<?xml version="1.0" encoding="UTF-8" standalone="yes"?><oembed><version><![CDATA[1.0]]></version><provider_name><![CDATA[Shoal of Words]]></provider_name><provider_url><![CDATA[https://michelsabbagh.wordpress.com]]></provider_url><author_name><![CDATA[Michel Sabbagh]]></author_name><author_url><![CDATA[https://michelsabbagh.wordpress.com/author/michformer/]]></author_url><title><![CDATA[Thief: tense narrative through level design and&nbsp;mechanics]]></title><type><![CDATA[link]]></type><html><![CDATA[With its deft integration of mechanics and level design, Thief weaves a satisfyingly deep and dark experience. Its tense environmental narrative and palpable sense of agency opens a possibility space for the player that encourages exploratory improvisation, fully delivering on the promise of its title.]]></html><thumbnail_url><![CDATA[https://michelsabbagh.files.wordpress.com/2017/03/thiefpc.jpg?fit=440%2C330]]></thumbnail_url><thumbnail_width><![CDATA[440]]></thumbnail_width><thumbnail_height><![CDATA[275]]></thumbnail_height></oembed>