The last (excellent) Thief video game, Thief: Deadly Shadows, came out 16 years back and I adored it. Still do. Theres something deeply empowering about being completely undetectable in the shadows, smacking armored guards in the back of the head and splashing torches with fancy water arrows. Playing as Garrett, the greedy and nimble titular hero, I seem like a stealing device. Theres nothing that can stop me from filling my pockets with as much gold as possible before leaving the scene without a trace.
Later on Thief games learned this lesson, getting rid of much of the needed face-to-face battle in favor of letting you role-play as the sneakiest damn thief worldwide. Thief: Deadly Shadows, the best of the bunch, plays down the supernatural, rather going with a more grounded representation of a London-esque city throughout the Victorian age.
Im 80% of the way through the game and things are going fantastic. Ive stolen more loot than I can suit my home and Im drowning in fancy arrows and potions
Nothing other than a down-to-my-core worry of ghost orphans.
The finest moments in the Thief franchise have actually always focused on doing, well, thief-y things. : Theres a castle having an elegant party and youve got ta skulk in the shadows, snagging diamond pendants and golden goblets. Perfect Thief level. In the very first Thief, things went a little awry when the developers believed it d be enjoyable to send you into a crypt to combat skeletons and different other beasties. No, not why Im here, folks. Im here to take doubloons and not get my hands unclean, not punch goblins in the face.
And here come the ghost orphans!
The only way I can leave is to take a trip back in time and fool the house (yes your home is sentient) into thinking I leapt from a window to my death. I make a mad dash, evading cage-heads and random ghost guards along the method, jumping out the top window at a dead sprint. Not exactly a heartfelt end however it does manage to release me from the clutches of this scary program of a level.
Twenty minutes into exploring the Cradle, I havent seen the tension and another soul continues to build. I begin hearing whispers and infant weeps in the range. Shit.
I lastly have some business, but Im yearning for quieter times when my face wasnt getting ripped off by these straight jacket fools. Its a tonal shift where I went from being sneaked out of my gourd to running for my life.
Thats it. There was no fireball tossed my method, no glowing eyes in the range, simply a silhouette passing in front of a window for 2 seconds.
Typical stuff: killed orphans, fires, human experimentation, that sorta thing. The world of Thief is filled with awful stuff, so none of this is too shocking.
Not so in Shalebridge Cradle. Theres absolutely nothing else to distract you from simply how loud youre being.
Its set in a location called Shalebridge Cradle. Yes, you check out right, its a deserted insane asylum developed inside ruins of a deserted orphanage.
Maybe Im due for another trip to check out the ghost orphans? Uh, difficult pass.
I explore deeper, reaching the Inner Cradle, and whatever goes south. Unexpectedly folks in straight jackets with cages around their heads are stumbling through the halls. Are these the ghost orphans? No, I expect not. They appear too tall.
I lose my shit. Im not even 100% sure I see something however Im paralyzed at the possibility. I stand there for a solid 10 minutes, waiting to see if theyll return.
Throughout the majority of Deadly Shadows, youll hear guards chatting with one another, beggars asking for change, or aristocrats questioning where to keep their belongings. Its a peaceful video game but it doesnt feel lonesome. Youre always within arms reach of individuals setting about their everyday lives.
The concept of making a big portion of your game without a single opponent, relying solely on scary audio style and lighting to sell the mood, was quite advanced at the time. These days its a quite basic trick, highlighted by games like Outlast, Amnesia, and even Gone Home, however back then it was vibrant, brand-new, and goddamn scary.
After 25 minutes, I begin thinking that maybe this entire level is just empty, indicated to sneak me out with audio style and the story of a tortured orphan kid.
When it comes to the ghost orphan who truly desires me to free her soul from this location … does she not understand Ive got taller fish to fry? Fine, I take on the job as the lady leads me from one creepfest to the next, turning switches and turning keys in different parts of this haunted shitbox of a house.
The last (good) Thief video game, Thief: Deadly Shadows, came out 16 years back and I loved it. The best minutes in the Thief franchise have always revolved around doing, well, thief-y things. Perfect Thief level. In the first Thief, things went a little awry when the designers thought it d be fun to send you into a crypt to combat skeletons and different other beasties. The world of Thief is filled with terrible things, so none of this is too shocking.
And then I turn a corner. Before me lies a reception desk, behind it a big, gloomy window looking out on a dark evening. And something walks in front of the window.