Retrospective: Thief The Dark Project
The artful dodger.
It's the difficulty levels. That's what I love most about Thief. Looking Glass's genre-exploding first-person sneaker epic is an incredible work for many reasons, but I think it's best summarised by the difficulty levels.
Garrett, a master thief, works independently of the three societal groups that populate the game's expansive city. He's a loner, trained by the Keepers, but has long since abandoned them to pursue his own interests. Your first adventure is to break into Lord Bafford's Manor to steal his jewelled sceptre.
But here's the thing: On the Normal setting you're charged with successfully breaking into the building and finding the sceptre. Hard raises the stakes in more predictable ways such as having to escape the manor once the prize is stolen, and asking you to loot 350 gold pieces worth of items while you're there. But it's the final requirement that's significant. "Don't kill any of the servants; they're harmless." Bring it up to Expert and now you're tasked with getting 700 gold, but also: "Don't kill anyone while you do the job. No servants, no guards, no pets... no one."
It's this that captures the spirit, the essence of this most extraordinary game. This is a game where turning the difficulty up reduces the number of enemies you have to kill. Certainly it also increases the number of guards (but slightly and smartly, never feeling unfair or unrealistic), and repositions them into more strategic patrol routes. But it doesn't make your weapons less effective, or raise enemy hit-points, or artificially hinder you in any 'gamey' way. It simply asks you to be a better, subtler, smarter thief.
This particular phrase from one Expert mission briefing says it all perfectly: "Violence is the mark of the amateur. Don't kill anyone."
Out of darkness

A giant pile of bodies. It'd be fun to be around when they all woke up from their snooze.
Well, actually, what I love most about Thief is the darkness. I love making the room dark before I play. Lots of games have that gamma check at the beginning, asking you to make sure the logo is barely visible in the box or whichever, but it's rarely of much importance. With Thief you tape the curtains to the window frames and stuff socks in the crack under the door.
I love entering a heavily guarded location, crouching in a safely shadowed corner, then snuffing the wall-mounted torches with a couple of water arrows. In the darkness I make quick methodical work of the patrolling guards, thwacking them over the back of the head with my trusted blackjack, and quickly depositing their unconscious bodies in a secluded, neat pile. Then having the safe run of the place, robbing every chest, shelf and hidden lockbox.
The use of lighting was remarkable in 1998, and still feels special 11 years later. Finding a shadow, watching your light meter fade to that comforting dark green, and waiting for your victim to stroll past - it's a feeling of incredible power, but power without armoured rifles or rocket launchers. Needing to pass through a room lit by non-extinguishable lamps, powered by this steampunk Middle Ages' mysterious magic, creates a sensation of helplessness, the nearest dreary corner looking homely and welcoming. The more you play, the more you crave the darkness, until you find yourself flinching when walking into your fluorescently lit kitchen, or instinctively picking the darkest path when walking home in the evening.
Rugged gaming

This is how the game really looks most of the time. Nowhere will ever print a realistic screenshot of a Thief game, because it's all but pitch black. But Eurogamer is brave enough. And damn right.
But of course it's the carpets I love most about Thief. After the light, the second most important aesthetic character in the game is the floor. Of how many games could you write that sentence? You're always acutely aware of what you're standing on. Tiled, stone floors make up most of the streets and buildings you encounter, loudly registering your clip-clop footsteps. (It does seem that if Garrett really wanted to be a master thief, he might consider not wearing the high-heel shoes that can only be responsible for the ludicrous noise he makes while running.)
Exaggerated it might be, but it allows you to register exactly how much of a racket you're making. Crouched down, inching forward, disguising your footsteps can be astonishingly difficult. And then you spot the worst sights of them all: gravel or ceramic tiles. Each makes such a noise, and if you're out of moss arrows to soften your step, drastic long-cuts may need to be taken.
But then, there it is: carpet. Sweet, blessed carpet. On carpet Garrett can run, jump and be merry, producing nothing more than a soft scuffing. Sneaking up on the enemy is a cinch, picking their pockets and being long gone before they've a clue you were ever there. Oh, heavens, a completely dark carpeted room: sheer bliss.
Shadow conspiracy
No, obviously what I really love most is the story. Thief's mythology is just extraordinary. Perhaps that's what most surprised me going back to it. The people at Looking Glass already had a reputation for their ability to tell a story with grace and subtlety. System Shock and Ultima Underworld 2 had proved this four years earlier. But it was Thief that demonstrated them as the masters of this art. The mythology that enwraps the game is massively complex, and yet almost invisible.
