Thief (computer game series)

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"Hammerite" redirects here. Hammerite is also a brand of paints used for painting metal surfaces [1].

Thief is a series of mainly first-person computer games where the player takes the role of Garrett, a thief in a steampunk world resembling a cross between the Late Middle Ages and the Victorian era, with some primitive technology thrown in. The series consists of Thief: The Dark Project (1998), Thief II: The Metal Age (2000) and Thief: Deadly Shadows (2004). 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 went out of business in 2000, many former employees moved to Ion Storm Austin and began developing the long-anticipated third part of the series, Deadly Shadows, which is believed to be the last in the series.

The protagonist Garrett from Thief: Deadly Shadows
The protagonist Garrett from Thief: Deadly Shadows

Contents

[edit] Style of play

Garrett hides in a shadowy hallway as he ponders his next move in Thief: Deadly Shadows
Garrett hides in a shadowy hallway as he ponders his next move in Thief: Deadly Shadows

The main tactic of Thief is to avoid fights and instead sneak around the enemies. For example, killing an innocent will often cause the player to fail a mission; on higher difficulty levels, killing anyone, even an angry guard, will result in mission failure. Also (especially in the case of Thief 2) several levels will result in failure if the player is so much as spotted by a guard. 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 Splinter Cell (released in 2002) for example, only became more common years after the first Thief.

Another innovation introduced 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, lighting 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 made 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 in case a hiding place is needed in a hurry. Arrows with water-filled tips can be fired at torches and braziers, dimming the surrounding light and creating a handy pocket of shadow which can then be used for hiding.

[edit] The Games

[edit] Thief: The Dark Project

Thief: The Dark Project
Thief: The Dark Project

Released by Looking Glass Studios in 1998, and powered by their own in-house developed DARK engine, Thief: The Dark Project was in many ways a revolutionary title. 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 was not particularly agile nor a skilled fighter, and much of the gameplay involved 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. However, many players complained that the game's "Thief" theme was underutilized. Although the first few missions are typical "rob a rich guy's mansion" levels, the middle third of the game takes place largely in monster-infested ruins where the player is pitted against various zombies, beasts, and inhuman creatures.

[edit] Thief Gold

Thief Gold
Thief Gold

Thief Gold is a 1999 re-release of Looking Glass Studios' Thief: The Dark Project computer game.

In addition to various bug fixes, Thief Gold added three new levels which contributed significantly to the existing plot. The package also contained the DromEd Thief editor as well as a behind-the-scenes "making of" video.

Looking Glass were 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.

[edit] Thief II: The Metal Age

Thief II: The Metal Age
Thief II: The Metal Age

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 only minor graphical and programming improvements. 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 A.I. behaviors, and the addition of female guards and soldiers.

Responding to criticisms of the original Thief, 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, a few zombies, undead and ghostly apparitions. Also, 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.

[edit] Thief: Deadly Shadows

Thief: Deadly Shadows
Thief: Deadly Shadows
Main article: Thief: Deadly Shadows

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 titles, the third Thief game was developed simultaneously for the PC and the Xbox.

Because of all these factors, Thief: Deadly Shadows (Ion Storm decided not to name the game "Thief III" for fear that it would alienate console gamers who had never played the previous two titles) was different 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 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 Postal²). The game also introduced an ability to switch between first and third person views, and to flatten against walls.

[edit] Game editing

With the release of DromEd, a map editor, an active community of fans began providing a wealth of home-grown missions for the first two games. Hundreds of fan missions for these games have been created, some equally or more complex than the original game missions. A few of these were so successful that their creators were invited to work with Ion Storm Austin on Thief: Deadly Shadows.

After a letter-writing campaign by fans, an editor was released for Deadly Shadows in February, 2005.

[edit] Thief 2X: Shadows of the Metal Age

Some time after Looking Glass Studios folded, a group of developers took the opportunity to extend the Thief universe using DromEd. The result was an unofficial Thief II expansion pack titled Thief2X: Shadows of the Metal Age [2]. The game presents a new protagonist, a young girl named Zaya, and has features similar to those in retail Looking Glass games: complex level design, lengthy campaigning (consisting of thirteen long missions), pre-rendered introduction and ending sequences, redesigned voice-over sound effects, original artwork, and animated mission briefings.

This expansion is freeware and can be downloaded from the developer's site [3], although it requires the original Thief II in order to be played.

[edit] Factions

Spoiler warning: Plot and/or ending details follow.

The Thief series follows the exploits of Garrett, a master thief living and working in 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.

[edit] The Keepers

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 inevitably manipulate him into acting out their prophecies and obscure designs in all three games.

[edit] Mechanists

A Faction Split from the original Hammerites.

The schismatic Mechanist sect of the Hammerites, led by Karras plays a dominant role in Thief II: The Metal Age

[edit] 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. The Hammerites speak in an archaic version of the English language, much like the King James Version of the Bible.[citation needed]

[edit] The Order of the Vine

The Order of the Vine, also called Pagans, represent the forces of nature and chaos in the Thief world. Nature worshippers who live in the deep forests away from the City, the Pagans shun technology and live in harmony with wild, supernatural creatures. They despise the ordinary people of the City, and are completely inimical to Hammerites and its branch Mechanists.

