It doesn't have to be your most favorite game of all time. Just tell us what game in your opinion can be studied closely as a lesson for good game design, the game that got almost everything right. For me the very clear winner is Thief 2: The Metal Age.

First things first, I didn't play Thief games when they first came out. After finishing Dishonored, I heard a lot of people mentioning how it's inferior to Thief trilogy, then I saw a list posted by WatchMojo where they called it the best Stealth series out there.
So, I went ahead and grabbed the trilogy from GOG, applied patches so these games can support 1080p resolution and 32 bit colors, as well as a bit improved visuals. After that I went ahead and played all of them for the first time less than 2.5 or so years ago and I still play them several times a year.
So things that I am mentioning here are not part of my memories (or nostalgia). This is something I learned by playing these games recently over and over again. Like most people, I think Thief 2 is objectively the best in the series and I think on hardest difficulty it's also the most well made game I've ever played. Here's why:
Gameplay Controls:

As fluid as they can get. They aren't sluggish, instead you press a key or move your mouse, the game responds immediately. You don't have to wait for animation cycle to end before giving another command (Thief: Deadly Shadows suffered from this), instead you experience some of the most responsive controls ever. The only noticeable issue in the game is ledge detection which sometimes messes up but you only notice that in second last mission where you steal masks without touching the floor. If you are careful however you can avoid this problem completely but still a bit more polish was required.
Gameplay Design:

The game is made in a way that you can complete the entire game without killing anyone. It never forgets that it's a Stealth game so it always discourages direct confrontation. In Thief: The Dark Project, during haunted cathedral level on hardest difficulty, you are asked to banish all ghosts inside and near the main hall. Not in this game. You have no idea what you can do in this game without ever getting spotted. And the best way to play the game is to never engage in combat and for true Thief experience, hardest difficulty is recommended where the mission fails if you kill humans. You can kill spiders though, and disable robots or banish ghosts if you like.
Level Design:
Hands down, the best level design I've ever seen in a linear game. Is it too linear? No. Is it too complex and maze like? No again. Places that you visit in Thief 2 look like actual places. Their design is very practical yet there are several ways to approach your objective and there are ton of secrets that I am still finding even after playing this game so many times. Every time you read "Secret Found" it is a satisfying experience and you feel special. I think this adds more to the replay value of the game along with many other things.
Difficulty Option Done Right:

In most other games when you raise the difficulty, you take more damage and enemies take less damage. It doesn't affect the game much. That's not the case here. If you raise the difficulty, you get more objectives per mission that you have to complete, and these objectives add more to the storyline in some way and encourage you play the game again or harder difficulties. It makes harder difficulties more appealing without relying on stats alone. Hardest difficulty also asks you to not kill any human, which really fits well with the theme of the game.
Tools:

I found that in most games you have a lot of weapons and most of them have same function. In the end you end up picking up your favorite weapon and start killing everyone from start to finish without ever trying anything else. Sure, you can use rest of the tools but you don't have to use them at all. In Thief 2: The Metal Age, every tool is created for a purpose and you will have to use all of them otherwise you won't survive.
You'll have to use Water Arrow to create darkness, Fire arrow to destroy metal, Moss Arrow to create soft surfaces, Noisemaker Arrow to distract enemies, Gas Arrows for disarming enemies from safe distance, Rope Arrow for climbing areas that are otherwise not reachable, Simple Arrow for hitting switches that are not reachable, Blackjack for disarming enemies, Sword for banishing ghosts, Flashbomb for blinding enemies, Invisibility potion for becoming invisible, Lockpicks for opening doors, boxes and safes, Scouting orb for observing the room before entering it, Mechanical Eye for observing your target, Speed Potion for running faster if things go wrong, Mines for laying traps for robots and so on.
The game's difficulty and gameplay is tuned in a way that you will always have to use everything you have if you want to do your job properly. At no point you will be just picking up your standard arrows and start killing everyone from start to finish because you like to do that. Nope. Your entire inventory will be used and every tool inside your inventory has its own function. And since you know every item that you have is important, it forces you to think and plan ahead and use these items carefully instead of wasting them on less challenging situations in the level early on. It also forces you to fully explore the environment in desperation to find secrets, armories and stashes to pick up more of these goodies or gold to buy them later on, and it's always satisfying to find these things.
Main Character and Villains:
Garrett is very likable character. He isn't some super hero and he knows it. He is a Thief, and he isn't a traditional badass who can go toe to toe with his enemies. So he uses his thieving skills to defeat them and yes that includes final level too. This also makes villains more terrifying since they feel like an actual threat and you being under powered compared to them. Garrett also doesn't like to get involve in other matters and wants to stay away from the trouble. He is greedy and sarcastic, yet sometimes it feels as if he has a good heart. Devs wrote his character in a way that only in few sentences that he speaks, you come to know about his character without ever experiencing melodrama or mountain of dialogues.
More Grounded Story:
Story in this game is very grounded. The main protagonist Garrett wanted to retire in Thief: The Dark Project, and since things turned out differently than he planned them, he is a bit short on cash in Thief 2. This game is not about some super hero dude kicking ass and saving the world. This is the story of a guy who lives in a corrupt city where everyone desperately tries to stay alive. He only robs different places in early missions to pay his bills and doesn't want his landlord to kick him out. Meanwhile, there is a new Sheriff in the town who starts arresting every outlaw in the city. Of course there are twists and turns in the story and to save his ass, Garrett has to go against bigger forces in later parts of the story but at no point you feel like a super hero who is interested in kicking ass, just a very skilled Thief who is trying to stay alive. Sure, you feel badass,,, but in a different way.
Story and Gameplay Come Together Nicely:
The story is about a Thief who steals stuff to pay his bills and entire game is built around that. In cutscenes you meet an anti hero who likes to stay away from trouble and steals because he has to and that's exactly what you do during gameplay as well. You don't kill a lot of people during gameplay and then see character acting like a good human being who wants your sympathies in a cutscene. Everything feels natural and well put together.
Another place where the game truly shines is the way story is told through gameplay. During the start of every mission you watch a cutscene but then handcuffs are off. Most levels are 1.5-3 hours long and during these gameplay sections, at no point the control is taken away from you to show you a cutscene. During these lengthy gameplay sections, the story is told through gameplay.
You read notes, diaries and letters to get more information about characters as well as their professional and personal lives. Sometimes characters that are about to appear in the future are mentioned in these things and later everything comes together when you finally meet them. You also hear people talk to each other, which sometimes adds more to the story or reveal location of some secret.
During first third of the game you are just robbing different places. It is business as usual but meanwhile you hear people talk or read their letters that tell you something isn't right. Everything makes sense when things come together in later parts of the story and you are like "Oh so that's why something was feeling odd". And this is something that you experience yourself through gameplay, which movies and books lack. Thief 2 takes advantage of its medium pretty nicely.
Sound Technology:

Sound is central part of gameplay in Thief 2. It is highlight of the original trilogy. You have different types of surfaces in the game like marbles, woods, carpets, sand, concrete etc. All of them produce different kinds of sounds. Walking on wooden surfaces for example is fine, but if you run on them, it produces more noise. Similarly carpets can absorb your footsteps so even if you run on them, it is fine. Marbles on other hand are very dangerous and even if you crouch on such surfaces, it produces a lot of noise and even enemies that are far away can easily hear you. The best approach is to avoid marble floors or use Moss Arrows to create soft surface to walk on. Similarly other types of surfaces produce different kinds of sounds as well.
Another place where Thief 2 shines are the ambient effects. The game doesn't have your traditional Action Movie soundtracks. Instead the money was spend on creating ambient noises. This really creates strong atmosphere and makes the game more immersive. Eric Brosius, Kemal and Ramin Djawadi (who composed soundtracks for Iron Man and Game of Thrones later BTW) worked on Thief 2's sound technology and there is a good reason why these guys were hired by some of the best in Hollywood and Game Industry to work for them.
Immersion:

This is my favorite part. Thief trilogy is easily the most immersive games I've ever played. Yes, Thief 2 lacks dark atmosphere of the first game but it doesn't change the fact that the game is still very immersive and there are several reasons why you really feel like you are sucked into another world:
- The game doesn't take control away from you and demands attention instead of you sleep walking through it. This really keeps you awake and on your toes. You HAVE TO pay attention, run, hide, listen, read etc.
- Sound technology is top notch. Ambient sounds and atmospheric music really enhance the experience.
- Map is actual piece of paper that Garrett acquires somehow. Sometimes the map is incomplete because he had no source to provide complete information about the place. The game also doesn't show your exact location as you see in magical radar maps.
- The game has rich lore that makes everything believable.
- Letters, diaries, notes and conversations that you encounter make you believe that you are visiting an actual place where people live and work. You encounter mini stories within these levels. In bank level for example you come across several letters where people are discussing about choosing their next master banker. It has nothing to do with the story but the stuff is there to make things more believable.
- The game has great atmosphere and practical level design.
- Giant UI or cinematic effects don't cover the screen. Instead everything is crystal clear, which means the game likes to simulate real life instead of a movie. Even when picking up items you have to look at them and see what you are actually about to pick up. Their name doesn't pop up on top of them.
- Emergent gameplay. You can tell your own story because the game gives you bunch of tools and drops you inside a level and lets you come up with your own solutions.
- Items are placed correctly for you to steal. For example you might find some coins in bathroom because someone must've dropped them when changing clothes. You won't find box full of gold in guard quarters, unless someone stole it from the nobles, but then it's possible that you'll find a note where guard mentioned the stolen item. Nothing feels out of place or gamey. You won't find box beneath the staircase.
Because of immersion, it is really an amazing experience when you avoid the police in the streets and reach your house to pick up your gadgets and money while you are framed and your entire house is locked down by blue coats. Since everything happens during gameplay, you really feel like an outlaw who is in a lot of trouble and now he is picking up items from his house to help him survive the upcoming battle because shit just got real.
Verdict: Of course like any game out there, Thief 2 is not perfect. As I mentioned, ledge detection could've been a bit better, AI isn't perfect like any stealth game and ending is pretty short compared to the original. But all things considered I think this is the most well made game I've ever played and I've played a lot of shit.
.
Tell me what is your pick and if possible also tell us why you think that.
Log in to comment