The city is populated by three sects. There's the Order of the Hammer, or the Hammerites. They're a dogmatic, theocratic religious group who follow the works of the Builder, their deity. And as is so often the case for those who approach life as a hammer, they see everything as nails, including Garrett. The Pagans, almost unmentioned in this first game of the Thief series, but absolutely integral to the plot, are a primitive, almost animalistic group. Equally unexplained are the Keepers, the secret society who trained Garrett, and aren't as ready to let him go as he is them. Their involvement is gentle and refined. (Both groups are explored in much greater detail in the following two Thief games.) How much you learn about them really depends on how much effort you put in.
Take notice of the details, read the quotes from various texts during the beautiful cut-scenes, make sure to pick up all notes and parchments you find, and listen in to the conversations of others you sneak up on, and you can start to piece together an intricate and involved world that's been meticulously conceived and realised. This graceful design would go on to be bettered by Deus Ex two years later, but Thief's delivery will always be the subtler.
It's the size that counts
Oh, come on, how can I love anything more than the epic scale of the game? It's enormous. Even the first few missions are vast, sprawling events, surprising you with twists and turns, events changing your previous goals, tunnels taking you on huge diversions. You're negotiating ancient trap-filled catacombs, or fleeing bizarre dinosaur-like beasts in rugged caves, or taking out perimeter guards of opulent mansions, for hours and hours before the game's central story even begins.

This would be about the worst sight you could see - people alerted to your presence.
Games just aren't half this big any more. One mission just before the midway point gives you a few simple tasks, breaking into the Downwind Thieves' Guild to steal some valuables from Lord Randall. It seems like an elementary couple of buildings to pick your way through. It's anything but. The buildings are the iceberg's tip, concealing the miles of caverns, underground living quarters for the thieves, and enormously complex sewage system, that winds its way under the city. Stealing a sapphire vase has never been so involved. And this is all without such nonsenses as load points - just acres of uninterrupted content.
By the time the key themes of Viktoria's tasks, the Eye, and the elaborate triple-crossing conspiracy come into play, you're so expert with your lockpicks, so adept at traversing hazardous environments with your water, moss and rope arrows, and so capable of blending into shadows, that you feel you deserve the title of a master thief.
Reflecting
I fear I trivialise the game with my silly gimmick. But as I play it, I can't help but have those thoughts of competing love. Its ability to make me feel affection toward carpet may sound trivial, but it's emblematic of its overall achievements. It's so complete, so engrossing, so terrifying. And it's so adaptable. If you love killing everyone in a room, play on Normal and go for it. If you love entering and exiting a building without changing a single thing but for the volume of wealth left behind, then go ahead and leave every soul untouched. Or if you're me and you love knocking them out by sneaking up right behind them, or luring them into your trap with a distracting noise, then piling them up in a dark corner, then play that way.

I've artificially brightened this picture, so you can see the worst thing about the game: zombies. Why oh why oh why.
Looking Glass's reputation has become legend, but it's going back to games like Thief that reminds you how it's more than deserved. Thief is an embarrassment to modern stealth games, each of which produces only a faded parody of this masterful original. It makes me sad for a lost era of truly epic, truly intelligent, truly brilliant gaming. Many games manage one or two of these, but so few achieve all three. However, being sad is ridiculous when you can go back and play this masterpiece again. There's so much to adore.
Addendum: The Thieves' Codec
To adore it, however, now requires a few tweaks. I strongly recommend getting hold of Thief: Gold, not only because it has three extra missions that elaborate on the main story, but also because it fixes many bugs and improves textures throughout.
However, if you want it to work on your XP or Vista machine, you're going to need to do a few tweaks. There are no more helpful pages than this one on the Eidos forums and this one at TTLG, which solve the most frequent issues.
But let me tell you right now you'll want to install the VP7 codec and definitely, definitely follow the instructions on the previous links to ensure Thief is only running on one processor if you've a dual/quad-core machine - it will definitely crash without either of these. Also, if you're using an NVIDIA graphics card, then I strongly recommend getting the NVIDIA Driver 5x.xx Fix from Thief-TheCircle.com. It will prevent the horrible texture memory usage bug that will make the game pretty unplayable otherwise - but be warned, you'll have to have the original disc in the drive when you play if you do this.
