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Thief: The Dark Project Remastered Still Understands the Most Important Part: You’re a Thief

Writer: Niels Gys
Niels Gys
4 minutes ago
5 min read

Yes. From what Nightdive has shown so far, Thief: The Dark Project Remastered still understands the thing a shocking number of stealth games somehow forget: being a thief should actually involve stealing things.


You stay in darkness. You listen. You watch patrols. You put out lights, pick locks, manipulate guards, find another way through when the obvious one has an armed man standing in it and leave with valuables that absolutely did not belong to you when the evening started.


That sounds like the absolute minimum requirement for a game called Thief.

It apparently isn't.

Plenty of games let you crouch behind a crate, wait for a yellow triangle above someone's head to disappear and then continue your journey towards Objective Marker B, occasionally murdering seventeen people because stealth became inconvenient.


Garrett approaches the profession with slightly more dignity.

He breaks into your house.

He steals your silverware.

Ideally, you never even realise you've employed him.



Garrett has you craving more games where stealing is the actual job rather than a regrettable side activity? See CRIMENET’s Best Heist Games and find somewhere else to practise responsible wealth redistribution.



Thief makes you think like someone breaking into a building

The new footage shows exactly the stuff I wanted to see.

Guards patrol. Garrett stays out of sight. Light sources can be extinguished. Doors and locks matter. Noise matters. The route through a building isn't simply the corridor with the fewest enemies standing in it.


And none of those things sounds particularly revolutionary anymore because Thief helped make half of this vocabulary normal in the first place.

What still feels unusual is how they work together.

A torch isn't decoration. It's a security problem.

A stone floor isn't there because the artist needed something underneath the furniture. It's something that might betray your footsteps.

A guard isn't necessarily somebody you need to remove from the level. He has a route, and that route creates opportunities.

A dark corner isn't atmosphere.

It's office space.


That's what I like about Thief. You gradually stop seeing a building as a place and start seeing it as a collection of criminal opportunities and unfortunate architectural decisions.

That corridor is too bright.

That room has two entrances.

That guard disappears around the corner for several seconds.


And somebody has left an expensive vase sitting unattended on a table because apparently home insurance hadn't been invented yet.

Fantastic.



Darkness is something you use

Darkness being useful sounds almost stupidly simple.

It isn't.

A lot of games have dark rooms. Thief gives darkness a job.


The Tokyo footage shows Garrett extinguishing lights with arrows, which changes the space itself. A hallway that was dangerous a few seconds ago can suddenly become usable because Garrett has decided the owner's lighting choices were unacceptable.

That's much more interesting than discovering whichever waist-high obstacle the designer has officially designated as today's hiding place.


You're changing the conditions.

You're making a route safer.

You're turning somebody else's building into a workplace suitable for burglary.


There is also something wonderfully ridiculous about the economics of this.

Garrett is crawling through a mansion stealing cups and jewellery while firing specialist arrows into every inconvenient candle holder he sees.

At some point you have to wonder whether the burglary is profitable or whether he's basically stealing cutlery to cover ammunition expenses.

Crime has margins too.


Pre-alpha Thief: The Dark Project Remastered gameplay showing two armored guards outside a barred entrance beneath a bright street lamp.

Prefer your criminal career with automatic weapons, masks and considerably less patience for decorative flooring? See CRIMENET’s PAYDAY 3 Heists Ranked and find out which jobs are actually worth putting the balaclava on for.



Then the floor starts grassing you up

Sound is where Thief becomes properly interesting.

Seeing guards is one thing.

Having to think about what your own feet are doing is another.


Suddenly flooring matters.

Carpet is lovely.

Stone is less lovely.

Metal might as well be a man standing beside you banging two frying pans together and yelling, “BURGLAR.”

And once sound matters, the whole building starts behaving differently.


You aren't just checking where guards are looking. You're thinking about how you cross a room, whether opening that door is worth it, whether another route is quieter and whether whatever expensive idiot designed this place accidentally created a perfect burglar highway around the back.


That's the part modern stealth games often lose.

Stealth becomes a state.

Hidden or detected.

Thief makes it feel more like a problem you're continuously managing.

Light.

Sound.

Distance.

Patrol timing.

Surfaces.

Routes.

Then greed arrives and ruins everything because obviously there's another gold goblet on the other side of the room.


You don't need it.

You could leave.

But you're Garrett.

Of course you're going to steal the fucking goblet.



Difficulty changing objectives is still brilliant

One feature I'm particularly happy Nightdive is preserving is difficulty changing mission objectives.

