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Thief: The Dark Project

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424:, which can incapacitate humanoid NPCs; a sword, which can kill NPCs; and a bow, which can be used for ranged combat as well as a tool. Players can use a variety of arrows with their bow, each varying in properties; for example, "water arrows" can be used to douse torches and any other source of fire as well as clean up blood stains, "rope arrows" can attach a climbable rope to wooden surfaces, "moss arrows" can cover an area with moss that muffles footsteps and "fire arrows" can relight torches and do considerable damage to NPCs. Other tools are also available, including lockpicks, "flashbombs" (which can stun NPCs for a brief few moments), and potions. The player can cycle through the inventories for weapons/arrows and tools through the HUD. In addition, players can purchase additional arrows and tools between levels with the loot they have acquired (both loot and remaining items do not roll over between missions, encouraging their immediate use) and find additional items during a level. Players can also find books and scrolls that can contain information on in-game lore or useful clues to get around an obstacle in a level, as well as food that can be eaten and keys that can unlock doors and containers. 409:(AI) systems that detect unscripted visual and aural cues. If an NPC sees or hears something out of place, they will react to it, depending on the level of its suspicions; if for a brief second, they will simply ignore it, but if for long enough, they will become alert to their surroundings and begin searching the area. NPCs will react to things such as clashing swords or the reaction in other NPCs' voices, as well as to visual changes to their environment, such as blood stains, opened doors and fallen bodies; players can avoid leaving visual clues by cleaning them up, such as hiding bodies. NPCs are divided between three categories – "guards", "servants", and "non-human" – whose reactions vary; guards will call out an alert if they spot the player and attack them; servants will run for help if they spot the player or a body; non-human NPCs will merely pursue and attack the player. If a guard is significantly injured, he will try to escape and find help; some non-human NPCs will merely flee. Non-human characters range from giant spiders and feral creatures to 402:(HUD), in the form of a gem, helps to indicates the player's visibility to NPCs; the brighter it is, the more easily they can be visually detected, thus sticking to dark, shady spots where the gem dims ensures the player is hidden, though NPCs can still find them if they get too close in front of them. To remain quiet, players must be careful of how much noise they produce, as well as what surfaces they are moving over; walking on soft surfaces like carpets and grass is preferable as footsteps remain quiet, compared to walking over metal floors and ceramic tiles, which produce a lot of noise. NPCs also produce noise, from whistling or walking about, for example, which can help players determine how far they are to their own position. Noise can be used by the player to mislead or distract NPCs, such as throwing an object to lure them elsewhere. 34: 3249:
from that darkness. Now, as the forces of "progress" cover the meadows in brick and cobblestone, as they replace the majestic loft of tree with the blocky ponderousness of building, they also light the world in their electric, actinic glare. With the lighting of the shadows, man loses his ability to fear, and to dream. I have conceived of a plan to revive the darkness, to bring a resurrection of the ability to fear and dream. And, once my dark project is realized, they shall know again to fear and love their Lord.
350: 972:, the team added a difficulty system that changes mission objectives; Leonard said "it allowed the designers to create a very different experience at each level of difficulty, without changing the overall geometry and structure of a mission. This gave the game a high degree of replayability at a minimum development cost". The team extended the concept by decreasing the player's ability to kill human characters on higher difficulty settings. Writer and voice actress 389:(NPCs) may either remain stationary or walk about on a patrol route, players have the freedom to choose how to get around them and the obstacles in a level's environments in order to complete specific tasks, such as getting through a locked door. In each level, the player is given a set of objectives to complete, such as stealing a specific object, which they must complete in order to progress to the next level. The player can choose to play on one of three 513:—the representative of an anonymous client who was impressed by Garrett's theft from Ramirez. He is contracted to steal a sword from Constantine, an eccentric nobleman who recently arrived in the City. After Garrett completes the mission, Viktoria takes him to Constantine, who explains that he hired Garrett to steal his own sword as a test. Constantine offers him a fortune to steal The Eye—a gem kept within a sealed and deserted Hammerite cathedral. 530:
Trickster's domain, where he finds the Trickster performing a ritual with The Eye to complete his plan. Garrett stealthily substitutes The Eye with its copy, which kills the Trickster. Later, Garrett has acquired a mechanical replacement for his lost eye. On the streets of the City, Artemus approaches Garrett and claims that he will soon require the Keepers' help. Garrett dismisses him, and as he walks away, Artemus warns of the encroaching "
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with pure truest. Weights the Center with the Eye, fed mansblood, sees the Compasses and the bloodtrail to the trueworld. Each Compass walks the Elements forth, paints to the Eye colors of heartsmaw Chaos, for follow the Eye back to the mansie world. Binds the Eyevisions, gathers the sights the glories, open fulls the Eye to see forth the world, bloodcalled, compasspainted, chaosfed, paintings on the world the image is showed.
1043:—which draws the graphics—was largely written by Looking Glass Studios programmer Sean Barrett in fall 1995. While the renderer was expected to be finished before the game's release date, Barrett left the company in 1996. He later performed contract work for the company, and assisted in writing features like hardware support. However, the renderer was never fully addressed, and was less advanced than others of the time. 5000: 4976: 1416: 1411: 1406: 1401: 1396: 1378: 1373: 1368: 1363: 1358: 1266: 1261: 1256: 1251: 1246: 1228: 1223: 1218: 1213: 1208: 1190: 1185: 1180: 1175: 1170: 847:-esque" ability to climb on walls and ceilings and the shrinking and invisibility potions. By summer 1998, the team was challenged by exhaustion and the game's numerous simulation and AI glitches. These problems resulted in what Leonard later described as "a game could not be called fun". Implementation of Leonard's new AI system was halted so the team could quickly assemble 746:
behave as it should. For example, things that burn will burn, and then it's up to the player to decide to burn things, whether or not we've anticipated it." The first draft of stealth design was presented by Levine and Dorian Hart on April 4. Levine said inspiration for the idea of being powerful when undetected but very vulnerable when exposed came from the concept of
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City. The Hammerites worship a deity called "The Builder", and believe in progress, craftsmanship and righteousness; the Pagans, who have been described as "primitive, almost animalistic", worship the dangerous "Trickster" god and value the natural world. It has been assessed that the design of each group's architecture reflects their beliefs.