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Comments (62) Latest comment 3 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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Thank you EG for reminding us how awesome this was. Not quite as intricate as Deus Ex, but a subtler, more focused game.It is a good thing that both are getting sequels
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Hope like hell the neighbours didn't hear.
The carpets are a soft, luscious wonder surfaces. I'm reminded of their antithesis: the carelessly strewn glass in Splinter Cell. It's like creeping around on live firecrackers.
When I design a stealth-action title, I'll have the main boss the other side of a gigantic keyboard not unlike one Tom Hanks stepped on in Big, his back turned to me, listening to a piano sonata. To get to him, you have to dance back and forth along the keys in time so he doesn't hear you, back, and forth, back, and fo- CHOPSTICKS!
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Thief 3 and Splinter Cell: Chaos Theory tried but they're not quite at the same level as the first two Thief games.
I would also add Butcher Bay to the list of games taking inspiration from Thief. The usage of light and silence had a very similar feel.
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It also came out in time when there was a stealth craze games like Hitman, Splinter Cell, MGS to name a few but stood head above such games IMO.
Possibly the new Assassins Creed can take on matle?
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Dude Thief was released in 1998 - Hitman didnt come out until 2000, Splinter Cell was 2002 & MGS was doing a completly different thing at the time. I remember reading previews & reviews for Thief when people thought this was going to be a novelty FPS subset rather than a mini-genre in itself.
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I like thieving games. One of my favourite gaming experiences was with Ultima VIII Pagan, in the city of Tenebrae. I spent hours trying to get into the various buildings, looting the chests. And there was much to be found. Hidden conspiracies written in scrolls, secret levers and forgotten rooms. Stuff for hours, if you were willing to look for it.
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Great overview anyway, my exprience is only with Deadly Shadows which doesn't seem to exemplify the ground noise as much but I do remember the technology from the first one.
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I have a few points i'd like to make
Zombies are integral to the Thief series, I cannot understand why people dislike their inclusion so much.
Thief DS was enjoyable but the levels need to be bigger next time, with NO gaps to break up the level.
Garrett should remain as the main character in Thief 4
The Cradle is without doubt the scariest level ever made, although return to the cathedral runs it close.
Thief 4 should include the following, Mechanist robots, Hammer haunts, and general hauntings.
There I said it
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I would SO play this
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The fan made missions for thief are also very good as well and are being made even to this day.
http://www.thief-thec ircle.com
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Can I write your Thief II: The Metal Age retrospective? I will do it for no money.
Your pal,
Yossarian
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Reading this has got me itching to play a Thief game again, but the only one I've still got is Thief 3 on the Xbox.
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How on earth are zombies integral to the Thief series?
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ps. A truely brilliant game. I still drag out the first two every few years from the cupboard. Not number 3 though...
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I'm sur it's not the same, but play a no alerts/no kills run through of MGS4 and I think you'll be pleasently surprised! it's the only way to play the game imo!
of course you've still got horrible on rails sections which trample all ove the stealth...
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Don`t know if the emulation has been fixed since then though.
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i tired to install it once without success, think now i ll give it an other chance. 3d graphics of the time didnt aged well though...
but i definitely loved thief 3, wonderful story, and everything the reviewer described about dark project matched what i experienced while playing t3.
and yes , the "cradle" level is unique, scared me like i didn't know it was possible to scare me in a game, it was so tense that i stopped playing at time to cool my nerves.
the only game to shine even in the complete darkness. i remember once sneaking in some shadowy place, then suddenly a hamerite came through a dimly lit door, stopped and started to sing a prayer. that was a moment!
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Walker may have slightly inspired me to try them out again. I fear my patience is shot, though. They really are 95% standing still.
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The spiders on the other hand can just fuck right off. (though mainly because I'm afraid of them...)
I'll finish with a "Joinusjoinusjoinusjoinusjoinus..."
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Thief was GOTY for me when it came out, and I seem to remember playing very little else. I could quite happily watch guard patrols all night.
If you really want to go hardcore, play at "Lytha" difficulty level where you can do no damage and have to get 100% loot:
http://ww w.lytha.com/thief/lythaway/inde...
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http://ww w.ebgames.com/Catalog/ProductDe...
