Thief
Shadow-crawling through a gorgeous gaslit city is genuinely satisfying, until the brittle AI and a forgettable story remind you this reboot punched below its weight.
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I kept coming back to Thief for the same reason every time: the moment-to-moment sensation of being a thief is hard to beat when it clicks. Blowing out a candle, swiping a coin purse from a patrolling guard's belt, then swooping silently across a rain-slick rooftop with nobody the wiser - that loop is real and it holds up. The problem is that the game surrounding those moments keeps getting in the way of them. Eidos-Montreal built Thief as a first-person stealth game set in a Victorian-Gothic-steampunk city called The City, all cobblestone alleys, gaslight, and plague. Garrett carries a blackjack for non-lethal knockouts, a compound bow with multiple arrow types (water arrows to kill lights, fire arrows to create distractions), and a claw gadget for reaching higher ledges. A Focus mode lets you slow time for pickpocketing, highlight climbable surfaces, and push enemies away in a pinch. Each level contains branching paths and scattered loot - coins, goblets, jewelry hidden in drawers and behind paintings - that converts directly into gold for upgrades. On paper, the toolset is solid. In practice, the custom difficulty sliders (you can turn off the HUD entirely, restrict yourself to ghost-only runs, or ban knockouts) give patient players genuine room to carve out a challenge the base game often fails to provide on its own. Where things fall apart is consistency. The enemy AI is the game's biggest liability: guards get stuck on scaffolding, lose track of you mid-chase by running into each other, and snap back to routine patrol patterns so quickly that tension evaporates the moment you find a shadow to crouch in. The City hub is chopped into small segments separated by frequent loading screens, which kills the feeling of navigating a living urban environment - you are essentially moving between glorified corridors. The story, which revolves around Garrett and his missing former apprentice Erin after they stumble into an occult ritual at Baron Northcrest's manor, never builds momentum. Characters are thin, the antagonist is cartoonishly vile, and the ending lands with a thud. For players coming in without nostalgia for the Looking Glass originals, this reads as a flawed but occasionally atmospheric stealth game that earns its mixed reception honestly. Some missions - a shadowy brothel, a genuinely unsettling asylum sequence - show real creative ambition. The visual presentation, with its obsessive hand animations (watching Garrett's fingers feel along a picture frame for a hidden switch is still lovely) and moody lighting, does a lot of heavy lifting. Longtime fans of Thief: The Dark Project or Thief 2 will find the reboot's linear structure and shallow world a significant step back from the open-ended sandbox those games offered. Dishonored scratches the same itch with far better results if you haven't played that already. But if you want a slow, atmospheric stealth crawl with a good toolset and can forgive AI that occasionally behaves like it forgot it was in a game, there is something worth finding here - buried under the rough edges.

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Requisitos del sistema
Mínimos
- Processor
- High-Performance Dual Core CPU or Quad Core CPU
- Memory
- 4 GB RAM
- Graphics
- AMD Radeon 4800 series / Nvidia GTS 250
- DirectX
- Version 10
- Storage
- 20 GB avail…
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Información del juego
- Desarrolladora
- Eidos-Montréal
- Distribuidora
- Square Enix
- Fecha de lanzamiento
- 27 feb 2014



![[18+] I can be stealthy but its hard on the old hooves 'cause clippity clop !clip !discord !Unicorn](https://static-cdn.jtvnw.net/previews-ttv/live_user_lounicorn666-440x248.jpg)