Thief
This third article about Thief: The Dark Project will conclude the series, and explain why the experience failed to thrill as I'd hoped.
Thief was birthed by developers
(Looking Glass Studio) bored of the classic corridor shooters, like
Quake and Doom, and eager to put the first person
perspective to another task. Looking Glass developed
a game like Quakes, but used the first person window
for a new purpose. Instead of shooting hordes of foes, the player
could use their perspective to see shades of grey, to hide in
darkness, moving swiftly across patches of light. And the Thief
series, excluding the remake by Edios Montreal (based on what I've
heard), became a classic. Part of my disappointment may result from
the expectation one has when reviewing a game which earned this
title.
Appraisals of Thief: Gold
contrast its expansive levels to the narrow, pre-scripted paths of
modern stealth games. But this compliment hides frustrations which
the player will observe, like Garret discovers treasure. Thief
offers three difficulty settings; normal, hard, and expert. While
each alters small aspects of the map, the most significant change is
the objectives. Each mission has starting objectives, and can add
more as Garret explores. A level is complete when all the objectives
are fulfilled. Normal has fewer, easier objectives to complete per
level. Expert difficulty often has twice as many objectives as
normal. The layout of each level felt as if it was designed with
Expert as the assumed difficulty. With fewer objectives, normal is
half empty. Massive levels, innumerable rooms, all empty, or
cluttered with useless treasure.
While all levels have objectives
related to the castle, graveyard, or underground city Garret is
exploring, most include a loot requirement. Scaling with difficulty,
the player is required to recover a minimum amount of valuables.
What an unnecessary, make-work condition! Normal's minimum was so
low, casually picking the obvious treasure was often sufficient.
Most of the time I didn't bother to pick up some treasure, because it
wasn't necessary. But one level required a significant amount, and
required a second search, because I'd completed all the other
objectives but hadn't found enough gold. While searching for
treasure should be a part of the game, it shouldn't have been allowed
to negate the completion of a level. Instead gold should have
another implementation. Between levels Garret can buy items. Items
cost money. Yet, it never seems as if the gold collected from
previous missions was added to his purse. Instead, the amount of
money always seemed random. Which was fine, because I completed each
mission without any purchasing items. Frustratingly, conserving
items never mattered much either, as each level reset Garret's
supply.
With large levels, it's easy to
deceive: the layout can look open while being restricted. Though
Thief allows players the freedom to move around, ultimately
they were constricted by quest objectives. Objective have only one
solution, while appearing to offer multiple options. Thief's
use of area and objective is comparable to open room, but after
entering it, discovering it's full of invisible, unbreakable glass
walls. While the world may be open, objectives are vague, with no
assistance to locating hidden objects. Better yet, instead of
wandering open-eyed around glass walls, add a blindfold, and now
you're playing Thief.
As the game finally approaches
something resembling a plot, halfway through, human enemies are
replaced by monstrous foes. Odd lobster like men, with giant claws
instead of hands. Giant praying mantis monstrosities spiting bee
swarms at Garret. And nervous rat soldiers, eager to charge one
minute, and flee the next. But while these descriptions make the
opposition seem diverse, they feel frustratingly similar to the human
knights, archers, thieves, and Hammerites Garret has already
vanquished. They are different visually, but are as similar in
function as a gala apple is to a fuji: a slight distinction in
flavor. All succumb the same to the surprise of the blackjack. All
engage in the clashing dance of a melee (except the mantises, who are
like archers). And all couldn't find an elephant in a haystack.
On normal difficulty, the game never
prohibits the player from killing humans (it does on other
difficulties), but I avoided needless death for the first eight
missions. This required a significant amount of reloading, but I
preferred to let Garret's blackjack do the hard work, and keep the
sword clean. As the game neared its conclusion, in rooms full of
inhuman foes, it felt unnecessary to spare them. In the final two or
three levels, Garret killed more creatures than he'd seen in all the
other levels combined. The most common enemy, the ratmen (who may be
monkeymen, but no one is certain), are susceptible to either a single
strike from behind, or a charged swing to the face (which stuns
them), and allows two more quick hits to finish them. I left a trail
of dead bodies behind me on the way to the final confrontation with
the Trickster.
While some games require a cataclysmic
final battle, and many stealth games (Deus
Ex: Human Revolution) foolishly include a boss battle, Thief
ignores the temptation. The Trickster can't be bested by force, and
a bit of quick, quiet footwork (and slight of hand) finishes him for
good. But the whole final level could have required a more stealth
and puzzle solving. Even the conclusion (and it would be incorrect
to call it a confrontation, because the Trickster never even knows
Garret is there) lacks challenge.