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The world as I once knew it was a place of magic—full of mystery and inhabited by creatures of glamour and terror. The men who lived there lit their bonfires and wondered at what crept and lurked in the darkness outside their weak circles of light. All their dreams, their aspirations and dreads, come
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The game's sound was widely praised. Presley wrote: "The sound adds a whole new level of realism to the game and boosts that whole 'total immersion' thing to previously unattained levels." Larka noted that "the audio is simply amazing. With directional noises and haunting 'background' effects you are
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To reach the cathedral, Garrett ventures through Old Quarter, a haunted, abandoned district of the City. Through an opening in the cathedral, The Eye informs Garrett of a nearby Keeper sanctuary, where he may learn how to unseal the cathedral. There, Garrett discovers that the cathedral was sealed to
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a suspicious man who reveals himself to be a Keeper named Artemus. Impressed by Garrett's ability to see him, he offers Garrett the chance to join his order. Garrett accepts, but later leaves the order to pursue a life of thievery. Years later, Garrett works as a thief, and is under pressure to join
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and the development team gave sound multiple roles. It was used to give the player aural clues about the NPCs' locations and internal states; to enhance this, vocals were recorded for NPCs. Conversely, sounds generated by objects gave clues to NPCs about the player's location, and NPCs used sound to
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the safe boundary is often between light and shadow these boundaries are not stable or secure The player will eventually have to emerge from the safe zone and embrace risk until another safe boundary can be found". He explained that players felt unsafe even when hidden, but learned to judge their
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to allow players to "pick up and start playing". While the team's goal was to "push the envelope" with the game's design, Church said that it shared its core design with previous Looking Glass Studios games. He explained: " provide a range of player capability in world the player can choose their
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concept: "It is a game style that many observers were concerned might not appeal to players and even those intimately involved with the game had doubts at times." In response to the sentiment that their previous games " a fair amount of investment from the player to get maximal enjoyment", the team
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As the game's emphasis is on stealth, players are encouraged to focus on concealment, evasion, distraction, misdirection, and subtle takedowns, rather than on outright confrontation; the player's character can engage in sword-based combat when the need arises, and can perform three different attacks
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Though these be perhaps the final moments of our beloved cathedral and mine mortal life, I shall faithfully chronicle to the end. A great evil magic hath befallen us, and we battle with demon-kind on all sides. Our own fallen brethren rise from death and turn on us, cold light aflame in their eyes.
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Evidently these assassins think they have killed you. As long as they continue to think that, they should lead you right back to whoever sent them. / Time to show Ramirez who the real criminal mastermind is. Break into his mansion and take what he values most – his wealth. The purse from his belt
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Farkus is one of the few merchants willing to risk selling to an independent like me, and his prices are steep. But the other choice is to let one of the so-called "City Wardens" give me orders... and take a cut of my profits. They'd been after me for years to join one of their stables, but I'm not
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elements, and one such mission, Return to the Cathedral, intentionally removes players' ability to judge their vulnerability. Believing that "nothing augments the fear associated with boundaries like forcing the player to violate them of their own free will", Smith said of the mission: "Eventually
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team, which at this point was vastly different from the one with which the development began. "Few emotions can compare to the stress of heading to work not knowing who might be laid off, including yourself, or whether the doors would be locked when you got there", lead programmer Tom Leonard later
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by The Eye. He returns The Eye to Constantine, who reveals himself to be the Trickster. Viktoria says that The Eye requires a flesh eye to function; she binds Garrett with vines and removes his right eye. The Trickster places it on the gemstone, and the two disappear through a portal. Garrett, left
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The City contains three factions: the Keepers, and two opposing religious orders known as the Pagans and the Order of the Hammer, or "Hammerites". The latter two have been cited as representations of chaos and order, respectively; the neutral, secretive Keepers strive to maintain balance within the
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Draws the scribed Star, marks the Compasses. The Eye, shows the marksey lines of power. Marks the Compass Borning, the Compass Leaf, the Stormsie Compass, the Flamesie Compass, the Compass Tidestream, the Compass Stone, the Compass Darkness. Weights each Starsie point with Elements of the Compass,
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I was contacted by a woman named Viktoria. She claims to represent a client who was impressed by the way I took care of Ramirez, and now wants me to steal something for him. The target is a magical sword, owned by a nobleman and collector named Constantine. Little is known about Constantine except
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The Dark Engine was designed to be reusable, and to give programmers the ability to easily integrate their work. LeBlanc wrote the "Dark Object System", which became the center of this concept. According to Leonard, the object system was a "general database for managing the individual objects in a
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The game's use of supernatural and cave-exploring elements received criticism, and several reviewers opined that more realistic, mansion-robbing missions should have been used instead. Presley believed that the game's undead enemies caused the game to "degenerate into the standard hack 'n' slash,
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before starting a level, which they can change between missions, with higher difficulties adding additional objectives such as not killing human NPCs or stealing a certain amount of loot from the amount available in a level, changing the amount of health the player character has, and changing how
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ended up in the final product. In March, project director Greg LoPiccolo described the game's design: "Essentially we're building a type of simulator where object interactions are correct and physics are tied in correctly." Then-lead designer Jeff Yaus reiterated: "The goal is for everything to
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We are relieved to hear that you have successfully contained the destruction. It was for just such a contingency that the Elemental Wards have been saved these many years, and we support your decision to use them now, as the peril that you have described is grave indeed. We urge you to hide the
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database—code that helps AI navigate a map—was unsalvageable. He completed the design—but not implementation—of a new system by November 1997, using an estimated one-fifth of the original code. Several features were removed during development, among them multiplayer support, a complex inventory
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s producer after his predecessor departed. Artist Dan Thron said: "For a good long time, we had no idea what the game was about, until somebody stumbled upon the whole thief game play where you're not just running out trying to chop people up." Church recalled that "the basic stealth model was
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After Garrett escapes the mansion, he seeks help from the Order of the Hammer. However, he finds that the Trickster has attacked the Hammerite temple. In a refuge beneath the temple, he finds Hammerite survivors who provide him with a booby-trapped replica of The Eye. Garrett descends into the
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sensitive an NPC is to their environment. In some missions, players may find objectives being changed or new ones being added, due to certain circumstances they encounter, while failing a key objective or dying will fail a level, forcing a player to either replay it or load up a previous save.
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Comes a man to rescue me. Poor man. The Keepers have sealed the doors and only they know how to open them. Cross you the bridge to the grotto of the Keepers' Sentinel. Stand you on the pedestal, and illuminate the statue with fire. Then you can discover the secret of the
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The eye that Constantine wants is in the abandoned cathedral of the Hammerites. The cathedral is located in the section of the city that was deserted years ago, after some kind of catastrophe. I'll make my way through the ruins to the Hammerite cathedral, and find a way
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clones and hungry for challenge, give this fresh perspective game a try. I was pleasantly surprised." Emil Pagliarulo of The Adrenaline Vault wrote: "I will tell you, without reservation, that this has become my favorite game of all time." Paul Presley of
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I was a kid. No parents, no home. Running messages and picking pockets to keep my ribs from meeting my spine. One night I saw a man. Folks just passed him by like he wasn't there. I thought he must have something valuable, so I snuck up on him and made a
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plunged into Garrett's shadowy world and left with a pounding heart and twitchy nerves." Wagner James Au of Salon.com noted that the game's level of suspense was "exquisite" and that its use of detailed aural cues as a gameplay device bordered on
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You have talent, lad. To see a Keeper is not an easy thing. Especially one who does not wish to be seen. We have a need for those as gifted as yourself. If you've grown tired of how you live, then follow me, and we will show you a different
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s audio to both enrich the environment and enhance gameplay, and the game's design necessitated an advanced sound system. The designers created a "room database" for every mission; these provided a realistic representation of sound
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eased worries that experimental gameplay styles were unmarketable. According to Leonard, "A new energy revitalized the team. Long hours driven by passion and measured confidence marked the closing months of the project." The game
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simulation". Designers were able to alter the game's behavior by manipulating objects—the content that composes the game—without writing additional code. The system also managed source data, the game's tangible content such as
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own goals, and their own approaches to an obstacle when they reach the goal it is far more satisfying", and that "flexible simulation of game elements is a powerful way to enable the player to make their own way in the world".
