It's my own fault for thinking Warren Spector's new multiplayer stealth game adding singleplayer would make it the Thief successor I was hoping for

The Constable Guildhall, a police station
(Image credit: Megabit)

My first few hours in Thick as Thieves were a good time. It's a first-person stealth game with lean buttons and maps that look like they were hand-drawn by someone named "Fingers" who sold them to you from out of his overcoat. The setting mixes technology and magic, reinforced by guards with Scottish accents muttering about whether a given light is electric or fey. The map of Elway Manor's basement has a whole area that's just labeled with a question mark.

I clambered onto rooftops and through vents in the traditional style, being impressed that guards noticed when I snuffed out candles or left doors open. The first impression it gave was very much of an old school stealth game with a handful of new ideas—like ghost guards who glide through walls and into the sky on their patrol paths so you're never quite sure if you're safe. Helpfully, they still cough like living guards to let you know they're nearby.

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(Image credit: Megabit)

The intent is clear. Thick as Thieves wants to be a pacey stealth game rather than a methodical one—no manual saves here—and if I had infinite time I'd rinse these maps on my first visit and be less forgiving about the campaign just being a string of reasons to return to the same two buildings. The time limit also makes sense in co-op, where your buddy will want to know if he's got time to squeeze in one more level before putting the kids to bed.

But that eight-minute timer also begins when you complete any objective. If you've got a mission to steal three specific items in a level, the countdown begins when you pick up any of them. The first time that happened I didn't even know where the other two things I needed were, and only found one before booking it. When I returned to get the last, my objectives told me I needed to find all three again. Which I did, feeling a lot less inspired to creatively find alternate solutions this time—only to have the random magic escape door appear somewhere I couldn't reach.

I'm not sure if it was a bug or if there was an area I hadn't found behind a secret door, but that hand-drawn map I found delightfully vague at first was pointing me to an area on the far side of an exterior wall three storeys up, which I had no way of getting to. And when my time ran out, the thought of a third trip in a row back to Elway Manor really didn't appeal.

At some point in development, Thick as Thieves pivoted from being a PvPvE game to a singleplayer/co-op one, and I can only assume that change is how we ended up with an immersive sim that doesn't let you rebind keys and only has two maps. Otherside is calling it the first chapter of the game, but I wish they'd called it early access, because that's what it feels like.

On the other hand, it is only $5, and if the timer waited until you completed every step of your contract I'd probably be playing it still. At that price I might even have picked up a copy for a friend to drag them through a co-op session, though in its current state I'm not sure they'd thank me.

Jody Macgregor
Weekend/AU Editor

Jody's first computer was a Commodore 64, so he remembers having to use a code wheel to play Pool of Radiance. A former music journalist who interviewed everyone from Giorgio Moroder to Trent Reznor, Jody also co-hosted Australia's first radio show about videogames, Zed Games. He's written for Rock Paper Shotgun, The Big Issue, GamesRadar, Zam, Glixel, Five Out of Ten Magazine, and Playboy.com, whose cheques with the bunny logo made for fun conversations at the bank. Jody's first article for PC Gamer was about the audio of Alien Isolation, published in 2015. Jody edited PC Gamer Indie from 2017 to 2018, and he eventually lived up to his promise to play every Warhammer videogame.

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