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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