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With Thief 4 unveiled this week, John Walker has penned a nice, timely Thief: The Dark Project retrospective for Eurogamer:
More information.But here's the thing: On the Normal setting you're charged with successfully breaking into the building and finding the sceptre. Hard raises the stakes in more predictable ways such as having to escape the manor once the prize is stolen, and asking you to loot 350 gold pieces worth of items while you're there. But it's the final requirement that's significant. "Don't kill any of the servants; they're harmless." Bring it up to Expert and now you're tasked with getting 700 gold, but also: "Don't kill anyone while you do the job. No servants, no guards, no pets... no one."
It's this that captures the spirit, the essence of this most extraordinary game. This is a game where turning the difficulty up reduces the number of enemies you have to kill. Certainly it also increases the number of guards (but slightly and smartly, never feeling unfair or unrealistic), and repositions them into more strategic patrol routes. But it doesn't make your weapons less effective, or raise enemy hit-points, or artificially hinder you in any 'gamey' way. It simply asks you to be a better, subtler, smarter thief.