|Thief Gold (Looking Glass Studios)|
Some people will no doubt disagree, but I have played very few games that weave characterisation through dialogue as eloquently as Thief does. The primary flaw with dialogue in comparable games such as Dishonored is that it paints the enemies as being little more than one-dimensional psychopaths with little or no interesting depth, almost as if the focus is the make the act of killing them cathartic rather than focusing on properly immersing the player in an authentic setting. In this case, traditional mechanics are allowed to take precedence over a strong sense of narrative. Thief does the opposite: instead focusing on making the NPCs feel like real people inhabiting a living, breathing world. This is why Thief's setting works so brilliantly and why no other game I know of has made me believe in a fictional setting and characters so strongly as Thief has.
|Dishonored (Arkane Studios)|
|Blast! Fooled again!|