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Logo used in the Thief: Deadly Shadows
|Developers||Looking Glass Studios (1998-2000)
Ion Storm (2004)
Eidos Montréal (2014-present)
|Publishers||Eidos Interactive (1998-2004)
Square Enix (2014-present)
|Platforms||Microsoft Windows, PlayStation 3, PlayStation 4, Xbox, Xbox 360, Xbox One|
|Platform of origin||Microsoft Windows|
|First release||Thief: The Dark Project
November 30, 1998
February 25, 2014
Thief is a series of stealth video games in which the player takes the role of Garrett, a master thief in a fantasy/steampunk world resembling a cross between the Late Middle Ages and the Victorian era, with more advanced technologies interspersed.
The series consists of Thief: The Dark Project (1998), Thief II: The Metal Age (2000), Thief: Deadly Shadows (2004) and Thief (2014). An expanded version of Thief: The Dark Project, titled Thief Gold, was released in 1999 and features three extra maps and several bug fixes. Looking Glass Studios developed both The Dark Project and The Metal Age. After the studio had gone out of business in 2000, many former employees moved to Ion Storm Austin and began developing the third part of the series, Deadly Shadows, long anticipated by fans of the series. Eidos Montréal was subsequently given the reins for Thief.
- 1 Gameplay
- 2 Games
- 3 Game editing
- 4 Characters
- 5 The world of Thief
- 6 Film
- 7 See also
- 8 References
- 9 External links
The main tactic of Thief is to avoid fights and instead sneak around the enemies. Thief is sometimes described as either a "first-person sneaker", "sneak-em-up" or a "first-person looter" to emphasize this difference. Classification of the game has been slow coming, as three-dimensional stealth games, such as Tom Clancy's Splinter Cell and Assassin's Creed, only became more common years after the first Thief. Another innovation employed extensively by Thief is the careful use of sound effects as an integral part of gameplay. Sound cues not only tell the player of other characters in the vicinity, but also indicate how much noise Garrett makes when moving about an area. Too much noise can alert nearby guards, who will grow suspicious and come looking for intruders. There are a variety of tactics to avoid being heard, however, such as walking gently, steering clear of noisy pavement, or using moss arrows to create a carpet that muffles the sound of footsteps. In a similar vein, using light and dark became one of the most important strategies. A gauge at the bottom of the screen (called the 'Light Gem') indicates how visible the protagonist is. Entering deeper shadows or ducking makes the character less likely to be noticed. Walking about increases the risk of being spotted, and having a sword or bow drawn makes him very conspicuous in the game. The astute player is constantly keeping an eye on areas of light or shadow, guard patrol routes, and the type of terrain they are walking on, in case a hiding place is needed in a hurry. A light source, such as a torch or gas lamp, can be doused with a Water Arrow, creating an area of darkness in which the player may hide. Electrically powered lights, in all games, may simply be shut off by using a nearby switch or button; however, if no light switch is available, the electrical light will not turn off by simply shooting a Water Arrow at it. In Thief: Deadly Shadows, the player can simply 'pinch out' a lit candle by pressing the use button on it. A guard or any civilian may notice if a light source has been put out, likewise if something valuable has been stolen.
Another large component of game play in "Thief", along with the stealth, is exploration. In most missions, especially in the first two "Thief" games, players can freely explore the game environment without much hindrance. Players are also free to experiment with how they approach the AI, as one may choose to take out all the AI either by blackjack, sword, or arrow, or one may choose to avoid any confrontation with the AI. "Ghosting" is a play style by which one tries to leave no trace behind them as they explore and complete the objectives in each mission.
|Thief: The Dark Project||(PC) 92|
|Thief II: The Metal Age||(PC) 87|
|Thief: Deadly Shadows||(PC) 85
Thief: The Dark Project (1998)
Released by Looking Glass Studios in 1998 and powered by their own in-house developed Dark Engine, Thief: The Dark Project was considered by many to be a revolutionary game. The foremost defense of this position is that it was arguably the first morally ambiguous video game to receive a major release (as one might expect from its title). Cast in the role of the thief, Garrett, the player can forgo all morality or choose to exercise restraint in multiple situations. This represented a departure from popular video games of the time, which tended to rely upon a Manichean conception of conflict along with "black and white" settings and objectives. Another groundbreaking facet of the game was that although it utilized a first-person perspective, it was not an action-oriented shooter like almost all other first-person games. Instead, the emphasis was on stealth: The character is unusually agile, but is not a particularly skilled fighter, and much of the gameplay involves using shadows to avoid enemies. However, for those who desire action, there are weapons available that allow direct confrontation. A skilled player can often break cover and go head-to-head with the enemies. An even more skilled player can stay in cover and never let the enemies know that he was there. The game's original gameplay quickly developed a cult following. A re-release of Thief: The Dark Project entitled Thief Gold fixed various bugs and added three new levels (mostly derived from, but not identical to, content that was planned for the original game but cut for budget or time constraints) which contributed significantly to the existing plot. The package also contains bonus content such as the DromEd Dark Engine editor, a behind-the-scenes "making of" video, and a desktop theme designed for Windows 98. Looking Glass was working on a similar re-release of Thief II: The Metal Age, provisionally entitled "Thief II Gold", at the time they went out of business in 2000.
