THIEF
Thief is a stealth video game developed by the Canadian video game developer Eidos Montreal, and published by Square Enix. It is a revival of the cult classic Thief series of stealth games, of which it is the fourth game. Thief makes you feel...well, like a thief. You've gathered some courage, and you swoop in to snatch a patrolling guard's coin purse unseen, and then swipe a goblet from under his nose. This game made with Unreal Engine 3. It was released for Microsoft Windows, PlayStation 3, PlayStation 4, Xbox 360 and Xbox One platforms on February 25, 2014 in North America, on February 27, 2014 in Australia and February 28, 2014 in Europe
Players control Garrett, a master thief, as he goes about a series of missions, most of which are focused around stealing from the rich. Players must use stealth in order to overcome challenges, while violence is left as a minimally effective last resort.
The goal, of course, is to navigate The City as quietly as you can; if you're busted, you're not much of a thief. Many of the stealth mechanics have a great feel to them, starting with the quick dash known as the swoop. Swooping may not be part of the series' legacy, but there's no doubting its appeal: you rush forward a few feet with a gratifying "whoosh," gliding over broken glass that would raise a nearby guard's suspicions if you trod upon it, or quickly snuffing out a candle so you can slink away in protective darkness.
Thief abandons action-heavy gameplay for slow, sneaky stealth. The majority of the game has you doing what thieves do best: lifting valuables, breaking into safes, and disappearing into the shadows.Using your gadgets effectively is rewarding in a way that makes you feel like a real thief as you disable traps with your wire-cutters, access secret vents with your wrench tool, and dowse torches with a shot of a water arrow.
Players control Garrett, a master thief, as he goes about a series of missions, most of which are focused around stealing from the rich. Players must use stealth in order to overcome challenges, while violence is left as a minimally effective last resort.
The goal, of course, is to navigate The City as quietly as you can; if you're busted, you're not much of a thief. Many of the stealth mechanics have a great feel to them, starting with the quick dash known as the swoop. Swooping may not be part of the series' legacy, but there's no doubting its appeal: you rush forward a few feet with a gratifying "whoosh," gliding over broken glass that would raise a nearby guard's suspicions if you trod upon it, or quickly snuffing out a candle so you can slink away in protective darkness.
Thief abandons action-heavy gameplay for slow, sneaky stealth. The majority of the game has you doing what thieves do best: lifting valuables, breaking into safes, and disappearing into the shadows.Using your gadgets effectively is rewarding in a way that makes you feel like a real thief as you disable traps with your wire-cutters, access secret vents with your wrench tool, and dowse torches with a shot of a water arrow.
Outside of the stealth elements, Thief feels limited. The combat, for instance, is severely lacking. Yes, Garrett is a master thief, not a warrior, but every once in a while you might find yourself going toe-to-toe with a guard. When this happens, all you have is a sword-dodging side-step move and a weak-feeling blackjack attack at your disposal, making for some incredibly dull encounters. Plus, because the combat is so lackluster, several of the armor and weapon upgrades become irrelevant simply because you'll want to avoid the boring head-on conflicts at all costs.
This game is not made for children. why? Of course, because you want your children do not become a thief. This game is made for those people who want to feel how to be a thief without having to be a real thief. Children learn from what they see, hear and feel. In this game also makes us think to improve our security from thieves. why? because in this game tells different ways of stealing techniques so that we can anticipate the real thief in the real world.