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rewarded stealth and sneaking over brazen frontal assault", continuing: "While inadvertently undermining the notion that all action games need be shooters, it carved a completely new niche in the same already glutted genre."
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The game received critical acclaim and has been placed on numerous hall-of-fame lists, achieving sales of half a million units by 2000, making it Looking Glass' most commercially successful game. It is regarded as one of the
267:, a master thief trained by a secret society who, while carrying out a series of robberies, becomes embroiled in a complex plot that ultimately sees him attempting to prevent a great power from unleashing chaos on the world. 763:
support was planned, including the theftmatch mode where small teams of thieves compete under time pressure to steal the greatest value of swag from the territory of wealthy NPC's and their guard. Full-scale development on
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communicate; a guard's call for help signals other guards within earshot. Sound was also used to divulge narrative information, so that stealthy players could eavesdrop on NPC conversations and learn more about the game's
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Getting the talismans of Earth and Air will be an interesting challenge, but I'll need them if I want to get The Eye for Constantine. They're well-hidden inside the City's Hammer Temple, so I'll have to do some scouting
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as well as parrying, but has limited proficiency and damage resistance in such circumstances. To do so, players must remain aware of their surroundings. To assist them in remaining hidden, a special meter on the
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Very well. I will speak my piece plainly. You have accomplished that which was written, and yes, you've done it well. But there is no place for you with us any longer. Yet you will have a great need of us, and
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The game's emphasis on stealth means that players must plan their moves carefully and use their environment to get around hostile enemies, or in some cases take them out using their equipment, such as the
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Garrett? It's Viktoria. I trust you made it back alive? You've done well, Garrett. Come with me, and bring the sword. There is someone you have to meet. It's time for the payment you've been promised.
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prevent the City's destruction by the Trickster. He learns that there are four talismans needed to remove the seal: two hidden in ancient ruins beneath the City, and two inside a Hammerite temple (in
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system defined a broader range of "internal states" an NPC could feel, such as suspicion. For example, an NPC who heard a suspicious noise would investigate rather than become immediately hostile.
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had grown skeptical over the team's vision. Work on the AI did not resume until March 1998, and after 12 more weeks of constant work, it was ready for what Leonard called, "real testing".
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due to the 2000 closure of Looking Glass Studios. After a troubled development cycle, the game's May 2004 release met with positive reviews. In May 2009, a fourth game, simply titled
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for dead, is found and freed by two Keepers. During his escape from the Trickster's mansion, he learns that the Trickster plans to use The Eye to revert the world to a wild state.
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is the single most terrifying, immersive, and rewarding game I have played and the one single-player game I continue to replay. There are countless books I wish I had written;
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genre. During levels, the player may learn about the setting by finding notes and overhearing conversations; it has been noted that the player participates in the revelation of
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However, Looking Glass Studios experienced serious financial trouble as development progressed into mid-1997. The company's Austin branch closed, costing Spector and several
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Yes. Kept hidden in the sealed cathedral, deep inside the halls of the scum Hammerites. I am prepared to offer you quite a sum: a hundred thousand, upon receipt of The Eye.
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said. This stress caused several team members to voluntarily quit, including the lead programmer, Briscoe Rogers, who had designed the game's AI system, which suffered from
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Tell my friends that I don't need their secret book, or their glyph warnings, or their messengers. Tell them I'm through. Tell them it's over. Tell them Garrett is done.
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sold 88,101 units during 1999. Its global sales reached 500,000 copies by May 2000, making it Looking Glass Studios' most commercially successful game, according to the
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project before the Keeper faction was added to the game. By April 18, Looking Glass Studios laid off half of its entire staff in six months, which damaged morale of
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had been pushing for a while that the thief side of it was the really interesting part and why not you just do a thief game." A previously unreleased trailer for
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zombies. The game was supposed to be a first-person sword fighting simulator, but "the marketing killed the idea," to his disappointment. According to programmer
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that displayed "the purest depiction of what it might be like to slip from shadow to shadow" and "largely remains an unsurpassed achievement in gaming". In 2009,
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side just about now. If I drop by their temple and explain things, maybe they'll be so distracted by the Trickster's return that they'll forget to hold a grudge.
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However, we believe that we were compelled to act. Were the Trickster not opposed, he could bring destruction upon the entire city, and upon us as well. /
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described the game as being "incredibly immersive and suspenseful" and "a highly-recommended game for those yearning to be a night rogue". Peter Olafson of
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The Hammers have built me a booby-trapped, counterfeit Eye. If I can swap it for the real thing, it should cause him some trouble. If he doesn't notice me.
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The Keepers have hidden the talismans of Fire and Water in a place they call "the lost city". Some kind of cataclysm buried the place underground ages ago.
5567: 1642: 2337: 834:—solidified this in the minds of the team. The game was renamed on April 3, 1998, the new title being much more descriptive and inspired by that of the 3099:
Our mighty doors availed us naught, for the assault was from within. Soon I shall be found and slain, like the others. May The Builder save our souls.
4900:"Stealth classic Thief: The Dark Project just got a 10-mission fan campaign called The Black Parade from a team led by an Arkane Lyon level designer" 4768: 2852:
Yes. You were being tested, do you understand? And I must say, you more than live up to your reputation. You are quite an extraordinary thief. /
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was released by Eidos Interactive on December 1, 1998 in North America and on December 4 in the United Kingdom. An expanded edition of the game,
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Since you left us, you've been a stone rolling downhill. Now you must aim this remarkable momentum. It is past time for the balance to shift. /
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said the game's design was built around the idea "of having factions who you could ally with or oppose yourself with or do things for or not."
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and Levine was given the job of designing the game's world and story. Levine said the initial ideas and projects that have later morphed into
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When Leonard took over the position of lead programmer, he believed that the AI system was fixable; over several months, he learned that the
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is an embarrassment to modern stealth games, each of which produces only a faded parody of this masterful original." In 2012, Mike Fahey of
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Three months before the game's scheduled ship date, most problems had been resolved. The team began to believe, as Leonard described, that
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With the talismans, I'll be able to break the wards on the Cathedral. It's time for me to retrieve The Eye and bring it to Constantine.
