? After taking everything from the room that isn’t bolted down, I escape through the window. I found the art style interesting, and enjoyed the cityscapes. It’s hard to make objects in the dark look pretty, or vibrant, but Eidos Montreal did a solid job of designing the setting for the game
I can't wait to zip-line across that cable.
Then Erin entered the game. For those of you who don’t know, Erin is a quasi-mentee of Garrett’s who needs to be taken down several pegs. She’s immediately giving him grief for being too slow and wanting to start a competition of who can steal the most stuff. Erin’s first impression is not great. Even Garrett agrees as he starts berating her for relying on her “claw”, a pretty sweet climbing device of her own design. So we’re sneaking and thieving through the tutorial, thankfully not directly with Erin, and we meet up at the location of our job. This entire time I was reminded of Durzo Blint and The Way of Shadows (if you haven’t heard or read the series, stop now, go get it.) Durzo Blint is the baddest of badass assassins (technically called wetboys; assassins have targets implying that it's possible to miss, which a wetboy doesn’t do). Blint decides to apprentice young Azoth who must follow one simple rule: do what I say or I’ll kill you. Simple as that, and you know what? It gets results. Not to spoil the whole book for you, but Azoth gets good, almost as good as his mentor. I think that Garrett and Erin’s mentor-mentee relationship would have been much improved had he used this rule. Don’t talk back to me, or I’ll kill you. Stop using that damn claw, or I’ll kill you. Stop sprinting on rooftops making so much f*****g noise, or I’ll kill you!
Garrett missed his chance long ago to get rid of this chick, just saying.
So Erin-the-crappy and Garrett approach their job site. A cult of old men below are chanting around a magic stone, the same magic stone you’ve been hired to retrieve. Garrett decides that the job is over, but Erin is insistent. Obviously, Erin is wrong and bungles the whole thing. She goes diving over the sky light to retrieve her claw, and shocker, it breaks and she goes plummeting down to the circle of chanting old men. After the scene fades to black, we awake as Garrett in the back of a cart being carried away with the bodies of the city’s plague victims. After sneaking around and making your way to your friend Basso’s house, it becomes clear that Garrett has been missing for almost a year, and he has no recollection of the passing of time.
After two hours, I’m a little further into the plot. We have a bad guy, the Thief-Taker General, and we have an organized good-guy front lead by Orion. I’m also enjoying the secondary characters, such as your good ol’ buddy Basso, and the matriarch of the underworld, the Queen of Beggars (does she remind anyone else of a 70 year old Momma K?). I’ve enjoyed myself up to this point, except for a few combat sections that were avoidable and some bad glitches that crashed the game and forced me to reload a mission. I enjoy the levels mostly due to the open-world aspect and the art-style of the setting. With a few exceptions, you can often take your own path to the next objective. Even when it’s more confined, there are at least two options that will highlight your preferred play style.
DON’T piss off the birds. Trust me.
I’ll admit here that I’ve been playing on easy because I have nothing to prove. There’s no shame in bumping down the difficulty to complete a game. Or, you know, starting on easy because you know you’ll have more fun that way. That being said, the combat is awful and difficult, which is a good thing! What’s the point in forcing you to sneak if you could just fly in like Errol Flynn and swashbuckle everyone to death? That’s the problem with the AssCreed series; the combat is too easy and there’s no consequence for being spotted. In Thief, if I’m spotted by more than two baddies, I end up save-scumming through the level to make sure I’m not spotted again. The impenetrable combat is actually contributing to the gameplay, making sure that you use combat as a truly last resort. More often than not I end up sprinting away, especially at the end of levels. At one point there were five guards and their dog in a courtyard, and they had all spotted me. I immediately turn and ran, and actually ran through the end of the level gate, success! I felt no remorse for it either. In Thief you have to do whatever you can to survive.
I do have a few complaints, because of course I do. Obviously a game called Thief expects you to do a lot of sneaking, especially given the tone of the first games in the series. It’s also integral to restock your supply of special arrows (fire arrows, poison arrows, water arrows) in order to best complete the next mission. The game dumps you into the city hub wherever your cut scene just ended. The store and Momma K, I mean the Queen of Beggars, are also found within this city hub, and visiting both is necessary for restocking equipment and upgrading your abilities. But all throughout this city are guards that will try to kill you immediately on sight. I have to sneak to the freaking store in order to get ready for the next mission that will inevitably be full of sneaking. I wish they gave just a little break from the skulking and allowed you to upgrade more easily. Another complaint is that the setting is shockingly similar to Dishonored. Corrupt officials, a savior sneak-thief, and a city-wide plague that drives the plot forward. Honestly, the gameplay and artstyle is better in Dishonored, so why did Thief need to be so similar? It’s pretty difficult to avoid drawing a comparison between the two games, and I wish that Eidos Montreal had branched out a bit more and avoided stepping on Dishonored’s shoes. Especially with the popularity and cult-fanboys of the original Thief series, it would have been beneficial for the development team to reboot the canon in a more creative manner.
At least faces look better in this game than Dishonored
After my initial two hours with Thief, I’ve found that it obviously has flaws, but there’s also something appealing here. I will probably go back and continue playing, which is more than I can say after spending two hours with most games that I start. I hope the plot cinches up the holes a bit more, and that the characters figure out more to do than just stopping the plague. I’ll probably be disappointed, but it’s okay because I’ll be playing on easy. There’s nothing worse than experiencing a bad game story after busting your butt to get through hordes of baddies (I’m looking at you, Mass Effect).