Map ReviewsRunning Interference - It's hard to remember how the game began by its end. This is a short and forgettable map, but it functions perfectly as an introduction. It's unique though, as it's the only map where you have an NPC ally you guide. Rather than escorting, you clear a path on a clearly defined map. I have to give extra points for how the NPC is used as a clever tutorial: by observing his movement on different surfaces and lighting setups, the player learns what they are capable of themselves. It's easy to get out of the way for veterans and an invaluable learning environment for newcomers. 3.5/5.0
Shipping... and Receiving - The first challenge for the player and what a challenge it is with two large buildings that are two stories each. This is one of the few times in the game where I felt lost with no guidance on where the objective could be. Despite that frustration, I enjoyed exploring the dock and its unique mechanic for unlocking doors. Even when I was going in the wrong direction, I was intrigued by the world building in rooms and enemy dialog. 3.5/5.0
Framed - As the title suggests, this map centers around setting up someone to look guilty for Garret's deeds. The police station is rather plain but the concept was so fun with level design so tight that it makes up for it. You also get an introduction to the security cameras and, on top of that, aren't allowed to take down more than two guards. Where
Thief 1's levels often felt like they belonged to a different game, this level feels like the developer putting its foot down and saying, "No, this is how
Thief is played!" You can't just go around knocking everyone out like a jerk. Learn and do here or perish. 4.0/5.0
Ambush! - While
Thief 2 lacks the spacious tombs focused on exploration of the first, it makes up for it with great non-linear maps like this that let the player take multiple different approaches. The game is great at giving variety after claustrophobic levels and Ambush! is one of my favorites of these. Getting past the swarm of guards at the end is an especially tense moment. This is a classic for players like me who enjoy using the compass and map to navigate large areas. 4.0/5.0
Eavesdropping - A memorable introduction to
Thief 2's central enemy and faction, the Mechanists. It's not the most exciting level but it has several nice touches. Exploring gives you a hint on how to deal with the mechanized guards from here on, you get backstory and foreshadowing on what's to come if you look around, and the key item of the level is randomized each time. It's atmospheric and creepy, which is a nice change of pace. Not great on its own but it fits into the story and flow very well. 3.5/5.0
First City Bank and Trust - It was only a matter of time until you robbed a bank in a
Thief game and what a heist we have here. This is one of the most challenging levels with its marble surfaces, numerous guards and cameras. The game's non-linear design and clever touches really shine, such as being able to look below to the basement when you come across a locked vault (a tense area). This level also functions as a perfect difficulty gradient, as the player benefits greatly from smart use of moss and rope arrows. Not the most creative or atmospheric level but some darn fine level design. 4.0/5.0
Blackmail - One of the best estate missions in the series. It has it all: multiple entrances, encounters with drunken guards, tense corridors, fun loot rooms and a great twist. Where previous estate levels felt like big, empty spaces, this one is packed full of detail and surprises. The setting and location is believable and interesting which adds to the immersion. 4.5/5.0
Trace the Courier - While it reuses the map from Ambush!, I enjoyed the change of pace and atmosphere. It's another unique map in the series and, once again, shows how masterful the developer is at switching things up after a lengthy, claustrophobic level. The linearity of it may bother some but I enjoyed it. 4.0/5.0
Trail of Blood - As if it weren't clear enough that
Thief 2 is improving on everything
Thief 1 did, this map makes it clear they really mean EVERYTHING. The mystical areas of
Thief 1 never felt this detailed or alive. The atmosphere in this level is great. It's like a creepy '80s fantasy film, like
The Dark Crystal or
Legend. Following the blood trail was exciting and the forest area at the end was visually striking. The game keeps switching things up, while providing a great narrative. It's fun to see the different factions of the world clash. 4.0/5.0
Life of the Party - The best map of the series, without question, and that's not just my opinion. Look at any thread of the best
Thief maps and this will be the most frequent #1 choice. It might just be too good, as it shows the missed potential of every other map in the series. While being almost twice as long as
Thief 1's biggest maps, it manages to pack every corner with interesting challenges, narrative and visuals. Going from the rooftops, into the homes of citizens and finally Angelwatch feels epic and immensely rewarding by its end. The map is so good that
Dishonored practically made an entire series based around it. 5.0/5.0
Precious Cargo - Coming off the high of LotP, anything that follows is bound to disappoint but Precious Cargo holds its own. It offers another epic journey, except this time you are going downward toward pirate-infested waters. It reminded me of
No One Lives Forever's spy hideouts, as you climb onboard a submarine and sneak around. One of the best maps in the series, even if it's overshadowed by one greater. 4.5/5.0
Kidnap - A more literal return to the first game than Trail of Blood. The challenge here is extremely high and it perhaps brings too much of the first game's baggage with it. It can be exhausting navigating this huge area and finding your way toward your objective. Once the novelty of the concept rubs off, you are left with a fairly average level. It at least gives the player the tools and environment to play more aggressively for once, using mines and fire arrows to clear areas. 3.5/5.0
Casing the Joint/Masks - While presented as two levels, it's the same map and flows as one complete package. Some people don't like the repetition and restrictions on the player, but I loved it. Drawing out your map as you explore, making note of control rooms and finding secret passages was exciting. Then when you return free of restrictions, it's cathartic to get the job done. I especially loved the top floor, where you can
Mission Impossible your way from the ceiling to snatch the goods. The game could probably have used something lighter after the previous missions, but I enjoyed my time in this epic estate mission. 4.0/5.0
Sabotage at Soulforge - One of the most long-winded, arduous levels I've ever played in a game. I frequently felt I couldn't continue but soldiered on until the bitter end. The difference between this map and
Thief 1's worst maps is that Soulforge plays to the series' strengths and makes every area of its massive map unique with varied challenges. This is a trial by fire that will push your familiarity with the game's controls and systems to the limit. I'd prefer it a bit shorter, maybe broken into two maps, but it was nonetheless a satisfying conclusion that appropriately raised the difficulty. 3.5/5.0
The npc conversations in this are too good