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With the talismans, I'll be able to break the wards on the cathedral. It's time for me to retrieve The Eye and bring it to Constantine.
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s central gameplay mechanic was the player's relationship with NPCs, who are the primary obstacle in the game. The game's goal of
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is able to perform various actions such as leaning, crouching, swimming, climbing, running and fighting, amongst other abilities.
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market and led the developers to call it a "first-person sneaker", while it also had influences in later stealth games such as
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editor Peter Suciu praised the game, touting that "(the game's) first rate storyline as well as visual and audio effects make
452:. Project director Greg LoPiccolo said in an early preview: "In essence this undefined medieval age, sort of medieval meets 3483:
I will tell them this. Nothing is changed; all is as it was written. The Trickster is dead. Beware the dawn of the metal age.
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Bray, Hiawatha (May 26, 2000). "Looking Glass, Closing, Laying of 60 Workers / Failed Deal Dooms Cambridge Game Developer".
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was followed by two sequels, and a fourth game rebooting the series has also been released. Looking Glass Studios developed
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believed that the level creates "a cycle of relaxation and abhorrence in a devastating pummelling of the nerve endings".
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Wha-? Wait! Keepers. Looks like I'd better get moving, or whatever those things are will waste a perfectly good rescue.
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Did you think those ancient phrases were mere words, manfool? Look at me! I am the Woodsie Lord—the Trickster of legend!
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The game's missions were designed to suit the story, rather than the story to fit the missions. Taking inspiration from
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Would it surprise you to know that it was I who hired you to steal my own sword? Yes. You see, Viktoria and I are... /
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has been declared one of the greatest games of all time by several publications. Inducting it into its hall of fame,
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To assist them on each level, the player character carries with them a few pieces of equipment – a
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focused on stealth and evasion from a first-person perspective. Leonard said this idea challenged the standard
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Garrett – South Quarter 'independent' thief. Denied cut three times. Sent Quince and Jacow out to shorten him.
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I caught up with him just before he vanished into the crowd. It was the beginning of a very long education.
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writer Rich Carlson wrote: "With a tactical philosophy contrary to nearly every action game at that time,
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and its design altered to focus on thievery and stealth. Nevertheless, some levels originally designed for
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What happened here? And where are all the Hammerites? Damn! Looks like Constantine got here before me.
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praised the game's AI and said that the game "gets better ... the more time you spend with it".
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in November 1998, following an estimated 2.5 year development cycle and a $ 3 million budget.
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yourself to do practically every scary thing you noticed the potential to do in the whole level".
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interested. Maybe they'll get the idea and give up. More likely they'll just ramp up the threats.
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required a sophisticated AI system. Leonard later demonstrated that first-person shooters, like
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Bow to the Woodsie Lord, and offer up your flesh eye so that his eye of stone may see, manfool.
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takes place in a metropolis called "the City", which has been noted to contain elements of the
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was one of two games in the series that Looking Glass worked on before it was forced to close.
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Those crazy Hammers. You know, it wouldn't hurt to have a few dozen heavily-armed fanatics on
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praised the game's graphics and noted that the Dark Engine went "feature-for-feature with the
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said: "We took pains to make sure all the missions could be won without killing any humans".
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The Keepers were training me to be one of them, but I found... others uses for those skills.
5366: 5319: 5283: 4876: 4848: 3985: 3804: 1577: 898: 793: 780:. Originally announced to come out in Summer 1997, the game was delayed to Winter 1997–98. 386: 378: 370: 286: 53: 41: 4052: 3948: 2391: 2287: 8: 5276: 4312: 3882: 3731: 1572: 1564: 1431: 773: 572: 556: 497: 319:(1999) which modified certain missions and included a few brand new levels, two sequels: 264: 143: 87: 75: 4942: 3586: 3560:"GAMBIT: Updates: Looking Glass Studios Interview Series – Audio Podcast 5 – Ken Levine" 1854:. It received mixed reviews upon release. After Looking Glass Studios closed its doors, 510: 373:
environment, with the game's story taking place over a series of missions, in which the
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Looking Glass does it again with this amazingly fresh take on the first-person shooter
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What do you want from me? You come to congratulate me? Welcome me back to the fold? /
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Talismans with great care, as their discovery could lead to another such catastrophe.
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noted that "It's quite amazing how much fun it can be to avoid action". Chan Chun of
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is overrun with zombies and you have to go hack them to pieces as the loner from the
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territory, and then quite pull it off". Larka found certain levels too difficult.
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skills that Looking Glass once had". Gillen decried certain levels for "infring on
1475:
offers you is at first terrifying, then absolutely intoxicating." Aaron Curtiss of
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technology was integrated to allow for realistic character animation. The engine's
988: 848: 390: 374: 220: 2338:"Ghouls, Ghosts, and Long-Legged Beasts: A Modern History of Horror Games Part II" 33: 5432: 5397: 5387: 5105: 4020: 3593: 1889: 1806: 1722: 1523: 1048: 1023:; arrows would arc through the air rather than fly straight. The engine features 949: 414: 5491: 5442: 5232: 5219: 5042: 3836: 1829: 1061: 1036: 1024: 695: 691: 687: 274: 207: 159: 4337: 5516: 5476: 5437: 4159: 3692: 2083: 1847: 1685: 1560: 1453: 973: 954: 811: 710:
having the guard looking the other way and you going past pretty quickly. So
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began development in April 1996. For the game's original designer and writer
501: 235: 198: 125: 3614: 2091: 1788:"pioneered its own genre ... the stealth-action title". John Walker of 862:"did not stink, might actually be fun". Further, the release of games like 5422: 5417: 5402: 5212: 5116: 4980: 4215: 4100: 2788:
that he is an eccentric new face in this city, and mostly keeps to himself.
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s graphics received a mixed reaction, with several negative comparisons to
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and a million others gave us" and that "it amounts to an erosion of the
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Yew, Chan Chun (February 8, 1999). "Playing thief in the Dark Project".
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and sounds. An unfinished build of the Dark Engine was used to develop
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It's a rock. It's what you asked for. Am I gonna get paid or not? /
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is "still a fun game to play" and "a worthy addition to the genre".
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Sanchez, Andrew (February 1999). "Thief: The Dark Project review".
