Thief: A Final Conclusion

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.

Comments

  1. 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.
    2. 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.

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  2. 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.

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    Replies
    1. Is better to play Thief once on normal, and then again on a harder difficulty, or play on hard for the first playthrough?

      What difficulty would you recommend for an initial playthrough of Thief II: The Metal Age?

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  3. 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.

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