If I may briefly, I'd like to compare
it to Alien: Isolation. A:I has the benefit of many
years, concepts, and graphics to draw on, and these create a superior
game. They are not entirely similar, but Thief's inclusion of
zombies, ghosts, dragons, and other monsters, allows a relatively
straight line to be drawn. A:I includes a challenging foe,
tense stealth gameplay, a useful collection of weapons and items, an
engaging plot, while still existing in a expansive, detailed
universe. Thief can not make these claims, nor does it
increase the challenge, offer evolving gameplay, or develop a
collection of characters as unique as Ripley and co.
I've decide to implement a new rating
system, to judge games. Instead of the usual numerical scale, I've
often judged games on a simple question: Would I rather be playing
Dota? And in the case of Thief: The Dark Project, the
answer is yes, I would rather play Dota. While Thief
may offer gamers a complex world and expansive levels, the lack of
cohesion in the plot, the vague quest directions, coupled with an
inventive, but unsophisticated gameplay which fails to develop over
the course of the game, made the game an initially interesting
adventure, but eventually a dull plod.
Thief 2, also called The Metal Age, is
reputed to have improved on the formula, and I do plan to play it,
but I will be exploring some shorter games first.
1. The loot requirement as you said scales with difficulty and is trivially easy to aquire. It's also the entire purpose of the game given it's title. The loot requirement is there so you actually explore the environment and not just rush to the exit like in other games from this era. It's also explained in universe by the player needing money to pay his expenses.
ReplyDelete2. The developers stated that they made it so gold resets for every mission largely because upon playtesting the game they found players rarely actually used items they bought because they were saving gold for later levels. And then by the end had no idea how to actually use items because they never used them before. Having to splurge during every mission allows you to make progression far easier since you now have an excess of things like flash bombs and moss arrows.
3. Generally speaking the player will have different ways to approach objectives. A good example is during the level Lost City the player can very quickly complete the level by using a speed potion and jumping from a balcony to the talisman you're supposed to aquire. The game rewards very creative progression.
4. The game's plot is very well structured. The individual levels follow a very simple progression
Garrett is told about Bafford from Cutty->
Garrett robs Bafford's mansion->
Garrett needs Cutty to sell the loot from that job->
Cutty dies in prison forcing Garrett to steal the Horn of Quintis to make back his money->
Garrett has to sell to a random fence and is almost murdered in the process->
Discovers his would be murderers work for Ramirez, who if you read the level notes was being paid protection from Lord Bafford and Garrett refused to pay him a cut->
Garrett robbing Ramirez leads to him attracting the attention of Constantine->
Constantine gets Garrett to steal the eye for him->
Garrett Steals the eye and is double crossed by Constantine who reveals himself to be an ancient pagan god that is frequently referenced->
Garrett has to enter the ancient pagan god's world to swap a mechanical eye for the one he previously stole so he can stop the ancient pagan god's plan to open a portal to his world.
The game has a very solid plot where every mission is progressively adding to it until the conclusion. By comparison with Thief 2 it lacks this where missions are much less connected. A lot of modern games even lack as tight a structure as this game has. If you pay attention to certain details in the game there's a lot of heavy foreshadowing toward later events in the plot.
5. The game's stealth being consistent is a good thing. Thief has this consistency to its combat and stealth that later Stealth games completely lack.
6.Comparing Thief to a game made 20 years later is very unfair. When Thief was made it was just when 3D acceleration was starting to be a thing and it very much was one of the first stealth games on the market.
I very much think given your final comment that the length of the game was your main problem with it and not what was in it. Considering you also describe initially stealthing through areas but toward the end just engaging in combat.
Most importantly, he played throughout on normal (or training) difficulty by which he missed a good half of the most thrilling and interesting quests and objectives, basically half of the game, also the loot objective on normal does not force player to properly explore everything. Readables are also an important aspect both to fleshen out the world's contexts and as moodmakers.
ReplyDeleteIs better to play Thief once on normal, and then again on a harder difficulty, or play on hard for the first playthrough?
DeleteWhat difficulty would you recommend for an initial playthrough of Thief II: The Metal Age?
There are 100% different ways to approach objectives, that's what makes Thief stand out from Alien Isolation as well as other immersive sims. On the sword mission, I pretty much skipped 70% of it because I figured out I could climb to where it (sword) was, rather than take the flights of guarded stairs. These kinds of solutions are pretty exclusive to Thief due to the freedom in vertical ascension.
ReplyDelete