2342: 1851: 1746: 1552: 1437: 1323: 1310: 1275: 843:. Several features have been brainstormed and rejected, including " 667: 613: 80: 4816: 1872:
in a modern game engine. Originally released in 2009 as a mod for
4552: 4252: 4048: 3943: 3724:"Looking Glass Studios – Thief: The Dark Project (Project Diary)" 2427: 2282: 2162: 1883: 1781: 1736: 1511: 1503: 1460: 1337: 1237: 1161: 777: 719: 671: 647: 4987: 1711:
is one of the few games I wish I had worked on." Laidlaw called
1671:
s influence has been recognized in other stealth games, such as
1481:
noted that the game "demands thought". T. Liam McDonald of
5501: 4975: 1874: 1822:, which received positive reviews when released in March 2000. 1797: 1691: 1097: 655: 522: 2612:
Please, sir, I'm hungry. Don't tell the Hammers, I promise--
4570: 678:. The game's design combined a first-person perspective with 472:
technology is prominently used. It has also been argued that
349: 4817:"The Dark Mod – Stealth Gaming in a Gothic Steampunk World" 4634:"Thief: tense narrative through level design and mechanics" 4514: 4512: 2316:
Gillen, Kieron (December 2000). "All the Fun of the Fear".
4398:"A Sampling of First-Person Titles Worth Taking a Shot At" 1810:
named it one of the 100 greatest video games of all time.
948:
level of safety as they improved. Certain levels included
642:, still focused on sword combat. Its plot—an inversion of 4695: 1777: 1643:
Outstanding Achievement in Character or Story Development
1287: 5010: 4935: 4509: 2242:"Building an AI Sensory System: Examining the Design of 658:
as a psychopath. According to Church, the game featured
273:
was the first PC stealth game to use light and sound as
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It is a gemstone called The Eye. For its unusual... /
1429:
received critical acclaim from publications including
4964: 3466: 3438: 3405: 3377: 3349: 3317: 3289: 3260: 3231: 3195: 3173: 3142: 3110: 3084: 3056: 3028: 2999: 2971: 2938: 2909: 2883: 2827: 2799: 2770: 2741: 2713: 2684: 2656: 2628: 2591: 2562: 564:, inspirations came from two of his favourite games, 505:
a crime ring. As punishment for his failure to pay a
4783: 4542: 4540: 4487:"Third Interactive Achievement Awards – Craft Award" 3859: 3857: 3855: 3853: 2406: 1939:
Thief the Dark Project...Out Today...inc. vat ÂŁ34.99
381:
are largely unscripted and maze-like, and allow for
2110: 2108: 4609:"GDC 2009: Fallout 3 lead opens game design vault" 4083:Larka, Lance A. (March 1999). "It Takes a Thief". 4691:"Videogame Hall Of Fame: Thief: The Dark Project" 4537: 3850: 3824: 2474:"The memories of our future: Steampunk in gaming" 2450: 2448: 5514: 4844:"Praise The Builder: The Dark Mod Is Standalone" 4625: 4448:Editors' Choice Winners: Does Quality Matter?". 4038: 4036: 2105: 1900:, was released in 2023 by Feuillade Industries. 1603:noted that while "sneaking can get repetitive", 600:, the latter of which was "a campy story" about 4753: 4724:"Retrospective: Thief The Dark Project Article" 2193: 2191: 2189: 2187: 2185: 4606: 4124: 4093: 3880: 3655: 2501:"How Thief Helped Pioneer the New Weird Genre" 2445: 1355: 1205: 1167: 5144: 5026: 4872:"Sharper Shadows: Thief Gold HD Mod Released" 4600: 4422: 4420: 4033: 4005: 4003: 3765: 3763: 1993: 1991: 1989: 1987: 1985: 1983: 1981: 1768:all defined the stealth action genre, it was 313:was followed by an expanded edition entitled 4721: 4310:Breeden, John (1998-12-25). "Screen Shots". 4195: 4193: 4191: 4154: 4152: 4150: 3587:Vault Network News: Week of February 7, 1999 2311: 2309: 2307: 2305: 2182: 1393: 1243: 1065:, a collaboration between Looking Glass and 797:in 2000. Spector later called his impact on 768:began in May 1997, with a frantic work on a 4740: 3928: 3926: 3677: 3675: 3624: 3622: 2527: 2525: 2523: 2521: 2465: 2055: 2053: 2051: 2049: 2047: 2045: 2043: 2041: 2039: 2037: 2035: 2033: 624:because bullets don't work on the undead." 413:and ghosts, with certain levels containing 331:(2004), as well as a reboot of the series, 5568:Video games developed in the United States 5151: 5137: 5033: 5019: 4491:Academy of Interactive Arts & Sciences 4417: 4360: 4354: 4284: 4282: 4280: 4278: 4237: 4235: 4233: 4231: 4229: 4227: 4225: 4000: 3760: 3169: 3167: 2235: 2233: 2231: 2229: 2114: 2031: 2029: 2027: 2025: 2023: 2021: 2019: 2017: 2015: 2013: 1978: 801:, "at best, minimal". Levine too had left 32: 5193:Ultima Underworld II: Labyrinth of Worlds 5158: 4897: 4518: 4437: 4188: 4147: 3830: 2531: 2331: 2329: 2302: 2151: 2149: 2147: 2145: 2143: 2141: 2139: 1780:'s hall of fame. Sid Shuman, writing for 1625:3rd Annual Interactive Achievement Awards 309:and helped popularize the stealth genre. 4579:"Valve Software interview: Marc Laidlaw" 4199: 4042: 4011:"Thief: The Dark Project for PC Reviews" 3970:Sones, Benjamin E. (November 24, 1999). 3923: 3718: 3716: 3714: 3712: 3710: 3683:"Warren Spector of Ion Storm (Part One)" 3672: 3619: 3529:BioShock Infinite interview - Ken Levine 2518: 2471: 2239: 1949: 1947: 1878:, in October 2013 it was released as an 1715:his favorite game, an opinion shared by 1069:. The object system worked so well that 718:and its Stargate Engine was uploaded to 662:as Mordred's "sort of good" advisor and 348: 4841: 4631: 4549:"The 10 most important modern shooters" 4546: 4395: 4389: 4309: 4275: 4241: 4222: 4105:"Thief: The Dark Project Review for PC" 3863: 3652:, Rock, Paper, Shotgun, May 17th, 2013. 3605: 3603: 3601: 3582: 3580: 3542:Things You Didn't Know About Ken Levine 3306:Get out of Constantine's mansion alive. 