When Eidos Montreal's Thief reboot was first revealed, it was hard not to notice that it looked a lot like Arkane Studios' steampunk stealth-action game, Dishonored. It's not because Eidos Montreal is a copycat. Thief and Dishonored share a complex, intertwining development history. Key developers involved with the original Thief trilogy were a part of the team that created Dishonored and have stated the games were one of its biggest influences, so it's no coincidence that the games look and feel similar. But the actual Thief brand has remained tucked away under Eidos' coat, so the question remains: Which of these two games better accomplishes the goals of their respective developers? Is it possible that Dishonored is a better stealth action game than Eidos Montreal's Thief reboot? Here are four high-level goals each game happens to pursue; which accomplished them better?
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Now Playing: Thief vs. Dishonored: The Superior Stealth Game Showdown
Thief is unable to achieve this because of its technical shortcomings. The game's visual fidelity appears to come at the expense of an ability to render large levels. Exploring The City's hub world is less of an atmospheric stroll and more of a constant assault of loading screens. Even in missions, the game cannot render the entire location at once, so Garrett is forced through a linear progression of smaller locations. This destroys any true sense of place that Thief could potentially achieve. You can see the cracks in the world, because it is not stitched together seamlessly.
The static and highly telegraphed nature of Thief's routes does not create the same sense of achievement as organically creating a new pathway in Dishonored does.
Dishonored upholds the core tenets of player choice and creativity with far greater success. This is partly because it is not exclusively a stealth game, and it fully supports actions which fall across the entire spectrum of stealth and combat. Additionally, its protagonist is imbued with supernatural power, so Dishonored's abilities do not need to be as reserved as those in Thief. But even when you adopt a stealth-focused playstyle, Dishonored's supernatural powers and first-person movement remain systemic and general purpose enough that they can be employed and combined in clever and creative ways. Though both games offer multiple routes through their levels, the static and highly telegraphed nature of Thief's routes does not create the same sense of achievement as organically creating a new pathway in Dishonored does. On the whole, the player choice available in Dishonored is more inventive and more rewarding than that in Thief.
Thief's plot implies The City's hardships will manifest in a more immediately perceptible manner. As the story unfolds, the oppressed underclasses turn to protest and, later, violence. Whipped into action by a fanatical leader, the poor take to the streets and ignite a revolution. At least, that's what the plot and concept art in Thief's loading screens suggest. In reality, this uprising is never realised. Eidos Montreal intended to show this revolution taking place over repeated visits to the hub world between missions. But there are so few non-player characters present that it's hard to get a sense of any civil unrest taking place. As far as the depiction of a city descending into chaos goes, Dishonored's violent players are treated to a decline which unfolds with greater tangibility and significance.
Dishonored allows you to jump and clamber over any surface that is logically within reach.
Dishonored takes a different approach. You won't see your legs if you look down, and your hands don't animate when you pick up items or interact with minor objects in the world. But the first-person experience is so much stronger than in Thief, because you are provided with a broad set of moves which can be employed consistently no matter where you are in the environment. Dishonored allows you to jump and clamber over any surface that is logically within reach, and its environments are designed to fully support that action. Where Thief attempts to create an immersive experience with a more literal interpretation of body awareness, Dishonored finds far greater success with its more abstract approach because your ability to move through and interact with the world is internally consistent.