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No Beef with Thief
By Martin
Kingsley
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Garret hides in the shadows...
He also likes
playing twister in the nuddy and water polo
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I'm big on stealing stuff.
There's something about the idea of nicking out through the French
windows with someone else's silverware under your arm that makes
me feel all warm and fuzzy on the inside.
Although, on the advice of my legal team, I've been
venting my kleptomaniacal urges on the Thief series for as long
as I can remember.
Brainchild of the shiny-headed boffins at (now defunct) Looking
Glass Studios, Thief cast you in the role of Garrett, cynical master
thief and professional miscreant of the City, a cleverly conceived
cobblestoned steampunk conurbation where horse-driven carts and
steam powered machina mix and magic is an everyday given.
Charged with keeping the rent paid, Garrett will take on any challenge
provided
the payoff is good enough.
Unfortunately, as we all know, even the most careful anti-hero
tends to end up having to save the world, and in that Garrett is
no different, having had to keep the City from total destruction
on two separate occasions (losing an eye in the process), despite
his best laid plans.
Unlike most first person games of the time, Thief and its sequel
(The Metal Age) focused almost entirely on avoiding conflict, finding
shelter from the prying eyes of wandering sentries in shadowy corners
and the occasional alcove, dousing flickering torches with water
arrows and, most importantly, stealing everything that wasn't nailed
down.
When not absorbing you with its mix of atmosphere and constant
tension, Thief charmed you with beautifully drawn cutscenes and
the riveting narration of Garrett, courtesy of gravel-voiced boy
wonder Stephan Russell.
Sure, it had its share of quirks and flaws, but when the overall
experience was as good as all that, it was easy to overlook the
occasional glitch. Despite selling bundles, Thief couldn't save
Looking Glass Studios from the inevitable, and they folded at the
dawn of the new millennium, to the dismay of many a Garrett groupie.
So, as 2004 winds down towards Final Business Quarter, we are confronted
by the third and possibly final release in the Thief series, Deadly
Shadows, produced by good old Ion Storm Austin, and the question
on everyone's lips is, 'Well, should we be disappointed?'
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"And then he said: 'Oh Lord
of Badgering Downs,
I beseech thee - pleez don't cut off me nadz!'"
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The answer to that, my dear munchkins, is 'no.'
You can put your daggers away and hide the garrotte under the pillow
once more, for Warren Spector et al have done a masterful job of
surpassing the benchmark set by Deadly Shadows' predecessors.
The City has never looked more beautiful or malevolent, and a mixture
of subtle innovation and quality control creates an experience like
no other when it comes to gluing one's eyes to the screen.
Before we begin, however, I'd like to let you know that you are
getting not one word from me on the subject of plot nor character
development, apart from that Stephan Russell has reprised his role
as Garrett for the third time running (cheers, Steve, you're a legend).
Other than that, my lips are sealed. Why, you may ask? Because
I don't want to spoil it by revealing something that has obviously
been crafted with such care and attention to detail.
Suffice to say that, if you thought the previous two games were
full of underhanded double-dealing and intrigue, Deadly Shadows
will rock your socks.
Yes, you can quote me on that. Rock. Your. Socks. Thankyou.
Besides the main story, you can at almost any time head off into
the City and simply explore, searching for rich lords to pickpocket
or residences with unlocked windows.
On more than one occasion, you'll get the chance to participate
in sub-quests for either/both of the diametrically opposed factions
vying for control of the City, i.e. the Pagans or the Hammerites
(the former being a group of magic-using greenies and the latter
being sledgehammer-wielding geeks dosed up with religious fervour).
In this, Deadly Shadows is the most non-linear of the trilogy,
and it's appreciated, for 'tis not often that a game gives you the
opportunity to cut loose and go on a loot-crazy rampage across rooftops
and through alleyways.
Admittedly, you could try the same thing in real life, but I hear
the neighbours tend not to take too kindly to that kind of thing,
and a breakdown in talks is inevitable if they catch you making
off over the back fence with their garden gnomes.
Thanks to the time gap between The Metal Age and Thief 3, Ion Storm
have been able to take advantage of and code for current graphics
chipsets.
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Watch as Garrett attempts to poke
a broken
chair leg where the sun don't shine... Riveting!
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This equates to, simply put, much prettiness going on, Deadly Shadows
running as it is on a tweaked version of the Deus Ex: Invisible
War engine, with bump-mapping, particle bloom, a real-time physics
engine and, most importantly, the funkiest lighting you've ever
seen, playing big roles.