3164: 2424:"Hall of Fame: Thief: The Dark Project" 2421: 2382:: The quietly brilliant 3D action game" 2371: 2369: 2367: 2365: 2226: 2155: 2117:"Beyond Pacing: Games Aren't Hollywood" 2059: 2010: 1633:Outstanding Achievement in Sound Design 1518:quite an immersive gaming experience". 979:Project director Greg LoPiccolo wanted 476:is one of the earliest examples of the 5515: 4789: 4771:from the original on November 16, 2012 4361:Pagliarulo, Emil (December 19, 1998). 4336:Au, Wagner James (February 11, 1999). 4158: 4078: 4076: 4074: 4072: 4070: 3796: 3769: 3554: 3552: 3550: 3494: 2326: 2315: 2265: 2197: 2136: 1953: 1921:"Britain's Biggest Choice of Software" 1915: 1913: 5132: 5014: 4869: 4688: 4521:"The sneaky history of stealth games" 4443: 4331: 4329: 4327: 4325: 4323: 4082: 3969: 3963: 3707: 3644: 3642: 2375: 1944: 1842:was revealed to be in development by 576:. The initial concept was to make an 560:as "a key figure in the creation" of 281:with simulation systems to allow for 5186:Ultima Underworld: The Stygian Abyss 4468: 3662:"An Interview with Warren Spector". 3598: 3577: 3488: 2362: 1997: 1828:, released for both Windows and the 1656:was the first 3D stealth game for a 787:programmers; this team relocated to 4898:Macgregor, Jody (3 December 2023). 4656: 4576: 4479: 4426: 4396:Curtiss, Aaron (January 11, 1999). 4125:Ward, Trent C. (11 December 1998). 4099: 4067: 3547: 1910: 1882:standalone game. In December 2013, 1862:(mods). Standalone fan made remake 1357: 1207: 1169: 1116: 13: 5573:Video games scored by Eric Brosius 4335: 4320: 4089:. No. 176. pp. 138, 139. 4045:"Thief: The Dark Project – Review" 3932: 3803:Au, Wagner James (June 20, 2000). 3802: 3770:Bauman, Steve (January 28, 2000). 3639: 3615:Chapter 26: Interview: Doug Church 3495:Bauman, Steve (January 30, 2000). 2472:Thompson, Michael (May 28, 2008). 2376:Cross, Jason (December 10, 1998). 2156:Olafson, Peter (January 1, 2000). 2115:Wesolowski, Jacek (May 21, 2009). 1868:aims to recreate the "essence" of 1792:wrote in a retrospective review: " 737:s name was tentatively changed to 584:, before eventually evolving into 14: 5604: 5313:Terra Nova: Strike Force Centauri 4927: 4842:Pearson, Craig (9 October 2013). 4659:"The Greatest Games of All Time: 3833:"Thief: The Dark Project preview" 2271: 1954:Dunkin, Alan (December 1, 1998). 1395: 1245: 4998: 4986: 4974: 4891: 4870:Smith, Adam (11 December 2013). 4200:McDonald, T. Liam (April 1999). 3691:. March 31, 2000. Archived from 3544:, GameInformer.com, May 30, 2012 2532:Hindmarch, Will (June 9, 2009). 2335: 1858:has been supported by community 1464:called it "a bloody good game". 1414: 1409: 1404: 1399: 1394: 1376: 1371: 1366: 1361: 1356: 1264: 1259: 1254: 1249: 1244: 1226: 1221: 1216: 1211: 1206: 1188: 1183: 1178: 1173: 1168: 750:and in particular from the 1985 307:greatest video games of all time 4863: 4835: 4809: 4767:. Time Inc. November 15, 2012. 4734: 4715: 4682: 4519:Patterson, Shane (2009-02-03). 4462: 4303: 4118: 3899: 3874: 3738: 3650:Pre-Thief: Dark Camelot Footage 3534: 3521: 3460: 3432: 3399: 3371: 3343: 3311: 3283: 3254: 3225: 3189: 3136: 3104: 3078: 3050: 3022: 2993: 2965: 2932: 2903: 2877: 2821: 2793: 2764: 2735: 2707: 2678: 2650: 2622: 2585: 2556: 2493: 2240:Leonard, Tom (March 7, 2003b). 1929:. December 4, 1998. p. 204 1896:was released. A fan expansion, 1081:for most of their development. 698:to found Looking Glass Studios 670:and help Mordred to break into 631: 5327:British Open Championship Golf 4790:Onyett, Charles (2009-05-11). 4632:Sabbagh, Michel (2017-03-06). 2000:Thief: The Dark Project Manual 814:and problems with complexity. 666:as a lesbian who would betray 537: 468:, a fantastical setting where 1: 4741:Fahey, Mike (28 March 2012). 4607:GameSpot staff (2009-03-27). 4172:. No. 66. Archived from 3881:I. G. N. Staff (1999-10-08). 2060:Leonard, Tom (July 9, 1999). 1903: 1545:. However, Andrew Sanchez of 1109:" video, among other extras. 1003: 865:Commandos: Behind Enemy Lines 725: 4722:Walker, John (17 May 2009). 4242:Presley, Paul (2001-07-13). 3746:"Frequently Asked Questions" 2422:Carlson, Rich (2001-08-01). 1631:was named as a nominee for " 1492:Computer Games Strategy Plus 1350:Computer Games Strategy Plus 1112: 1021:simulating real life physics 824:branching mission structures 654:as a tyrannical villain and 7: 5563:Looking Glass Studios games 1510:In a retrospective review, 1451:wrote: "If you're tired of 913:was designed to be largely 344: 10: 5609: 4761:"All-TIME 100 Video Games" 3611:Design Theory and Practice 1084: 608:, "The first proposal was 542: 432: 292:Tom Clancy's Splinter Cell 5558:Single-player video games 5456: 5380: 5351: 5300: 5293: 5259: 5230: 5202: 5175: 5166: 5098: 5050: 5040: 4127:"Thief: The Dark Project" 3497:"The Tracks of His Games" 1761:Tenchu: Stealth Assassins 1699:, writer and designer on 1648: 1154: 1151: 1129: 1126: 888: 650:as a misunderstood hero, 496:The game's prologue sees 231: 219: 190: 178: 166: 154: 142: 116: 106: 96: 86: 74: 64: 52: 40: 31: 26: 5553:Dark fantasy video games 5306:John Madden Football '93 4577:Yan, John (2003-10-27). 4258:Computer and Video Games 3831:IGN staff (1998-10-07). 3531:, Telegraph, 03 Nov 2011 2953:Letter to Keeper Andrus: 2461:(27): 54–55. March 1997. 