The
Golden Age Of PC Gaming is thus named because it was a time when genres were
both defined and created. First-person shooters had been around for a while,
but it soon occurred that there could be more to these Doom-clones than just shooting armies of bad guys. For example:
What if you take the two basic instincts of a gamer – killing and looting – but
get rid of the killing part and make it all about the looting?
Enter
Thief (also known as Thief: The Dark Project or Thief Gold) through the back-entrance. It silently
hit the gaming world on the back of the head in 1998. There was nothing like
it: a first-person stealth-game where you moved through the shadows in an
open-ended environment, deliberately avoiding all conflict, nicking all the
silverware. Prior, games always taught you to stay away from the shadows. That’s
where the enemies lurk. Here, it is you
who are the stalker skulking through the night. There is a helpful indicator at
the bottom of the screen that lets you know both how visible and how audible
you are. It’s always tense when you have to run through a section where your
indicator spells doom, but there’s a strange satisfaction when you get back
into cover and the indicator goes dark again.
This
being said, you can fight your way
out if you get caught. It’s difficult, even on the easiest setting, but unlike
the games that were inspired by Thief
– if you’re caught then it’s not an immediate game over. You can draw your
sword and duel your opponent whilst he mocks your fighting prowess, you can
duck back in the shadows, or you can simply run away until your opponent gives
up.
"If you strike me down, I shall become a bigger taffer than you can possibly imagine!" |
The
game was also revolutionary with its protagonist: Garret. You play as the sort
of person who enjoys skulking in the shadow listening in on people’s banal
conversations. A misanthrope who refuses to pick a side. Good, evil – just let go
of your wallet so he can pay the rent. He’s summed up by the opening line of Thief 2: “I’ve always equated feeling
with getting caught: they both get in the way of my money.”
Infinite
personality is brought into the world of Thief.
Garret’s quips as he traverses the world are always priceless. The voice-acting
is wonderfully cheesy, with each role making every random grunt feel like a
character. From a deeply religious guard exclaiming: “What shadow crosses my
sight! Ah! Tis’ gone now.” To a guard yelling “Catch, taffer!” before firing an
arrow. Effort has been made to randomly give each NPC a different voice, to the
point where it never seems like enemies have been copied and pasted throughout
the level. The scripted conversations you can eavesdrop on are excellent also,
and it’s always worth it to stop and listen to what NPC’s have to say before
knocking them unconscious and hiding their body in the bathroom.
The game itself is set in a hybrid of Elizabethan London and Victorian London. Steampunk meets sorcery, and it seems the plot of every Thief game revolves around conflicts between magic and science. Your weapons consist of rope-arrows, water-arrows, fire-arrows, and the buggy flash bomb that temporarily blinds enemies. Terry Pratchett is a huge fan of this series, and it’s very easy to see why.
The
biggest problem with Thief is that
the developers clearly didn’t think players would take to the
stealth-mechanics. Indeed, the game was originally intended to be a sword
fighting simulator (hence the surprisingly well-done sparring system) but at
the last moment a decision was made to completely re-jig the gameplay so your
objective is to not fight at all but to sneak in the shadows stealing
everything not nailed down.
But,
sporadically, the game will turn round and say: “Yeah, we’re not sure if you’ll
like this innovative gameplay that completely subverts the standard FPS mind-set.
So…here are some zombies. And some dinosaurs. And some giant spiders. (Because
all fantasy games must have giant spiders. Tis’ law.)”
These missions come very close to ruining the game for me. The first map you’re faced with is a large mansion and your objective is to break in and steal everything. It’s a great romp. The second map starts you in a haunted mine with unkillable zombies. The third map places you in a catacomb filled with nothing but zombies and those giant lizards from Half-Life. This is such a jarring shift in tone from fantasy-romp to supernatural-horror that playing through this game I often gave up during the third mission. Thankfully, the forth mission takes us back to a fantasy-romp.
Also,
many players claim that the best way to play Thief is to only save in-between missions – meaning that if you get
caught you’re forced to start the whole level again. For people who know each
level inside-out, this tactic is fine. But for new or even veteran players,
this is a terrible idea because the levels are absolutely enormous and the map
you’re given is really, really not
helpful. I’m not asking for an objective-marker, but a simple ‘you are here’
arrow would help so much.
"Dur hur. Toilets." |
Finally,
you can steal food, you can eat food…but food never restores health. I initially thought this was a glitch but
nope. It’s not like Deus Ex when if
you’re out of medkits you can raid a vending machine and keep drinking soda
until your legs grow back. I’m surprised that with the impressive modding
community behind this series, no-one has fixed this problem.
Thief 2 is to Thief what Doom 2 was to Doom. It’s the same but better.
The
graphics are only slightly improved, but the levels are now jaw-dropingly expansive.
Perhaps the biggest standout is a level that consists of an entire town
featuring rooftop pathways, street pathways, houses and shops to raid, and the
whole mission culminates with a seven-storey mansion. All within the same map.
If the 2014 Thief tried to recreate
this level, consoles and PC’s alike would explode.
Best
of all: the zombies and dinosaurs are gone. Well, the zombies are still there –
but you have to dig very deep to find them and they’re easy to avoid. Sure, there
are now giant robots but they too can be easily avoided. You’re clearly not
supposed to actually fight them, though you can
take them down if you really want to.
It’s the romp Thief should have been. Garret is once again caught in a conflict – this time, it’s the mechanists who worship the false-prophet Karras, who has the weirdest voice I’ve ever heard a villain speak with. The second mission is probably one of the best, as you’re given this enormous environment containing several storage areas filled with goodies, and you’re main objective is to just steal everything. It perfectly summarises what, to me, this series is all about.
Perhaps
the only problems with Thief 2 are
that the map screens remain eternally unhelpful, what music exists is lost in
the ambience, and Thief 2 still runs
on the clunky DarkEngine. You’ll jump like you’re on the moon, you’ll get stuck
to the scenery, enemies will get stuck to the scenery, and you’ll in general
feel as though Garret has only recently learned how to walk. Compared to the Quake
and Unreal engines, the DarkEngine simply doesn’t hold up as well as other 90’s
FPS engines.
Despite
growing slightly arthritic with age, if you must only play one Thief game, play Thief 2. If you’re slightly more patient, however, I would suggest
starting with Thief and you can
always just skip it if you’re put off by the jarring shifts in gameplay.