- Release Year: 2014
- Platforms: Windows
- Publisher: Eidos Interactive Limited, Square Enix Co., Ltd.
- Genre: Compilation
- Game Mode: Single-player
- Average Score: 55/100
Description
Thief: Master Thief Edition is a comprehensive compilation of the 2014 stealth-action game, where players embody Garrett, a cunning master thief navigating the shadowy, plague-ridden streets of ‘The City,’ a sprawling dystopian metropolis fraught with guards, occult mysteries, and hidden treasures. Through immersive first-person missions, Garrett employs stealth tactics, innovative tools like focus vision for route planning, and arrow-based gadgets to infiltrate locations, steal valuables, and unravel a personal story tied to strange supernatural events, all while avoiding detection and scaling difficulty levels for a rewarding thieving experience.
Gameplay Videos
Crack, Patches & Mods
Guides & Walkthroughs
Reviews & Reception
invisioncommunity.co.uk (30/100): This is a below average special edition earning a 3.
mymac.com (80/100): Worth the wait with the same ambiance as the originals.
Thief: Master Thief Edition: Review
Introduction
In the shadowed underbelly of video game history, few series have defined the art of stealth as profoundly as Thief, originating with Looking Glass Studios’ groundbreaking 1998 debut that turned digital thievery into a tense ballet of light, sound, and cunning. Fast-forward to 2014, and Eidos Montréal’s ambitious reboot arrives like a ghost in the machine—familiar yet estranged, whispering promises of mastery amid a revolution of pixels and polygons. Thief: Master Thief Edition bundles the core game with DLC trinkets, aiming to resurrect Garrett’s legacy for a new era. But does this compilation truly honor the series’ roots, or does it pilfer its own potential? My thesis: While it delivers competent stealth thrills and atmospheric immersion, Master Thief Edition falters as a definitive package, exposing the reboot’s flaws in narrative depth and mechanical innovation, ultimately serving as a flawed bridge between old shadows and modern lights.
Development History & Context
The Thief series has always been a tale of evolution born from constraint. The original trilogy, helmed by Warren Spector at Looking Glass Studios, pioneered immersive sims in the late ’90s and early 2000s, blending stealth, RPG elements, and environmental storytelling on modest hardware like the Dark Engine. By 2014, however, the landscape had shifted dramatically. Stealth games had exploded with titles like Dishonored (2012) and Deus Ex: Human Revolution (2011), emphasizing player agency, moral choices, and sprawling worlds powered by next-gen consoles and Unreal Engine 3—the very engine Eidos Montréal adopted for this reboot.
Eidos Montréal, founded in 2007 under Square Enix’s umbrella, inherited the franchise after acquiring the IP from the defunct Ion Storm (responsible for Thief: Deadly Shadows in 2004). The studio’s vision was clear: reboot Garrett’s saga as a “spiritual successor,” stripping away the series’ dated mechanics for a more accessible, first-person experience tailored to the Xbox One and PlayStation 4 era. Director Nicolas Lévesque envisioned a “tactile and visceral” thief simulator, emphasizing immersion through advanced AI, dynamic lighting, and a focus on non-lethal takedowns—echoing the originals’ anti-violence ethos but amplified for modern audiences. Technological constraints played a dual role: Unreal Engine 3 allowed for detailed urban sprawl but struggled with verticality and performance on mid-range PCs, leading to reported clunkiness in traversal. The 2014 gaming scene was saturated with open-world epics (Watch Dogs, Assassin’s Creed: Unity), pressuring Thief to differentiate via pure stealth purity. Released amid delays (originally slated for 2013), the base game launched to mixed fanfare on February 25, 2014, for consoles and PC, with Master Thief Edition following on February 28 as a digital compilation for PC and Mac (ported by Feral Interactive). This edition, priced at around $25-30 initially (now often $3.74 on GOG), bundled post-launch DLC to capitalize on sales, reflecting Square Enix’s push for value in a post-DRM world dominated by Steam and digital distribution.
Narrative & Thematic Deep Dive
At its heart, Thief (and thus Master Thief Edition) reimagines Garrett not as the sardonic lone wolf of yore, but as a reluctant participant in a larger socio-political drama. The plot unfolds in “The City”—a nameless, plague-ridden metropolis evoking Victorian London crossed with Lovecraftian dread—where the tyrannical Baron monopolizes resources, his Watch enforcing oppression amid a bubbling revolution led by the enigmatic Orion. Garrett, voiced with gravelly detachment by Romano Orzari, returns after a decade’s absence, drawn back by an old ally’s plea to steal a mysterious artifact. What begins as a heist spirals into revelations about Garrett’s orphaned past, occult forces (the “Dark Rider” prophecy), and moral quandaries over siding with the uprising.
The narrative structure is mission-based, linear corridors disguised as semi-open levels, bookended by a hub world of perpetual stealth navigation. Dialogue is sparse but flavorful: Garrett’s quips (“I’m not a hero. I’m a thief.”) underscore his isolation, while side characters like the sly fence Basso the Boxmaker (voiced by Stephen Russell, reprising his role) inject levity. Orion, the revolutionary mouthpiece, broadcasts via hidden speakers, his idealism clashing with Garrett’s pragmatism—exploring themes of autonomy versus collective struggle. Underlying motifs delve deeper: thievery as metaphor for survival in a stratified society, where shadows represent the marginalized’s only refuge. The occult pivot—from pure capers to supernatural horror—feels jarring, a departure from the originals’ grounded intrigue, turning Garrett into a “gruff voiced hero who does things because ‘it’s what I do.'” Subtle environmental storytelling shines through readable notes and overheard conversations, painting a world of famine, sickness, and class warfare. Yet, the plot’s linearity undermines depth; twists feel telegraphed, and Garrett’s arc lacks the philosophical weight of predecessors, reducing profound themes of freedom and manipulation to a serviceable revenge tale. The included Tales From The City digital comic expands this lore, offering prequel vignettes on the City’s underclass, but it’s no substitute for in-game nuance.