Thief II: The Metal Age (2000)
Looking Glass Studios released the sequel to Thief in 2000. Utilizing the same Dark Engine that powered the original Thief, Thief II had an almost identical look and feel, with at some points differences in architecture and technology caused by the events of the first game, and only minor graphic and programming improvements, such as colored lighting. The basic gameplay was also fundamentally similar to the original Thief, but many new elements had been added, including technological gadgets such as a remote eye camera. Other changes include an increase in the number of AI behaviors. Responding to criticism of the original Thief that more time was spent on combat than actually living up to the title of the game, the missions in Thief II were designed much more around typical thief-like behavior, and much of the game is spent robbing the rich denizens of the City rather than battling monsters. In fact, the player encounters almost none of the monsters from the original Thief except for burrick (dinosaur-like creatures) heads mounted as trophies in some of the mansions, and a few zombies, undead and ghostly apparitions. The designers stated that, unlike the original Thief, where levels were developed to suit the plot, in Thief II levels were designed first and making the plot work with them was somewhat of a retrofit. A re-release of Thief II: The Metal Age entitled Thief II Gold was a game in development by Looking Glass Studios before the company closed down in 2000. It is believed to have been an expansion to Thief II similar to Thief Gold.
Thief: Deadly Shadows (2004)
A major departure from the first two games in the series, Thief: Deadly Shadows was developed by Ion Storm rather than Looking Glass Studios (albeit with many of the same people). The game was powered by the Unreal-based Deus Ex: Invisible War engine. Unlike the original two games, the third Thief was developed simultaneously for Windows and the Xbox. Because of all these factors, Thief: Deadly Shadows was different (and vastly updated) from the first two games in the series in both appearance and gameplay. One of the game's major new features was the ability to explore the City. While previous games sent Garrett straight from mission to mission, Thief: Deadly Shadows allows him to walk the City streets between missions, where he can steal from passersby, spy on the townspeople's daily lives, and search for sidequests in addition to major story missions. Unlike sandbox games such as Grand Theft Auto III, the city is not one large continuous map, but rather several small neighborhood maps connected by load zones (similar to Postal 2). The game also introduced an ability to switch between first- and third-person views, and to flatten against walls. In addition, the lighting engine was updated to accommodate moving shadows and light sources, which dynamically affected where the player could hide, an innovation originally precluded by the more technically limited Dark Engine. Smaller improvements were made to AI behavior, allowing for guards who noted when items went missing from their field of view or when doors were left open, along with an overhauled sound-propagation mechanic.
Thief is the fourth game in the Thief series, developed by Eidos Montréal and published by Square Enix. Since early 2008, several rumors had been circulating regarding a fourth Thief game, which was allegedly under development. Eidos Montréal's General Manager Stéphane D'Astous commented in an interview for Deus Ex: Human Revolution that confirmation of the company's second "AAA title", which its website states "begins with the letter 'T' ", would occur "over the next year" or so. The game was officially unveiled on May 11, 2009, originally titled as Thief 4.
The game is a reboot to the original series and there are several references from the original series appears in the game as easter eggs(clues to the backstory are hidden among documents, letters and plaques, including the iconic mechanical eye is one of the hidden unique loots in the game that can be found inside of a prison complex.).Other references to the original series include the Keepers, Hammerites and the Old Gods, with ruins relating to them being visitable locations throughout The City and beneath.
With the release of DromEd, a map editor for the first two games, an active community of fans began providing a wealth of home-grown missions for the first two games, known as Fan Missions. Thousands of fan missions for these games have been created, some equally or more complex than the original game missions. These fan missions can be played by other fans using a loader. T3Ed, a map editor for the third game Deadly Shadows, was released in February 2005 after a letter-writing campaign by fans. This allows fans to design their level with all the interactive objects seen in original missions, as well as place stealable loot and lighting, factors which drastically affect gameplay. Human NPCs and creatures from all the various factions can be added into missions, and their behaviors (such as patrol routes) configured. Missions may be packaged and distributed to other players, who need a loader to play them.
