The Great Heist That Almost Was: Thick as Thieves and the Immersive Sim Dilemma

Warren Spector. Just hearing that name conjures images of groundbreaking immersive sims, deep narratives, and unparalleled player agency. So, when news broke of his new project, Thick as Thieves, a multiplayer stealth game getting a single-player injection, the gaming world, especially the dedicated disciples of Looking Glass Studios, held its breath. Could this be the Thief successor we’ve been craving?

My initial hours certainly whispered sweet nothings into my gamer ear. Thick as Thieves drops you into a first-person stealth experience, complete with satisfying lean buttons and maps that genuinely feel like they were sketched by a shady informant named “Fingers” in a dimly lit alley. The game’s world is a delicious meld of arcane magic and burgeoning tech, where Scottish guards grumble about whether a flicker of light is powered by electricity or ancient fey.

Traditional stealth mechanics shine here: snuffed candles, open doors, and the satisfying tension of being noticed. Then, the game throws a curveball with “ghost guards” – spectral beings that float through walls, their unsettling patrols only betrayed by a tell-tale cough. It’s a brilliant twist, keeping you on your toes even when you think the coast is clear. The 0451 easter egg, a loving nod to Looking Glass Studios, only deepened the immersive sim fantasy.

Initially, the limited map pool – Elway Manor and a police station – didn’t deter me. Each return visit, armed with new objectives and creative gadgets like a pickpocket fairy or an insult fairy, revealed fresh angles and hidden pathways. It evoked that gratifying sense of mastery over a space, much like revisiting a beloved Hitman sandbox. The potential for clever thievery felt immense.

But then, the worm turned. Literally. The game introduces strict time limits: 45 or 30 minutes to find a magic escape door, followed by a frantic 8-minute dash once it appears. This aggressive pacing fundamentally clashes with the methodical, exploratory nature of a true immersive sim. It forces you to rush, to abandon creative solutions, and to sacrifice the very agency Spector’s games are known for.

Imagine this: you’ve got multiple objectives. You grab the first item, and suddenly that 8-minute clock starts ticking. You might not even know where the other two objectives are yet! This happened to me, leading to a scramble, a failed escape, and a frustrating reset that demanded I collect all items again – draining any remaining inspiration for creative play. Compounding the issue, the escape door can sometimes spawn in seemingly unreachable areas, leaving you stranded as the clock runs down.

The revelation that Thick as Thieves pivoted from a PvPvE focus to its current single-player/co-op model might explain some of these rough edges. There are only two maps, keybindings are non-existent, and despite being labeled “the first chapter,” it unequivocally feels like an early access title.

However, let’s not forget the price tag: a mere $5. For that sum, it’s almost an impulse buy, and if the critical timer only triggered after completing ALL contract objectives, I’d likely still be playing, perhaps even dragging a friend into a co-op session. But in its current state, the brilliant flickers of immersive sim genius are unfortunately overshadowed by design choices that feel at odds with its own genre aspirations.

AMPLO INSIGHTS:
Thick as Thieves is a fascinating, if flawed, proposition. It carries the DNA of an exceptional stealth game, mixing classic mechanics with innovative ideas and the undeniable allure of a Warren Spector project. Yet, the aggressive time limits and limited content hold it back from becoming the true Thief successor fans were hoping for. It’s a tantalizing glimpse of what could be, offering a solid foundation that desperately needs more time in the oven. For $5, it’s a curious experiment worth noting, but approach with tempered expectations.

Leave a Reply

Your email address will not be published. Required fields are marked *