The Pagan's deity, the Trickster, and the facts surrounding their resurgence are central to the plot of Thief: The Dark Project

[edit] Recurring Characters

Spoiler warning: Plot and/or ending details follow.
Information on non-recurring characters may be found in Thief: The Dark Project, Thief II: The Metal Age and Thief: Deadly Shadows
  • Garrett: The protagonist of the series. A cynical, highly disciplined master thief who only wishes to be left alone to steal in peace, but who unwittingly becomes embroiled in a series of epic events. As a child, Garrett was recruited into the Keepers but later rebelled against their secretive, hierarchical ways. He left the organization, went into business for himself as a thief, and now uses his Keeper skills to steal from the rich and give to himself. Garrett comes across as cold and ruthless, but also seems to have a professional pride and will only kill when absolutely necessary. He is even a caring and warm person to those whom he regards as friends, like Viktoria (during the Metal Age) and Artemus, although not overtly. A large scar runs down one side of his face, the result of Viktoria plucking out one of his eyes in Thief: The Dark Project. During the second and third games Garrett sees with a mechanical eye, a piece of Mechanist technology given to him by the Hammerites at the end of The Dark Project. The mechanical eye incorporates a zoom lens; however the eye is unable to render colour while zoomed, instead everything appears as shades of weathered bronze. At the end of Thief: Deadly Shadows, Garrett catches hold of a small child trying to pick his pocket, and their conversation is almost identical to that between Artemus and child Garrett, concluding the series (roughly) where it began.
  • Keeper Artemus: Garrett's one-time mentor, who took in the young Garrett and taught him all his skills. Artemus frequently contacts Garrett in attempts to enlist his help with the various Keeper Prophecies. He still holds genuine affection for Garrett, in spite of Garrett's rejection of the Keeper ways. Artemus appears to be the only Keeper whose stealth skills rival Garrett's own, and once or twice Artemus has even managed to sneak up and away from Garrett. Artemus was ultimately killed by the Hag near 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. Like Artemus, Keeper (by then, First Keeper) Orland is killed by the Hag at the end of Thief: Deadly Shadows.
  • 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 actually 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.
  • 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.
  • "Benny": A recurring drunkard guard whose mood swings and amusing ramblings made him endearing to fans of the game. The name is informal, but comes from a specific drunken guard in the Sherriff'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".

[edit] The City

Part of The City
Part of The City

The universe of Thief is centered mostly on a dense, sprawling metropolitan complex known only as "The City." Garrett works with the underground economy of the City, making a lucrative living for himself. The City comprises a mosaic of districts that are visited by Garrett over the course of the series, and has a single river that seems to run through the middle of it. In addition, the Keepers have worked Glyph magic into hidden passageways that interconnect all of the districts, permitting unfettered and clandestine movement throughout the City for themselves. The sewer network that runs under the city also houses all manner of things and people that do not wish to be seen, including ruins that are older than the City itself.

[edit] Districts of The City

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The gamer sees most of the districts as the series unwinds. Some still are uncharted, however, and have only been heard of through documental or vocal references.

  • Auldale: The wealthiest district in the City, situated on the east side of the River. Hammerite Inspector Drept, and the Citywatch make the area seemingly safe to walk the streets at night there. The well-to-do residents spend their leisure time shopping at pricy goldsmiths, strolling the parks, or gazing at art in the renowned Wieldstrom Museum. In spite of the perceived safety in this high-end district, rumors of Pagans dwelling in Auldale Park have been growing. Some of the most recent murders and sightings of the fabled Old Grey Lady have also been around the Auldale Canal.
  • Dayport: An upscale seaside area, as opposed to the run-down Docks. The area is populated with densely packed high rise apartments and business buildings. The Mechanist Tower, Angelwatch, was constructed in Dayport.
  • The Docks: One of the roughest neighborhoods in the City, and a popular area for Pagan establishment. A landmark commemorative plaque mounted at the Docks states that this is believed to be the original area that the first people of the City set foot on.
  • Old Quarter: A diverse middle-class neighborhood in the heart of the City. In the first Thief, the area is a walled-off City section. Fifty or so years ago, a mystical artifact called the Eye caused the Cataclysm, a horrendous event that caused the dead to rise in the Hammerite Cathedral cemetery, and somehow in the ensuing chaos (the fire may have been a defensive measure) the Old Quarter caught fire and burned out of control. The Old Quarter was walled in to keep surviving zombies in and people out. What remains is an abandoned mess of ruins, debris and wandering undead (as well as wild animals). By the time of Deadly Shadows, the Old Quarter is once again inhabited, with the Hammerite headquarters, Fort Ironwood, located here, ironically plagued by zombies. A solemn monument sitting in the cemetery was erected as a Cataclysm memorial. The main gated entrance to the Keeper Compound is also here, but hidden by Glyph magic.
  • South Quarter: One the largest and busiest residential areas in the City. Where Garret resides in Deadly Shadows. After the demise of Sheriff Truart, South Quarter's corruption has been burgeoning. Black Alley is one of the most notorious spots here. Pavelock Prison, one of the Citywatch's largest penitentiaries, is also located here. The commemorative plaque located here states that the fountain in South Quarter is where the first masonry stone of the City was believed to have been lain.
  • Stonemarket: Commercial nexus of the City. Many merchants dwell in guild homes here. Many of the businessmen make crooked deals with City thugs as well. The district is divided into the Stonemarket Plaza, and the Stonemarket Proper. The Plaza is home to the Clocktower, the tallest skyscraper in the City and also one of the greatest sources of Hammerite pride. The Proper cradles St. Edgars church, and is a center for black market activity.