Viktoria (voiced by Terri Brosius) is a wood nymph in the series. She was a primary antagonist during the events of The Dark Project, being the one to remove Garrett's eye. However, she and her followers become allies for Garrett's war on the Mechanists during Metal Age. At the start there is little trust on Garrett's part, but over time it becomes clear that she was able to gain Garrett's respect, loyalty and, uncharacteristically of the cynical thief, care. Even to the point of Garrett being willing to defend her directly, immediately rushing to her aid upon hearing of her assault on Soulforge. It seems that this degree of respect and general sentiment on Garrett's part is only seen in his relationships with Viktoria and the Keeper Artemus.
The character was well received. In 2000, Viktoria was included in GameSpot's list of the ten best female characters according to readers' choice, with the staff commenting: "Viktoria didn't make our TenSpot, which was a shame. We editors apologize to those of you who lamented our oversight." It was also accompanied by a poll asking who should play Viktoria in the movie adaptation of the Thief games (Catherine Zeta-Jones, Elizabeth Hurley, Salma Hayek or Jennifer Lopez). In 2007, Tom's Games included this "bad girl with charisma and style" on the list of the 50 greatest female characters in video game history, noting how "evolves from a deceptive villain in the first game to a more benevolent companion to Garrett in the sequel, which ends her heroic, sacrificial death" and applauding her "hypnotic voice" provided by Brosius. Tom's Games stated she should be played in the live-action adaptation by "Naomi Watts, who's got the sexy voice, beauty and charisma for the part." In 2013, Gameranx ranked her as the third sexiest female game villain in history.
- Keeper Artemus - The Keeper and mentor who took Young Garrett in and taught him in Thief: The Dark Project. Artemus is the main point of contact between Garrett and the Keepers throughout the series and attempts to enlist his help with the various Keeper prophecies, much to Garrett's reluctance. He holds genuine affection for Garrett, in spite of Garrett's rejection of the Keeper ways, and carries a strong independent and rebellious streak of his own. Artemus also appears to be the only Keeper whose stealth skills rival Garrett's and occasionally manages to sneak up on him. Artemus is believed to have been killed towards the end of Thief: Deadly Shadows.
- Keeper Orland - A member of the Keeper organization with a strong dislike of Garrett. Orland eventually becomes the leader of the Keepers in Thief: Deadly Shadows. His leadership quickly proves officious, bureaucratic, and secretive, and Garrett quickly learns to dislike him. He first appeared in Thief II: The Metal Age, albeit voiced by a different actor.
- Interpreter Caduca - An old woman in the Keeper organization in charge of reading and interpreting the Glyph Prophecies. Prophecies are central to the Keepers' work, so Caduca plays a very important role in the organization, and even the Keeper leader listens to her advice. In reality, Caduca is relatively young. Prolonged exposure to the Glyphs causes accelerated aging, an effect which limits the amount of knowledge and power any single Keeper can obtain from studying the Glyphs. caduca is the Spanish feminine word for "decrepit, obsolete" or the Portuguese word for "old, obsolete". She is murdered by The Hag in Thief: Deadly Shadows.
- Translator Gamall - Caduca's assistant, an eerie pale and emotionless girl who translates Caduca's interpretations into English. As the Translator, Gamall will succeed Caduca as interpreter when Caduca is no longer able to fulfill her duties. Gamall turns out to be a guise of The Hag.
- "Benny" - A recurring drunkard guard whose mood swings and amusing ramblings endeared him to many fans of the series. The name is informal, but comes from a specific drunken guard in the Sheriff's mansion during the Metal Age. The character's voice is used for a number of different guards throughout the series. In Thief: Deadly Shadows he is at one point called "Sinclair". Several "episodes" of a series of conversations called "Benny's Ailment" can also be listened to in Deadly Shadows.
- Basso the Boxman - An acquaintance of Garrett's whom he rescued from a Hammerite prison, although this uncharacteristic act of kindness was merely performed because Garrett had his eye on Basso's sister, who he hoped would be "grateful". Garrett also helps to rescue Basso's betrothed Jeneviere from indentured servitude in the first mission of Thief II: The Metal Age.
