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"At its heart T2 is all about stealth, cunning and the ability to use EVERY part of your environment in order to help you accomplish your goals."





A sense of belonging

With the AI and controls already almost completely flawless (give or take a glitch), the gameplay needs to be pretty solid as well and it is. When combined with a multitude of different locations from the deepest insides of a huge metal works to the awesome scale of a medieval city, T2 comes alive. You can use shadows created by the game engine to conceal yourself, nock out lights with water arrows to darken areas for the same purpose and collect weaponry of mass destruction.

At its heart T2 is all about stealth, cunning and the ability to use EVERY part of your environment in order to help you accomplish your goals. Be it the shaded corner at the back of a rooftop or picking up an unconscious body and throwing it out of sights way. You forget about the actual mission objectives and neglect most of what the game actually wants you to do as the environment drags you further and further into its realm.

Unlike the original you're not stuck in a limited universe generated through dated 8Bit graphics and flat polygons. T2 takes the original Thief, throws it around in a barrel of sweet 16Bit textures and detailed polygonage in order to create the deepest and most sensational game ever designed. We don't care that it's like the original, because we loved the original; T2 takes that and builds on top fixing all the complaints and bugs of the past.

In the end you have a top quality game that's not even remotely repetitive but can require some patience, hard-core gamers may not adapt so well. It doesn't really compare to anything other than 'Rainbow Six' and associated clones, that's a testament to just how unique an experience it is. It's not really surprising that they didn't include any multiplayer, we're damned if we could figure out how to transfer the depth of single player into multi (RPG anyone?).

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