Thread 714835186 - /v/ [Archived: 631 hours ago]

Anonymous
7/8/2025, 4:25:08 AM No.714835186
Thief_The_Dark_Project_boxcover
Thief_The_Dark_Project_boxcover
md5: e67735413a81f029468ed1dd804b3638🔍
>guard walks into shadow
>hit him in the back
PClards think this is 200 IQ gameplay
Replies: >>714838065 >>714838157
Anonymous
7/8/2025, 5:06:32 AM No.714838065
>>714835186 (OP)
Pretty impressive combination of pathfinding, alarm levels, mix of combat and chasing AI for 1998. But yeah, it's not what it was

What makes it 200IQ relative to modern games is the big explorable levels and the multiple ways to complete objectives
Anonymous
7/8/2025, 5:08:13 AM No.714838157
>>714835186 (OP)
DIE TAFFER!
Anonymous
7/8/2025, 5:46:08 AM No.714840806
Thief was pure stealth, whereas modern games are either "stealth as an option" or "survival horror"
Stealth as an option is Dishonored or the Metro games - You can sneak around and silently kill enemies, or even ghost the level entirely, but if you get caught you can just kill everything pretty easily.
Survival Horror is Resident Evil or Alien: Isolation - You're enemies are invincible and the gameplay is just about avoiding them.

Thief had you avoid enemies, AND be able to incapacitate them if you managed your resources and the environment well. Face-to-face combat would kill you in most situations. You won the level by exploring and defeating THE LEVEL. not the enemies. You had to navigate the huge mansions and dungeons, find keys, read logs, solve puzzles, steal stuff, unlock secret passages, all while keeping your head on a swivel.