Speaking of, while it makes sense that a Thief would only work at night, the darkness that permeates the entire game doesn't help to create a noticeable mix of settings. You'll move from the dark streets of the City to the dark halls of a mental institution to the dark caves of an ancient underground library. These locales sound interesting on paper, but in the game you always feel like you are in the same place, in the dark, stealing stuff.
Outside of the stealth elements, Thief feels limited. The combat, for instance, is severely lacking. Yes, Garrett is a master thief, not a warrior, but every once in awhile you might find yourself going toe-to-toe with a guard. When this happens, all you have is a sword-dodging side-step move and a weak-feeling blackjack attack at your disposal, making for some incredibly dull encounters. Plus, because the combat is so lackluster, several of the armor and weapon upgrades become irrelevant simply because you'll want to avoid the boring head-on conflicts at all costs.
Thief also has some issues with sound glitches. On more than one occasion, I experienced looping guard dialogue that continued even when I was nowhere near the source, and there was also some inaudible speech during in-game cutscenes. Only by enabling subtitles was I able to discern what was being said. None of these sound bugs were enough to completely ruin the experience, but the fact that sound issues came up fairly regularly was annoying to say the least.
Still, despite its uninspired storytelling and occasional bugs, Thief is a worthwhile adventure that anyone looking for a stealth-based experience will enjoy. The reboot doesn't introduce any new concepts; it instead sticks to the simple, traditional shadow-skulking of the previous titles. But as any thief knows, the best payoff doesn't come without a few risks, and the rebooted Thief prefers playing it safe over raking in the big haul.