Compara los precios de Thief II: The Metal Age en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Looking Glass Studios. Publicado por Square Enix. Lanzado el 22/5/2012. Disponible en PC. Géneros: Action, Simulation. Puntuación Metacritic: 87/100.

A stealth classic from 2000 that still punishes overconfidence and rewards patience. Garrett's second outing remains the high-water mark of immersive-sim thievery.

Thief II: The Metal Age is a first-person stealth game originally developed by Looking Glass Studios, set in a dark, industrial fantasy city where technology and religious fanaticism are tearing society apart. You play Garrett, a master thief who would rather pick a pocket than pick a fight. The loop is deceptively simple: move through shadow, avoid guards, steal everything that isn't nailed down, and escape. The execution, across 15 non-linear levels, is anything but simple. The level design is the headline achievement here. Maps like Running Interference and Casing the Joint are architectural puzzles with multiple valid solutions. The game tracks how many loot items exist per level and where they are, which means completionists will be memorising floor plans and testing patrol routes like they're optimising a supply chain. Each mission has three difficulty settings that change your objectives and, critically, add restrictions - killing on Expert difficulty is forbidden, which forces you to think around problems rather than through them. That constraint is what separates Thief II from the action games of its era. Enemy AI was a genuine innovation at release and still holds up better than you might expect. Guards have hearing cones and vision cones. They investigate sounds, pick up blackjack-knocked colleagues, and alert others when something feels wrong. The sound system remains the mechanical core: every surface has a material type, and your boots will betray you on stone or metal if you walk instead of crouch. The toolset Garrett carries - water arrows to douse torches, moss arrows to silence footsteps, rope arrows to climb, flash bombs to blind - creates a genuine systems sandbox. There is no single correct loadout, and pre-mission shopping decisions have real downstream consequences. The campaign story is stronger than the first game. The Mechanist cult, led by the charismatic and unsettling Karras, gives the plot a clear antagonist and escalating stakes that the original's more fragmented narrative lacked. Cutscenes are in-engine and dated, but the voice acting - particularly Stephen Russell as Garrett - carries weight that modern productions sometimes forget to bother with. The writing respects your intelligence and trusts you to absorb lore through observation rather than exposition dumps. Where Thief II shows age is mostly cosmetic. The renderer is a relic, and while fan patches like the TFix mod restore and sharpen the experience significantly, first-time players should treat that installation step as mandatory homework rather than optional polish. The tutorial is minimal by any modern standard - this game will not hold your hand, and the first few missions may feel opaque before the mechanics click. Stick with it. Once the systems become second nature, replaying levels to find missed loot stashes or alternate routes is genuinely compelling. The fan mission community built around the Dark Engine has also been producing content for decades, meaning the value proposition extends well beyond the base campaign for anyone who gets hooked. Diego, Scout Team

Thief II: The Metal Age

Thief II: The Metal Age

22 may 2012Looking Glass StudiosSquare Enix
GamerScout opina

A stealth classic from 2000 that still punishes overconfidence and rewards patience. Garrett's second outing remains the high-water mark of immersive-sim thievery.

PC
Steam Deck UnsupportedProtonDB Gold
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Thief II: The Metal Age is a first-person stealth game originally developed by Looking Glass Studios, set in a dark, industrial fantasy city where technology and religious fanaticism are tearing society apart. You play Garrett, a master thief who would rather pick a pocket than pick a fight. The loop is deceptively simple: move through shadow, avoid guards, steal everything that isn't nailed down, and escape. The execution, across 15 non-linear levels, is anything but simple. The level design is the headline achievement here. Maps like Running Interference and Casing the Joint are architectural puzzles with multiple valid solutions. The game tracks how many loot items exist per level and where they are, which means completionists will be memorising floor plans and testing patrol routes like they're optimising a supply chain. Each mission has three difficulty settings that change your objectives and, critically, add restrictions - killing on Expert difficulty is forbidden, which forces you to think around problems rather than through them. That constraint is what separates Thief II from the action games of its era. Enemy AI was a genuine innovation at release and still holds up better than you might expect. Guards have hearing cones and vision cones. They investigate sounds, pick up blackjack-knocked colleagues, and alert others when something feels wrong. The sound system remains the mechanical core: every surface has a material type, and your boots will betray you on stone or metal if you walk instead of crouch. The toolset Garrett carries - water arrows to douse torches, moss arrows to silence footsteps, rope arrows to climb, flash bombs to blind - creates a genuine systems sandbox. There is no single correct loadout, and pre-mission shopping decisions have real downstream consequences. The campaign story is stronger than the first game. The Mechanist cult, led by the charismatic and unsettling Karras, gives the plot a clear antagonist and escalating stakes that the original's more fragmented narrative lacked. Cutscenes are in-engine and dated, but the voice acting - particularly Stephen Russell as Garrett - carries weight that modern productions sometimes forget to bother with. The writing respects your intelligence and trusts you to absorb lore through observation rather than exposition dumps. Where Thief II shows age is mostly cosmetic. The renderer is a relic, and while fan patches like the TFix mod restore and sharpen the experience significantly, first-time players should treat that installation step as mandatory homework rather than optional polish. The tutorial is minimal by any modern standard - this game will not hold your hand, and the first few missions may feel opaque before the mechanics click. Stick with it. Once the systems become second nature, replaying levels to find missed loot stashes or alternate routes is genuinely compelling. The fan mission community built around the Dark Engine has also been producing content for decades, meaning the value proposition extends well beyond the base campaign for anyone who gets hooked.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

steamImmersive SimClassic StealthFirst-Person StealthLevel ReplayabilitySound MechanicsFan Mod SupportSingle PlaythroughNon-Linear Levels

Requisitos del sistema

Mínimos

Processor
1.8 GHz Processor
Memory
512MB RAM (1 GB recommended) Hard Disk Space: 2GB HDD Video Card: 3D graphics card compatible with DirectX 7 (compatible with DirectX 9 recommended) Direc…

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Reseñas y valoraciones

Metacritic
87
Steam
94%(2,091)

Información del juego

Desarrolladora
Looking Glass Studios
Distribuidora
Square Enix
Fecha de lanzamiento
22 may 2012

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¿En qué plataformas está disponible Thief II: The Metal Age?

Thief II: The Metal Age está disponible en PC.

¿Cuándo se lanzó Thief II: The Metal Age?

Thief II: The Metal Age se lanzó el 22 de mayo de 2012.

¿Quién desarrolló Thief II: The Metal Age?

Thief II: The Metal Age fue desarrollado por Looking Glass Studios y publicado por Square Enix.

¿Merece la pena comprar Thief II: The Metal Age?

Thief II: The Metal Age tiene una puntuación Metacritic de 87/100, lo que lo convierte en uno de los títulos destacados de Action. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.