1725:, and Michel Sabbagh of 694:, who had recently left 578:action role-playing game 491: 405:The game's NPCs feature 5578:Video games about crime 5548:Eidos Interactive games 5497:OtherSide Entertainment 5243:Thief: The Dark Project 5066:Thief II: The Metal Age 4955:Thief: The Dark Project 4944:Thief: The Dark Project 4661:Thief: The Dark Project 4365:Thief: The Dark Project 4246:Thief: The Dark Project 4204:Thief: The Dark Project 3981:Computer Games Magazine 3777:Computer Games Magazine 3502:Computer Games Magazine 3472:Thief: The Dark Project 3444:Thief: The Dark Project 3411:Thief: The Dark Project 3383:Thief: The Dark Project 3355:Thief: The Dark Project 3323:Thief: The Dark Project 3295:Thief: The Dark Project 3266:Thief: The Dark Project 3237:Thief: The Dark Project 3201:Thief: The Dark Project 3179:Thief: The Dark Project 3148:Thief: The Dark Project 3116:Thief: The Dark Project 3090:Thief: The Dark Project 3062:Thief: The Dark Project 3034:Thief: The Dark Project 3005:Thief: The Dark Project 2977:Thief: The Dark Project 2957:Letter to Keeper Lukas: 2944:Thief: The Dark Project 2915:Thief: The Dark Project 2889:Thief: The Dark Project 2833:Thief: The Dark Project 2805:Thief: The Dark Project 2776:Thief: The Dark Project 2747:Thief: The Dark Project 2728:Ramirez's "to do" list: 2719:Thief: The Dark Project 2690:Thief: The Dark Project 2662:Thief: The Dark Project 2634:Thief: The Dark Project 2597:Thief: The Dark Project 2568:Thief: The Dark Project 2387:Computer Games Magazine 2380:Thief: The Dark Project 2276:Thief: The Dark Project 2244:Thief: The Dark Project 2064:Thief: The Dark Project 1819:Thief II: The Metal Age 1814:Thief: The Dark Project 1733:Thief: The Dark Project 1629:Thief: The Dark Project 1612:Thief: The Dark Project 1427:Thief: The Dark Project 1106:Thief II: The Metal Age 1011:was developed with the 840:Vampire: The Masquerade 832:Thief: The Dark Project 427: 407:artificial intelligence 322:Thief II: The Metal Age 279:artificial intelligence 277:, and combined complex 248:is a 1998 first-person 245:Thief: The Dark Project 27:Thief: The Dark Project 5543:Action-adventure games 5342:Jane's Attack Squadron 3592:July 27, 2011, at the 2759:should make the point. 2608:That's not for you. / 2205:Thief The Dark Project 1662:sound wave propagation 1638:Age of Empires II 1610:In the United States, 902:specifically designed 610:Better Red Than Undead 598:Better Red Than Undead 359: 5538:Steampunk video games 5360:Command & Conquer 5160:Looking Glass Studios 4444:Staff (April 2000). " 4299:(52): 93. April 1999. 4214:: 114. Archived from 4086:Computer Gaming World 3835:. IGN. Archived from 3668:(27): 56. March 1997. 3468:Looking Glass Studios 3440:Looking Glass Studios 3407:Looking Glass Studios 3379:Looking Glass Studios 3351:Looking Glass Studios 3319:Looking Glass Studios 3291:Looking Glass Studios 3262:Looking Glass Studios 3233:Looking Glass Studios 3197:Looking Glass Studios 3175:Looking Glass Studios 3144:Looking Glass Studios 3112:Looking Glass Studios 3086:Looking Glass Studios 3058:Looking Glass Studios 3030:Looking Glass Studios 3001:Looking Glass Studios 2973:Looking Glass Studios 2940:Looking Glass Studios 2911:Looking Glass Studios 2885:Looking Glass Studios 2829:Looking Glass Studios 2801:Looking Glass Studios 2772:Looking Glass Studios 2756:Assassins Objectives: 2743:Looking Glass Studios 2715:Looking Glass Studios 2686:Looking Glass Studios 2658:Looking Glass Studios 2630:Looking Glass Studios 2593:Looking Glass Studios 2564:Looking Glass Studios 1998:Hart, Dorian (1998). 1825:Thief: Deadly Shadows 1448:Computer Gaming World 1200:Computer Gaming World 752:simulation video game 461:City of Lost Children 450:Industrial Revolution 387:non-player characters 352: 328:Thief: Deadly Shadows 257:Looking Glass Studios 47:Looking Glass Studios 5367:Destruction Derby 64 5284:Flight Unlimited III 4877:Rock, Paper, Shotgun 4849:Rock, Paper, Shotgun 4371:The Adrenaline Vault 4055:on November 15, 2014 3951:on February 10, 2010 3734:on November 8, 2014. 3509:on September 8, 2003 2455:"The Dark Project". 2290:on November 15, 2014 1956:"Thief on the Loose" 1471:wrote: "The freedom 1445:. Lance A. Larka of 899:first-person shooter 287:first-person shooter 5533:Stealth video games 5277:Flight Unlimited II 4993:Speculative fiction 4703:on October 30, 2012 4497:on October 11, 2000 4313:The Washington Post 3750:Thief-thecircle.com 3728:Thief-thecircle.com 2350:on November 9, 2004 1832:, was developed by 1754:argued that, while 1575:sort of thing that 1565:collision detection 1432:The Washington Post 1148: 1123: 1033:lighting techniques 594:Dark Elves Must Die 391:difficulty settings 365:takes place from a 5583:Windows-only games 5487:Night Dive Studios 5080:Robbing the Cradle 4338:"To catch a Thief" 3988:on August 27, 2002 3907:"Thief Gold Movie" 3784:on August 27, 2002 3756:on March 11, 2012. 3304:Escape! Objective: 2848:Old associates. / 2394:on August 27, 2002 1727:Bethesda Softworks 1146: 1121: 638:The next concept, 567:Castle Wolfenstein 360: 5510: 5509: 5376: 5375: 5352:Nintendo 64 ports 5177:Ultima Underworld 5126: 5125: 4823:. 13 October 2011 4559:on April 30, 2007 4430:New Straits Times 4403:Los Angeles Times 4218:on March 7, 2000. 4162:(February 1999). 