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By removing the guns, the cameras and the futuristic gadgetry, Thief’s
medieval setting allows it to capture the very essence of the stealth genre:
hide and sneak. Though Splinter Cell and Metal Gear Solid apply the hush-hush
mentality successfully to their respective gameplay dynamics, the stealth is
merely advice; a preferred method of success, but not an essential one. You may
be warned that getting spotted multiple times means ‘Game Over’ but, objectives
aside, being caught just gives you a decent chance at fighting back.
With Garrett, the reluctant anti-hero of the Thief series, we have an avatar
whose very lack of military training and advanced technology forces the gamer to
be patient, wary and smart. Become friends with the darkness, and enemy of the
light. Getting noticed does not mean ‘Game Over’, but a chase will ensue, as
will the dash for the shadows and the nervous will-they, won’t-they wait.
Bracing for combat is futile, as you’ll almost certainly lose. Get caught, and
your only chance is to run and hide.
Thief: Deadly Shadows is set within what is only referred to as The City, a
moderately sized location of multiple districts, divisions of wealth, factions
and citizens. To begin with, Garrett is given an opportunity to raid a small Inn
and steal some loot from a nobleman; the mission also serves as a useful
tutorial. During the mission you eves-drop on your target, Lord Jullion, and
learn of his plans to break into his cousin’s castle in order to steal a large
Opal. This intrigues our master thief.
Though the opening mission is a decent introduction, the game really starts when
breaking into the Castle. You quickly learn the effectiveness of darkness and
how to manipulate it by distinguishing light from shadow. You also learn of the
guards and servants, and how to manipulate them by sound and distraction.
Primarily sticking to the shadows, Garrett is able to move about the castle,
quietly listening to the often ludicrous (yet sometimes essential) conversations
between guards and family members. You’ll learn of the family’s hatred for each
other and the guards’ apathy at their job, also how everyone inside the castle
is secretly wanting the same Opal you have come to steal. You may even read
memos regarding murder attempts and further detail surrounding the family’s own
conspiracy, but you will also find out essential information about the location
of the Opal itself. These frequent moments give the game a unique personal
touch, especially as not all of your victims are as rich and vile as the
Rutherfords.
The castle is large and filled with servants, guards and family members, however
there are no security cameras or radios, and so the residents can only shout or
run for help if Garrett is spotted. If nobody hears, then nobody comes to their
aid. Closing doors helps by cutting down the chances of sound travelling,
although your movement may be noticed. An alerted guard is dangerous, as you may
be hidden in complete darkness, but they search vigorously and will kill easily
if engaged. It’s that moment when you’re edged right up against the wall, eyes
utterly fixed on the wandering guard, when you notice him suddenly turn and walk
towards your very location that you begin to hold your breath, as if it’d make
the slightest difference. It is moments like this that make up the Thief
experience, as the AI reacts to your sounds and actions in a surprisingly
effective manner. Extinguish a candle and they will react accordingly, searching
that particular area of darkness with curiosity and care. A problem then, when
the guard is actually carrying a flaming torch. Where to hide when the guard
himself is generating the light?
Thief: Deadly Shadows will always give you a primary objective, but the game is
really about the minor problems and the different options you are given in order
to solve them. Each room can become a puzzle for you to solve, one with numerous
solutions and outcomes, not all of them preferable. Though there is this deep
feeling that each room must be tackled individually, the level design on a
grander scale is fairly magnificent. The levels are often huge, yet not all of
it is essential and much of it is merely an alternative route. This isn’t a case
of one route being fraught with danger yet filled with rewards and the other
safe but without gold: these levels are built purposefully and logically. You
enter the Rutherford Castle with a goal, but upon observation and resilience you
come away with far more information (and loot) than you would have done if you
had just stuck to your primary task.
If everything so far sounds incredibly familiar to those who have experienced
the first two games of the series, then this is simply because Deadly Shadows
plays almost exactly the same. Yes, there is an optional third person view,
although the standard first person mode has been implemented satisfactorily. All
but one of the different arrow-types make a return, including the Water Arrows
for putting out fire and washing away blood, Fire Arrows for lighting flames and
attacking enemies and Moss Arrows for quietening footsteps (and also preventing
enemies from shouting if you hit them square in the face) – the only absentee is
the Rope Arrow, replaced with the Spider Man-like Climbing Gloves, which is a
slightly disappointing swap, but not terribly so.
Deadly Shadows is through and through a Thief experience, containing one major
difference: The City itself. Now, between missions, you are able to explore The
City in order to sell loot and buy new items and equipment, but you can also
learn of new sub-missions and break into new houses and locations. This addition
to the game has been developed with care and it does almost feel alive.
Unfortunately, however, it lacks the intricacy of the proper missions as only a
small portion of the buildings can be entered, and thus there is a limit on how
much you can actually do. The frequent loading times that break up the
relatively small districts is intrusive, which can also be a test of patience. A
slight disappointment, though what can be achieved is genuinely enjoyable, and
listening-in on the (well acted) conversations gives you greater insight into
the goings on of The City and also provide minor details that add to the already
intriguing and beautifully presented plot.
The ‘quick save’ mentality that plagues modern day gaming is surprisingly absent
in Thief, despite the ability to save as frequently as you wish. Although the
game is full of the danger, Garrett is able to move about so swiftly and sink
into the darkness so quickly that escape is always possible, if never easy. It’s
a huge shame, then, that this finely balanced difficulty has been hampered by
releasing the game before it was due, thus a number of bugs have been introduced
that make the game fall right back into the quick-save trap. Most prominently is
the infuriating problem of getting stuck on the environment, something that is
particularly noticeable when the geometry becomes complicated. It isn’t at all
frequent; however it is enough to make you think twice about performing certain
actions without saving first. Other problems, such as the sometimes irregular
AI, unfriendly front-end and other slight inconsistencies in the physics and
controls are a minor irritation, but thankfully not enough to really affect the
experience.
This is a very easy game to get into, and one which intuitively finds its
complexity in difficult situations rather than bombarding the player with
gimmicks and gadgets. The very essence of the stealth genre was created with
Thief: The Dark Project back in 1998. Six years later, Thief: Deadly Shadows
captures the same spirit beautifully.
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