This project is far removed from a traditional Thief mission; in fact, we took pains to remove as many things as possible which might remind you of the Thief universe. This includes gameplay, which is also unconventional - you will mostly be exploring, hunting for clues and unraveling the story. Your only tools are lockpicks and your eyes and ears; there are no weapons, potions or other tools of any kind. As such, the campaign plays more as an interactive movie than a typical mission, although there are several instances where you must be stealthy as part of the story, to avoid being caught somewhere Sam shouldn't be. The general visual style is the traditional noir black and white, although color is used to represent key characters and locations.

Waterfront Racket v1.1
Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.