See A Sneaky, Aggressive And ‘Ghostly’ Garrett In These Thief Gameplay Videos

See A Sneaky, Aggressive And ‘Ghostly’ Garrett In These Thief Gameplay Videos

Thiefdespite some trepidation over its direction and developmentnot looking horrible

The two clips featured here by PlayStation Access cover three ways of approaching the mission “A Friend in Need”, with the help of lead level designer Daniel Windfield. The level is apparently a third of the way through the game, though I didn’t notice anything I’d consider a spoiler.

Of course, the sneaky (or regular) way of going about things is given the most attention in the first video, which clocks in at just under 17:28, while the “ghost” and aggressive methods are covered in the shorter 6:40 clip below.

Thief on PS4: The Architect’s House walkthrough [YouTube]


  • Because when I think of a game like “Thief”, I think of aggressive playstyles.
    I don’t know why they try to encourage “different playstyles” by allowing people not interested in that particular genre to play it in a different genre way. It’s not really a simple split of “stealth and non-stealth”, people can play stealth games many different ways too you know.
    It was a problem I had with Splinter Cell: Blacklist. Having a “combat” style of gameplay for the Call of Duty dudebros to be happy with. But nobody really played that way and if they did it was usually by accident that they try to immediately shake off (or reload checkpoint).

    I’m annoyed when he says that patient players who take their time and examine the environment will be rewarded. Why can’t it be its own reward? You don’t always need a +XP pop up whenever you do something.
    Also, did we really need a chase sequences set piece?

    • I don’t think the rewards are quite as black and white as being a mere +XP pop-up. I think taking more time will obviously result in a much greater awareness of the hazards ahead, and thus a much smoother completion of your objective. I’m all for it being ‘its own reward’, because it would be pretty damn satisfying, but there’s really no harm in there being a practical gain for taking that path. That way you reap the rewards ahead of all the players who tend to go gung-ho, or are simply more careless with how they go about things.

      If a chase sequence is done well it can serve to bust out the ol’ adrenaline rush. Not a big issue. I mean, I guess he could’ve simply walked out of the building, cue the loading screen and onto his next objective, but after all the potential waiting and listening it’s nice to end things on a high note. 😛

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