A master thief creeps over cobbles in an early modern metropolis that splits the difference between Edinburgh, Glasgow and Liverpool. Lit by gaslamps that can’t quite dispel the industrial haze, they pass for a civilian - a rough one, admittedly, but not shady enough to cause an itch in the swordarm of any passing guard.
Until, that is, they take to the thieves’ highway - following the trajectory of their grappling hook upward to the rooftops, from which they can see the shape of the city, and the moon beyond. Up here, it’s a parallel world - the trees on street level answered by chimney stacks, and the distant hills echoed by the rise and fall of steep gables. “We’re super proud of these rooftops,” says Greg LoPiccolo. “It’s an amazing landscape that we put a lot of thought and effort into, and it’s a lot of fun to traverse.”
Back in 1998, LoPiccolo was the game director who saw Thief: The Dark Project to completion. Today - after an 18 year detour to Harmonix to lead projects like Guitar Hero and Rock Band, among other adventures - he’s the game director of Thick as Thieves. “It really is an opportunity to do something unique and cool and new, on the shoulders of this stuff that is now well-respected,” he says. “Thief has some legs, right? People still talk about it to some degree.”
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