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I never played T3, though. Just got it, following this article, hope it works on Linux somehow. If not, I'll have to dig out that old Win2K install disc
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Never will we see level design like this again!
/weeps
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I've got The Metal Age sitting at home. Unfortunately, it's summer. I can't play dark stealth games in the summer!
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I agree with that - it was just incredibly immersive. I wasn't playing a game anymore, I was there, hiding in the shadows. I can count the number of games where that happened on one hand. Thief 1+2, System Shock, Half-Life 1, Stalker, from the top of my head.
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How many of those are made today?
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The zombies were not, in any way, what made Return to the Cathedral and Shalebridge Cradle great.
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I'd add Ultima Underworld, Ultima VII, System Shock 2 and Dungeon Master to the list of games that were totally immersive in the same way as Thief.
Thief Gold is one of my top 3 games of all time... an absolute masterpiece. I liked the graphics engine updates and less fighting in Thief 2 but preferred many of the levels and the storyline of Thief 1.
What the game did to the reviewer's mind with carpet, it did to mine with darkness. By the time I was halfway through Thief 1 for the first time, shadows felt safe and comfortable in some deeper part of my mind, and light threatening. What an amazing effect.
If I were a billionaire I would stop at nothing to reform Looking Glass. They have not yet been equalled.
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i disagree, and here's why i dislike that aspect of the game so much: up until the zombie's introduction, it was a credible medieval environment, with realistic rules of light and sound; and then it all goes out of the window and zombies come into play - it just doesn't make any sense whatsoever
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Anyone remember that child servant from Thief 2?
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And you didn't think the weird pseudo-electric lighting and arcing eldritch sputters of gas and all that machinery detracted from the 'credible medieval atmosphere' either? Thief's world is well-developed and the zombies and haunts and ghosts are no more out of place than, well, the moss arrows.
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cant agree with that, the cradle doesn't exist without her spooky former "residents", learning what experiments they got through while you try to avoid them adds to their scariness, and their pattern is also very different from the other enemies, they may lie on the floor , you cannot use the same tactics etc.
i think in Thief 3 at least they are greatly integrated into the magic,somber, mystical atmosphere.
i still remember their heavy, ill breathing..
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In thief 3 I was really looking forward to the cradle, to the extent that I got up at 3am to play it in darkness, while wearing some Sennheiser earphones! It was like being a kid again, so immersed in a game.
Someone else mentioned that removing all the zombies and lizards from the first game would of improved it? That is utter balls, there has to be some variation in the gameplay. I know that a lot of thief fans have been voting for a "down the bonehoard" type level in thief 4 in droves, so it would seem popular.
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I scoured around for Thief on a digital download service. Eventually found it for $20 - more expensive than I thought, but oh well, got hold of it.
Installed, tried to play, didn't work. So I follow the lovely Walker's tips, checking each time to see if it works. Get to the last one, about the NVidia drivers... check it out... yes, that looks like the problem. Bingo. Download the patch, but... oh, crap, of course! You need the CD in the drive! Only, I don't have a CD, because I got it off a digital download service!
*SCREAMS*
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great article about the best computer game trilogy ever made
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So Zombies are unrealistic, but ghosts are OK?
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I noticed no one mentioned MGS4. Do these two famous sneaking games not favorably compare or what?
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Zombies rule BTW.
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About a year later I saw Thief 2's demo on a CD that came with my fave gaming magazine, so I though I'd give it a try. Man, I was so impressed, I couldn't believe I thought the first one was no good... I just loved everything about that game, they are in the article, I don't want to repeat all of them. But I have to mention the huge levels, designed by the masters of the profession, so many really amazing maps; the art in the game and in the cutscenes and in the briefings; the music, the voice acting, the story...
But back to my story, I must say that as soon as T2 was released I got my hands on it and only Deus Ex, my #1 favourite game could make me stop playing with it. And the full level (can't remember the name now, the one where you have to travel across the rooftops) is the best Thief mission, IMHO. I just love it. Not much later I've played through Thief Gold too and loved that one as well of course.
Then Thief 3 came out a few years later and I loved that one just as much as the first two. Yes, it had some minor flaws but the others had some too. And it offered some new things that I liked. The Cradle is still one of the scariest levels I've ever seen in a game, not many others can compare.
If I had to choose which one is the best, I'd say Thief 2, then T1 and T3 sharing second place.