Rays of moonlight cascade through stained glass windows, dust motes
sparkling in the incandescent beams, flaming torches cast flickering
shadows across bluestone walls, and through all this moves the slight
mass of Garrett, mechanical eye glowing green as he peers from the
darkness.
If you're a Thief fan who hasn't been keeping in touch with the
news (and shame on you if this is the case) you'll be staring at
the above paragraph and scratching your pasty white mug in confusion.
Hang about, you'll say, see Garrett?
The past two Thief games were first-person, how does that work?
Answer: For reasons that have only become clear with the final release
of Deadly Shadows, Ion Storm have added a third-person camera to
Garrett's already considerable arsenal. Chief amongst said reasons?
It looks dead sexy.
Of course, it's not always suitable for all situations; so the
die-hards amongst us can switch back to their precious point-of-view
camera with impunity, as will most likely be their wont.
Speaking of arsenals, it's worthwhile pointing out that some significant
changes have taken place in the toolkit section of the game. Firstly,
you no longer attain your thief gear at the beginning of each mission.
Instead, you must find a fence for the loot on your person and
sell it off (sometimes having to trek to another district of the
City because that particular fence doesn't deal in, say, gems),
before taking your ill-gotten gains and splurging on such modern
conveniences as explosive land mines or, wait for it, climbing gloves.
Yep, climbing gloves. Replacing the rope arrows of the Dark Project
and Metal Age, these nifty bits of kit allow Garrett to take to
the sky like Peter Parker with cooler dialogue, provided there happens
to be a nice piece of stone wall in the vicinity.
Another clever change is the complete re-implementation of the
lockpicking system. Originally, one had to either hope he had the
right lockpick for the right door, or otherwise go traipsing throughout
the level looking for a key.
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Garrett muses: "It's just
like Ikea..."
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Now, you can open almost any door on approach, by moving the lockpicks,
through a mini-interface, in a 360-arc looking for the 'sweet spot'
of each particular tumbler, much like the interface found within
fellow stealth-'em-up Pandora
Tomorrow.
Admittedly, all this good comes at a price, small though it may
be and the AI, whilst impressive, sometimes manages to glitch, with
walk cycles leading guards to stand on rather than sit in chairs,
and, most irritatingly, forget about any corpses lying around a
few minutes after having had a good shout about them.
Still, by and large, the liveliness and occasional ingenuity of
Garrett's opposition makes up for any quirks.
Ingenuity and the odd stuff-up aside, what makes the biggest impression
on the player when first faced with the task of sizing up Ion Storm
Austin's (as far as I'm concerned) magnum opus, apart from its good
looks, is its equally brilliant audio, with every line of dialogue
in the game, no matter how inconsequential, voiced-over with a conviction
and clarity that even puts some big-budget Hollywood productions
to shame (see John Carpenter's Vampires for a perfect example
of what I'm on about here, folks), although the sharp and infinitely
witty script plays a big part in said brilliance.
I daresay even the most hardened gamer will crack a wry smile when
eavesdropping on some of the conversations held between the City's
many inhabitants and, as already mentioned, one is instantly captivated
on hearing Stephan Russell's Garrett speak.
Finally, there are the environs. The City itself is a great stomping
ground, but where this latest incarnation of Thief really shines
is in its self-contained levels, including such memorable locations
as the inner workings of a massive Hammerite clocktower, an abandoned
insane-asylum-cum-orphanage, a forgotten underground citadel ruled
by the entrancing Kurshok fish/lizard-men, and the City Museum (complete
with electrified security grids).
Each of these, in their own many and various ways, help to solidify
the viewer's "suspension of disbelief", and also provide
wicked opportunities to get at highly prized goodies.
Compelling, clever, darkly satisfying, mature, razor-sharp and,
most of all, fun, Thief: Deadly Shadows sets not only a new benchmark
for the Thief series, but also for the entire games industry by
proxy.
Remember though, kiddies, whatever happens, don't try this at home,
because trying to stealth your old man's collection of Playboys
out from under his bed really isn't good for your health.
It'll make you go blind, so don't do it.
Game: Thief: Deadly Shadows
Players: 1
Online: No
Developer: Ion Storm (Austin)
Rating: 95%

(Ratings
Key/Explanation)
Thief: Deadly Shadows is on the shelves
now.


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