Because this is how difficulty should work in a burglary game.

Making enemies absorb more punishment would be completely missing the point. Garrett isn't supposed to fight a guard and discover that Hard mode has apparently reinforced the man's skull with railway infrastructure.


Make the job harder.

Ask for more loot.

Add objectives.

Force the player deeper into the building.

Make the same location more dangerous because you're now expected to do more inside it.

That changes how you play.


Maybe on a lower difficulty you could grab the important item and disappear.

Now somebody wants another objective completed on the opposite side of the mansion because your employer has apparently discovered scope creep.

Fine.

Back through the building we go.

That is far more interesting than “Guard health +35%.”



Nightdive seems to know what not to fuck with

The remaster is adding the expected modern conveniences: KEX Engine presentation, upgraded models, textures and animations, controller support, achievements, mission selection, a weapon and item wheel and smaller level-design fixes.

Good.

Do that.

Make the old interface less hostile.

Make controllers work properly.

Clean up things that aged badly.


What I don't want is somebody deciding that Thief would be greatly improved by progression bars, coloured loot rarity and an upgrade where Garrett unlocks Silent Footsteps II after stealing fourteen decorative plates.

So far, Nightdive seems remarkably restrained.


The footage still looks like Thief.

The systems still look like Thief.

Garrett still appears to be a slightly grubby professional whose principal superpower is understanding that darkness is useful and property ownership is negotiable.

That's exactly what I want from this remaster.


The danger with modernising an old game like this is removing the awkwardness that gave it character.

Combat being undesirable is important.

Being caught should be bad.

Having to wait and listen matters.

Being punished because you crossed the wrong floor carelessly matters.


If you smooth all of that away, you haven't modernised Thief.

You've made another stealth-action game and left Garrett's name on the invoice.


Pre-alpha Thief: The Dark Project Remastered gameplay showing two guards patrolling a dark stone courtyard while Garrett hides nearby in the shadows.

Garrett is only one resident of gaming’s enormous criminal underworld. Explore CRIMENET’s Best Crime Games for more places where property law is treated mainly as an interesting suggestion.



Tarnished Mirror is the real test

Nightdive has also confirmed a new campaign, The Tarnished Mirror, with more details coming November 2.

That's where I get properly curious.

Restoring old Thief levels is one thing.

Building new ones is different.


The hard part was never giving Garrett a blackjack, some arrows and a darkness meter.

The hard part is designing a place where all of those things become interesting together.

Where patrols create openings.

Where light changes routes.

Where sound changes decisions.

Where valuables tempt you into doing something stupid.

Where another locked door isn't simply another locked door because you've already spent five minutes trying to work out what might be behind it and at this point you're emotionally committed to committing the burglary properly.


If The Tarnished Mirror can reproduce that, then Nightdive hasn't merely preserved Thief.

They've understood it.

For now, though, the important part already looks intact.


Garrett is still sneaking into places he doesn't belong, avoiding people who would very much like him to stop doing that and leaving with their valuables.


Which means Thief: The Dark Project Remastered has already cleared the surprisingly difficult first hurdle of being a game called Thief in which you are, in fact, a thief.

 
 
 

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About the Editor
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I'm Niels Gys, founder and editor of CRIMENET GAZETTE. I write about crime, heist, villain, and horror games because somebody has to separate genuine criminal masterpieces from games that couldn't organize a successful mugging.

Outside the website, I'm the frontman of JETBLACK SMILE, a Belgian rock 'n' roll band that sounds like bad decisions played through loud guitars. Turns out writing about chaos, criminals, and morally questionable life choices isn't all that different from writing songs.

I started CRIMENET because too much gaming coverage feels afraid to have an opinion. Reviews become press releases, every game is "solid," and somehow everyone leaves happy except the reader.

Not here.

CRIMENET covers crime, heist, villain and horror games, with GTA Online as one of our main ongoing beats. Not the heroic kind. The kind where you rob banks, build empires, betray your crew, or become the monster everyone else is trying to survive.

I don't do review scores. The internet already has enough people arguing whether a game deserves a 72 instead of a 71, like they're negotiating a hostage release over a single percentage point. I'd rather tell you what the game actually feels like to play and whether it's worth your time.

Every article is built on research, evidence, and an unhealthy intolerance for mediocre game design.

 

Strong opinions are welcome. Invented facts are not.

Think less "trusted reviewer."

More "your inside man in the digital underworld."

I'm not here to save the world.

I'm here to tell you which crimes are worth committing. 🤘

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