The Art of Thief

it’s a steal Mas­ter thief and stealth pro­gen­i­tor Gar­rett re­turns in Square Enix’s re­boot of the pop­u­lar video game fran­chise

ImagineFX - - Inspiration Books -

The first Thief game, re­leased in 1998, rev­o­lu­tionised first-per­son gam­ing by in­tro­duc­ing Gar­rett. The char­ac­ter was more adept at sneak­ing in the shad­ows and knock­ing people out than blow­ing them away with a stupidly large rocket launcher. Some 16 years later it’s been re­booted, and even if the new ver­sion misses the point there’s still a lot of great art­work around it.

As the book points out, the most im­por­tant el­e­ment in the Thief uni­verse is the de­sign of Gar­rett’s hands, which oc­cupy the ma­jor­ity of the screen, switch­ing be­tween lock pick­ing and nab­bing goods. They re­ceive an en­tire four-page spread in the book, dis­cussing how they’re de­signed to look im­pec­ca­bly neat, and al­most like a pi­anist’s del­i­cate dig­its.

Of course, the scope of the book goes far be­yond Gar­rett’s dex­trous fin­gers. It’s ex­plained that the char­ac­ter him­self went through a num­ber of re­designs to make him less scary, and it high­lights en­emy and lo­ca­tion de­sign. A cou­ple of mis­sion break­downs is a nice touch and they ex­plain how dif­fer­ent ac­tions re­sult in al­tered con­se­quences.

Thief’s tri­umphantly dark and bru­tal aes­thetic shines through the whole tome, and it’s a must-have if you’re a fan of Gar­rett’s ad­ven­tures.

The book re­veals, among other things, how much work went into mak­ing Gar­rett less fright­en­ing.

Newspapers in English

Newspapers from Australia

© PressReader. All rights reserved.