Gameplay Mechanics & Systems
Thief‘s core loop is a masterclass in tension: infiltrate, observe, execute, escape. As Garrett, you navigate levels via rooftops, alleys, and interiors, prioritizing stealth over combat. The blackjack for non-lethal knockouts, wire cutters for fences, and a arsenal of arrows—water (extinguish lights), fire (ignite distractions), gas (incapacitate)—form the toolkit, upgraded via scavenged loot sold to Basso. The innovative “Focus” ability, activated contextually, slows time and highlights interactables, enabling route-planning in high-stakes moments. Missions follow an A-to-B structure with multiple paths, encouraging creativity: drop bottles for diversions, manipulate AI patrols (guards react to noise, light, and bodies), or risk “ghosting” (no alerts) for higher scores.
Progression ties to thievery—loot pockets, pick locks (a rhythmic mini-game), crack safes (puzzle-based code-breaking)—funding gear like swift pockets for more arrows. Difficulty scales elegantly: from forgiving crosshair-assisted aiming to “Master” mode’s no-HUD brutality, rewarding ghost runs with ratings based on alerts, kills, and loot totals. The UI is minimalist, with a radial menu for quick swaps, though the always-active hub world (The City) feels obligatory, forcing stealth traversal for side gigs without meaningful downtime.
Flaws abound: movement is clunky, especially vertically—ledge detection is inconsistent, leading to frustrating falls or prompted climbs that break flow. Combat, when forced, is rote; swords clash awkwardly, and the AI, while fair (guards investigate methodically), can clip or overreact, homogenizing Thief into a linear affair compared to the originals’ sandbox sims. Booster Packs mitigate this somewhat: Opportunist grants early arrow upgrades, Ghost enhances evasion, Predator adds aggressive tools—but they trivialize progression, making the edition feel like a shortcut. DLC like The Bank Heist (a tense vault raid) and The Forsaken (a challenge map) extend playtime by 1-2 hours, emphasizing replayability, but the core systems lack the depth to rival contemporaries. Overall, it’s stealth done right—tough yet fair—but shackled by dated traversal and uninspired loops.
World-Building, Art & Sound
The City is a character unto itself: a labyrinthine sprawl of rain-slicked cobblestones, fog-shrouded spires, and opulent manors hiding squalor. World-building excels through verticality—rooftops for scouting, sewers for evasion—fostering a lived-in dystopia where NPCs gossip about the Baron’s plagues and Orion’s rebels. Levels like the Garret’s orphanage revisit blend nostalgia with horror, using graffiti and debris to narrate unrest.
Visually, Unreal Engine 3 delivers jaw-dropping immersion for 2014: dynamic shadows cast tension (light sources alert guards), particle effects simulate rain and smoke, and textures evoke grimy steampunk grit. Yet, performance dips on launch-era hardware (minimum: dual-core CPU, 4GB RAM, Radeon 4800), and pop-in mars larger areas. Art direction leans gothic-fantasy, with concept art in the digital bookbook revealing iterative designs for Garrett’s hooded silhouette.
Sound design is the unsung hero, amplifying paranoia: creaking floors, dripping water, and guard banter create auditory maps, demanding headphones for directional cues. The orchestral score, by Marc Streitenfeld, swells with haunting strings during heists, while the included Director’s Cut soundtrack (over 20 tracks) captures the mood—eerie choirs for occult moments, percussive tension for chases. These elements coalesce into visceral atmosphere, making every shadow a sanctuary and every footstep a risk, though the hub’s perpetual gloom wears thin without respite.
Reception & Legacy
Upon launch, Thief (2014) polarized critics and fans, scoring around 60-70% on Metacritic—praised for visuals and stealth basics but lambasted for diluting the series’ essence. Outlets like IGN (6.4/10) called it “a competent reboot that plays it too safe,” while Eurogamer decried the “linear drudgery.” Commercially, it sold modestly (under 1 million initially), underperforming Square Enix’s expectations amid backlash from purists mourning the loss of sim depth. Master Thief Edition, bundling DLC for PC/Mac, fared similarly: MobyGames logs a sparse 3/5 user average (one rating, no reviews), and Invision Community’s 2016 take dubs it a “below average special edition” (3/10), criticizing minimal additions like the Opportunist booster as progression-killers.
Over time, reputation has softened slightly; post-patches improved AI and controls, and sales on Steam/GOG (now under $5) make it a budget stealth entry. Steam forums highlight confusion over contents (e.g., does it include Bank Heist? Yes), underscoring poor marketing. Legacy-wise, it influenced the genre by popularizing “focus” mechanics (seen in Hitman reboots) and emphasizing non-lethal play, but failed to revive the series—no sequel followed, leaving Thief dormant. As a reboot, it bridges eras: honoring immersion sim roots while exposing 2010s pitfalls like over-homogenization. Its impact lingers in indies like Mark of the Ninja, proving stealth’s enduring allure, even if this iteration casts a long, flawed shadow.
Conclusion
Thief: Master Thief Edition captures fleeting mastery in its tense heists and shadowy depths, but stumbles under narrative shallowness, mechanical clunk, and a compilation that adds fluff over substance. As a historian, I see it as a poignant artifact: a valiant reboot in a blockbuster era, echoing the originals’ spirit yet trapped by linearity and unmet potential. For stealth aficionados or series newcomers on sale, it’s a worthwhile pilfer; for purists, a cautionary tale. In video game history, it earns a middling 6.5/10— not a masterstroke, but a reminder that true thievery demands more than shadows; it requires soul.