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Review of The Swindle on PlayStation 4

by Tanya Krane Tanya Krane photo Jul 2015
Cover image of The Swindle on PS4
Gamefings Score: 7.3
Platform: PS4 PS4 logo
Released: 28 Jul 2015
Genre: Action, Stealth
Developer: Size Five Games
Publisher: Size Five Games

Introduction

The Swindle dresses up like a Victorian heist caper and then reveals it's actually a cold-hearted clockwork rogues' gallery where every life is counted in days and every mistake can be terminal. Set in a steampunk London, you play a rotating cast of thieves trying to hijack an AI being built by Scotland Yard before it seals the job market for burglars forever. That sentence sounds dramatic because it is - the game gives you 100 nights to make it happen, and the ticking clock isn't a poetic flourish, it's a gameplay rule. If you like tense stealth, do-or-die runs and the emotional whiplash that comes with permanent death, The Swindle has a lot to offer. If you imagine character in a traditional sense - deep personal backstories and long, meandering arcs - the game laughs in your face and hands you a suicide pill instead. But there's an emotional architecture here nonetheless: through repetition, loss, and the economical gestures of design, the game builds emergent arcs for a parade of thieves that feel surprisingly human.

Gameplay

Mechanically, The Swindle is tight and unforgiving. The central conceit is simple: each night you pick a thief, you infiltrate a part of London, you grab cash, hack machines, plant bugs and then get out before the robots and systems catch you. Each day is a single bite-sized mission in which the layout, guards and rewards are presented as a puzzle that rewards planning and improvisation. The toolkit includes explosives to blast through walls, hacking to open safes or turn systems in your favour, and the morally ambiguous option to plant income-generating bugs in locations you've compromised. The money you bring back funds upgrades and tools for future thieves, which is the backbone of the risk-versus-reward loop. What elevates the gameplay into something more narratively interesting is perma-death. Your thief can be killed, trapped, or choose the little white pill to avoid capture, and the game immediately hands you another anonymous member of the crew the next night. This might sound cold, but the design turns it into storytelling: every loss is an event in a communal biography. The rookie who bungles a vault and dies becomes a cautionary tale at the planning stage; the veteran who keeps getting pulled into the limelight becomes a statistic you try desperately to avoid replicating. Over 100 days, the roster of faces (if indistinctly sketched) accrues a collective personality - a kind of ensemble cast stitched together by repetition and consequence. Where other games would give you a single protagonist and a linear arc, The Swindle scaffolds many micro-arcs. A thief's arc might be: hopeful recruit, aggressive risk-taker after a payout, tragically overconfident and then gone. Another arc might play out as the slow, grinding careerist who survives night after night to become the backbone of the crew, enabling grander heists through clever upgrades. Because lives are cheap and numbers are limited, these arcs are compressed into moments: a triumphant escape, a hilarious fail when a robot clips your ankle, the muted shame of swallowing the suicide pill to keep the AI from extracting confessions. The game doesn't write character monologues for you; it gives you little scenes and asks you to knit them into a story. The AI the thieves are trying to hijack functions as an antagonist both practical and symbolic. Practical because its completion is literal game-over for the thief trade; symbolic because it's the looming inevitability that forces the thieves to become better, bolder, and sometimes stupider. The presence of that ticking doomsday gives even disposable characters gravitas. Each new recruit you lose or save matters because there are fewer nights left to succeed - which converts simple resource management into melodrama. There are some rough edges. Critics noted occasional bugs and wonky collision detection that can turn a lovingly planned heist into a crash-and-burn due to a physics hiccup. Controls have been called 'troubling' by some, which means the game occasionally resists your intentions in ways that feel unfair rather than challenging. But those moments also coil into the narrative; a glitch that ruins a perfect run becomes another anecdote in the crew's folklore. The reception overall leans positive: PS4 reviews aggregated to about 73/100 on Metacritic, with outlets praising the tension and the rewarding interface while criticizing some technical and control issues. If you're willing to accept the odd frustration, the emergent stories you and the game co-author are where the experience excels.

Graphics

The Swindle's visual identity is something like 'clockwork noir': a steampunk variation of London rendered in pixel art with carefully chosen details that suggest grime, industry and Victorian pretension. The game's art style gets a lot of credit in reviews - it sells the world and helps your imagination fill in the emotional blanks left by the minimalist narrative. The environments feel lived-in even when they're procedural or modular, and the little flashes of animation - a robot twitching, a window shutter clanging - make heist runs feel cinematic in a micro sense. On technical matters, opinions split. Some reviewers found a 'weird bloom effect' and collision problems that occasionally knock you out of an otherwise polished run. Those issues can be jarring on PS4, where stable framerate and reliable hitboxes are part of the stealth bargain. Yet the game's presentation remains effective overall because it leans into style over spectacle: rather than pushing photorealism, The Swindle crafts a mood. That mood transforms the blunt mechanics of perma-death and timed runs into something almost operatic. Think tiny tragedies enacted in sepia tones. It's not pretty in a AAA gloss sense, but it's clever, atmospheric and oddly affectionate toward its ragtag cast.

Conclusion

If you want a character-driven saga in the traditional sense, The Swindle will disappoint because it refuses to give any one thief the spotlight for long. If you want a game that uses mechanics to create characters - that lets you watch a society of disposable thieves form relationships, make mistakes, grow over a hundred nights and then be erased by a miscalculated step - this is one of the more interesting experiments in emergent storytelling in the indie space. The tension is real, the upgrades feel meaningful, and the setting sells every desperate, ridiculous and occasionally heroic act. Technical hiccups and sometimes fussy controls hold it back from being a perfect jewel, but the game's design reward is the slow, accumulated sense of narrative you get from living - and losing - many small lives. For a PS4 player who likes stealth with teeth and enjoys laughing at the absurdity of tiny tragedies, The Swindle is a worthwhile heist: messy, melancholic and memorably clever.

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