The world of Thief
The universe of Thief is a dark fantasy setting and is centered mostly on a dense, sprawling metropolitan complex known only as "The City", which has some resemblance to 18th/19th century London, minus the widespread use of electricity and an altogether more Medieval culture, reflected in the style of dress and semi-feudal social structure, along with a lack of firearms. It is a steampunk metropolis constantly being fought over by a corrupt aristocracy, an order of religious fanatics and a horde of vengeful woodland beings, all under the eye of a secret organization. Thief (2014) takes place hundreds of years after the original games, possibly with a heavier emphasis on the identity of "The City". Garrett works with the underground economy of the City, making a lucrative living for himself. Occasionally Garrett would leave the confines of the City and rob mansions, prisons, or graveyards.
The Keepers are an ancient sect of expert observers, dedicated to preserving balance in the world. Garrett once belonged to the organization and still makes use of the skills learned as a Keeper for his own clandestine purposes. Even though Garrett refuses further involvement with the Keepers, they frequently manipulate him into acting out their prophecies and obscure designs in all three games; though Garrett insists on personal independence, they are the faction that he is closest to being aligned with. The Keepers are revealed in greater detail in Thief: Deadly Shadows as the player explores their organization and what it guards.
The Order of the Hammer
The Order of the Hammer is a technocratic religious group, also known as the Hammerites. They seek to carry out the vision of the Master Builder, their architect god, (who created and cultivated the earth with his hammer) and are the burning force of progress in the Thief world. They represent order and orthodox religion and zealously enforce the tenets of their faith, striving ceaselessly against criminals and other law-breakers but most especially against their long-time enemies, the Trickster-worshipping Pagans, who promote chaos and distortion. As suggested by the nomenclature, the Hammerites take as their symbol a stylised hammer which adorns their buildings and is emblazoned on their uniforms. Early in the series, the Hammerites are represented as contributing substantially to the world, and deeply influencing the culture around them. Hammerites are depicted working in mines, operating temples, writing literature, fighting against disorder and dark supernatural forces, and exploring dangerous environments for the furtherance of their religion. Their beliefs are depicted as having a long vintage.
The Mechanists were an offshoot from the Hammerite religion. Preaching "The New Scripture of the Master Builder", the Mechanists were led by a former Hammerite priest named Karras, who was not only a genius but also a psychopath. Unlike the Hammerites whose worship of law and order extended primarily to the construction of buildings and utilities within The City, the Mechanists more fully embraced the notion of technological progress with a particular emphasis on mechanical construction. By the time of the Metal Age, the Mechanists had introduced a range of gadgetry into The City such as security cameras, steam-powered robots, and "servants" - vagrants kidnapped from the streets and turned into docile and efficient household domestics through the application of mind-controlling headgear. Throughout the entirety of Thief II: The Metal Age, Garrett encounters numerous steam-based creations of theirs, including mechanical spiders and clockwork sentinels. The Mechanists are depicted as a relatively new movement, but one that has already made serious inroads into the Hammerite religion. The Hammerites, for their part, are shown to be hostile to the Mechanist "heretics", however, being merely a shadow of their former power and influence they are not able to mount any serious confrontation. The Mechanists, unlike the judgemental Hammerites, court the favour of The City's elite, overlooking their political corruption, frequent intrigues and sexual affairs. Privately, however, Father Karras and his followers regard The City's elite with extreme contempt. The Mechanists are highly pragmatic and have a disregard for any moral restraints that might impede their mission. The unraveling of Karras' genocidal plots plays a dominant role in that game. The Mechanists, like the Hammerites, despise the Pagans.
The Pagans represent the forces of nature and chaos in the Thief world. As nature worshippers who live in the deep forests away from the City, the Pagans shun technology and live in harmony with wild, supernatural creatures and are usually depicted as barefoot. They despise the ordinary people of the City, and are completely inimical to Hammerites and the offshoot Mechanists. The Pagans speak in a peculiar English dialect, often adding a "-sie" or an "-s" to the end of several words (i.e. "good" becomes "goodsie", "get" becomes "gets"). The Pagan deity, the Trickster, and the facts surrounding their resurgence are central to the plot of Thief: The Dark Project.
Straight Up Films announced that they have acquired the film rights to Thief with plans to develop a movie, Adam Mason and Simon Boyes will write the screenplay, Straight Up Films’ President of Production Sandra Condito will serve as executive producer along with Khalid Jones of Source Rock and Square Enix while Straight Up principals Marisa Polvino and Kate Cohen will produce alongside Roy Lee and Adrian Askarieh.
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- Krupa, Daniel (September 9, 2015). "JUST CAUSE MOVIE WILL TAKE CUES FROM JUST CAUSE 3". IGN.
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