[edit] Equipment

Throughout the series, Garrett employs the use of mêlée weapons, a wide array of arrow types, potions and tools to augment his abilities. These tend to serve one of three purposes:

  • Altering the environment to allow Garrett to be more stealthy (Water arrows, moss arrows, noisemakers)
  • Allowing Garrett into otherwise inaccessible locations (lockpicks, rope arrows, wall-climbing gloves)
  • Direct confrontation. Sometimes hostile (the sword, fire arrows, etc), sometimes pacifying (the blackjack, gas mines, etc).

The most notable mêlée weapon is the Blackjack, a small club that Garrett uses to hit people over the back of the head and knock them unconscious. It's the quietest and cleanest weapon in the game, and as such is the most useful weapon in Garrett's arsenal. On the other hand, it is next to useless if the target has already been alerted to Garrett's presence.

[edit] Trivia

  • Thief generated much of its longevity due to the many approaches that could be taken to the game. Some of these approaches were later titled amongst the community, and were a regular source of challenges on both the Eidos and TTLG forums. Challenges often centred around completing levels more quickly (it is possible to complete the initial Bafford mansion mission in 40 seconds), or scaling new heights (through the exploit of 'stacking' physical objects), or completing the game all in one sitting (without reloads, saves or breaks - a method known as "Iron Man Thief"). "Ghosting" (undetected), "Solid Thief" (killing everything) and "Gold Thief" (collecting 100% loot and spending none) were popular along with Robin Hood Mode [1].
  • Several exploits of the game engine could be employed to achieve the impossible. Exploits included "Door Leaning" (literally leaning through a door in order to frob a handle or item on the other side - famously allowing a few levels to be completed without the need for a number of keys) through to "AI Leaping" (utilising the physics of the game to be propelled through the air - at high speed - to scale new heights or reach unreachable balconies), or using AI as 'cushions' from high falls, and the already mentioned "Stacking".
  • The forums were also the source of a number of hoaxes, the most famous of which is the "Bow Upgrade" (also known as "Mythical bow upgrade"). This item does not exist, other than in several fabricated images and in the active imaginations of forum community inhabitants.[2] It was often used to discern between a veteran Thief player, and a casual gamer or newbie. Ironically, however, in the third game, the player is actually given bow upgrades.
  • The original game also spawned several "Clans" as the inhabitants lived in hope that multiplayer could be achieved (eventually this was done through a total conversion of the Unreal engine by a 3rd party).

[edit] External links

Wikiquote has a collection of quotations related to:
Official sites
Thief: The Dark Project
Thief II: The Metal Age
Thief: Deadly Shadows
Thief: Deadly Shadows (Flash site)
Fan sites
Thief: The Circle
Through The Looking Glass forums
The Keepers' Compound
Fleshworks, the Thief 3 editing wiki
Fan missions and modifications
The Dark Mod A total conversion mod for Doom 3 which aims to create a moody stealth experience, after Thief.
Thievery Unreal Tournament Mod - allowing multiplayer thieves vs guards gameplay.
Mod (computer gaming)#Thief series Wikipedia article containing information on Thief-series mods.
Cheap Thief Missions
Dark Loader, a freeware application to quickly and easily play fan missions
GarrettLoader, a freeware application to play fan missions for a wide range of games including all 3 thief games.
The Keep of Metal and Gold
Thief: The Circle
The Circle of Stone and Shadow, an unofficial Thief II expansion
T2X: Shadows of the Metal Age, an unofficial Thief II expansion
Game Archive and Review sites
Thief series at MobyGames
Miscellaneous
Postmortem: Looking Glass's Thief: The Dark Project Developer post-mortem from Game Developer magazine
Journey into the Cradle - analysis of one level of Thief: Deadly Shadows
Thief & Thief 2 level design credits
Stealing Beauty: A Thief Retrospective
Modifications that add Thief gameplay to other games
Thievery - A multiplayer modification for Unreal Tournament, where a thieves and a guards team compete.
NightBlade - A multiplayer modification in development for Unreal Tournament 2004, similar to Thievery but offering a third faction.

[edit] References