3839:on April 21, 2002 3476:Eidos Interactive 3448:Eidos Interactive 3415:Eidos Interactive 3387:Eidos Interactive 3359:Eidos Interactive 3327:Eidos Interactive 3299:Eidos Interactive 3275:Trickster's Note: 3270:Eidos Interactive 3246:Trickster's Note: 3241:Eidos Interactive 3205:Eidos Interactive 3183:Eidos Interactive 3152:Eidos Interactive 3120:Eidos Interactive 3094:Eidos Interactive 3066:Eidos Interactive 3038:Eidos Interactive 3009:Eidos Interactive 2981:Eidos Interactive 2948:Eidos Interactive 2919:Eidos Interactive 2893:Eidos Interactive 2837:Eidos Interactive 2809:Eidos Interactive 2780:Eidos Interactive 2751:Eidos Interactive 2723:Eidos Interactive 2694:Eidos Interactive 2666:Eidos Interactive 2638:Eidos Interactive 2601:Eidos Interactive 2572:Eidos Interactive 2505:Escapist Magazine 2004:Eidos Interactive 1658:personal computer 1498:New Straits Times 1478:Los Angeles Times 1467:Kieron Gillen of 1423: 1422: 1144: 1143: 1029:texture filtering 991:. Audio designer 853:Eidos Interactive 851:demos; publisher 836:role-playing game 748:submarine warfare 590:School of Wizards 383:emergent gameplay 369:perspective in a 283:emergent gameplay 261:Eidos Interactive 259:and published by 241: 240: 185:Microsoft Windows 59:Eidos Interactive 5600: 5528:1998 video games 5482:Irrational Games 5457:Related articles 5298: 5297: 5270:Flight Unlimited 5261:Flight Unlimited 5153: 5146: 5139: 5130: 5129: 5059:The Dark Project 5035: 5028: 5021: 5012: 5011: 5003: 5002: 5001: 4991: 4990: 4979: 4978: 4970: 4939: 4938: 4936:Official website 4921: 4920: 4918: 4916: 4895: 4889: 4888: 4886: 4884: 4867: 4861: 4860: 4858: 4856: 4839: 4833: 4832: 4830: 4828: 4813: 4807: 4806: 4804: 4803: 4787: 4781: 4780: 4778: 4776: 4757: 4751: 4750: 4738: 4732: 4731: 4719: 4713: 4712: 4710: 4708: 4699:. Archived from 4686: 4680: 4679: 4677: 4675: 4654: 4648: 4647: 4645: 4644: 4629: 4623: 4622: 4620: 4619: 4604: 4598: 4597: 4595: 4594: 4585:. Archived from 4574: 4568: 4567: 4565: 4564: 4555:. Archived from 4544: 4535: 4534: 4532: 4531: 4516: 4507: 4506: 4504: 4502: 4493:. Archived from 4483: 4477: 4476: 4472:The Boston Globe 4466: 4460: 4459: 4441: 4435: 4434: 4424: 4415: 4414: 4412: 4410: 4393: 4387: 4386: 4384: 4382: 4373:. Archived from 4358: 4352: 4351: 4349: 4348: 4333: 4318: 4317: 4307: 4301: 4300: 4286: 4273: 4272: 4270: 4269: 4260:. Archived from 4239: 4220: 4219: 4197: 4186: 4185: 4183: 4181: 4176:on June 21, 2002 4156: 4145: 4144: 4139: 4137: 4122: 4116: 4115: 4113: 4112: 4097: 4091: 4090: 4080: 4065: 4064: 4062: 4060: 4051:. Archived from 4040: 4031: 4030: 4028: 4027: 4007: 3998: 3997: 3995: 3993: 3984:. Archived from 3967: 3961: 3960: 3958: 3956: 3947:. Archived from 3930: 3921: 3920: 3918: 3917: 3903: 3897: 3896: 3894: 3893: 3878: 3872: 3871: 3861: 3848: 3847: 3845: 3844: 3828: 3822: 3821: 3819: 3817: 3800: 3794: 3793: 3791: 3789: 3780:. Archived from 3767: 3758: 3757: 3752:. Archived from 3742: 3736: 3735: 3730:. Archived from 3720: 3705: 3704: 3702: 3700: 3679: 3670: 3669: 3659: 3653: 3646: 3637: 3626: 3617: 3607: 3596: 3584: 3575: 3574: 3572: 3570: 3556: 3545: 3538: 3532: 3525: 3519: 3518: 3516: 3514: 3505:. Archived from 3492: 3486: 3485: 3464: 3458: 3457: 3436: 3430: 3429: 3403: 3397: 3396: 3375: 3369: 3368: 3347: 3341: 3340: 3315: 3309: 3308: 3287: 3281: 3280: 3258: 3252: 3251: 3229: 3223: 3222: 3193: 3187: 3186: 3171: 3162: 3161: 3140: 3134: 3133: 3108: 3102: 3101: 3082: 3076: 3075: 3054: 3048: 3047: 3026: 3020: 3019: 2997: 2991: 2990: 2969: 2963: 2962: 2936: 2930: 2929: 2907: 2901: 2900: 2881: 2875: 2874: 2825: 2819: 2818: 2797: 2791: 2790: 2768: 2762: 2761: 2739: 2733: 2732: 2711: 2705: 2704: 2682: 2676: 2675: 2654: 2648: 2647: 2626: 2620: 2619: 2589: 2583: 2582: 2560: 2554: 2553: 2551: 2549: 2544:on April 2, 2012 2540:. Archived from 2529: 2516: 2515: 2513: 2512: 2497: 2491: 2490: 2488: 2486: 2469: 2463: 2462: 2452: 2443: 2442: 2440: 2439: 2430:. 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Archived from 1951: 1942: 1941: 1936: 1934: 1926:Evening Standard 1917: 1898:The Black Parade 1784:, asserted that 1756:Metal Gear Solid 1674:Assassin's Creed 1670: 1635:" and tied with 1534: 1419: 1418: 1417: 1413: 1412: 1408: 1407: 1403: 1402: 1398: 1397: 1381: 1380: 1379: 1375: 1374: 1370: 1369: 1365: 1364: 1360: 1359: 1269: 1268: 1267: 1263: 1262: 1258: 1257: 1253: 1252: 1248: 1247: 1231: 1230: 1229: 1225: 1224: 1220: 1219: 1215: 1214: 1210: 1209: 1193: 1192: 1191: 1187: 1186: 1182: 1181: 1177: 1176: 1172: 1171: 1149: 1145: 1124: 1120: 1067:Irrational Games 1015:, a proprietary 989:wave propagation 985: 923: 877:Metal Gear Solid 849:proof-of-concept 828:The Dark Project 807:The Dark Project 803:The Dark Project 766:The Dark Project 739:The Dark Project 736: 708: 644:Arthurian legend 586:The Dark Project 400:heads-up display 375:player character 212:December 4, 1998 211: 203:December 1, 1998 202: 36: 24: 23: 5608: 5607: 5603: 5602: 5601: 5599: 5598: 5597: 5513: 5512: 5511: 5506: 5452: 5433:Seamus Blackley 5398:Emil Pagliarulo 5388:Austin Grossman 5372: 5347: 5289: 5255: 5226: 5198: 5171: 5162: 5157: 5127: 5122: 5094: 5046: 5039: 5009: 4999: 4997: 4985: 4973: 4965: 4934: 4933: 4930: 4925: 4924: 4914: 4912: 4896: 4892: 4882: 4880: 4868: 4864: 4854: 4852: 4840: 4836: 4826: 4824: 4815: 4814: 4810: 4801: 4799: 4788: 4784: 4774: 4772: 4759: 4758: 4754: 4739: 4735: 4720: 4716: 4706: 4704: 4687: 4683: 4673: 4671: 4657:Kasavin, Greg. 4655: 4651: 4642: 4640: 4630: 4626: 4617: 4615: 4605: 4601: 4592: 4590: 4583:gamingnexus.com 4575: 4571: 4562: 4560: 4545: 4538: 4529: 4527: 4517: 4510: 4500: 4498: 4485: 4484: 4480: 4467: 4463: 4442: 4438: 4425: 4418: 4408: 4406: 4394: 4390: 4380: 4378: 4377:on June 7, 2003 4359: 4355: 4346: 4344: 4334: 4321: 4308: 4304: 4296:Next Generation 4288: 4287: 4276: 4267: 4265: 4240: 4223: 4198: 4189: 4179: 4177: 4157: 4148: 4135: 4133: 4123: 4119: 4110: 4108: 4098: 4094: 4081: 4068: 4058: 4056: 4041: 4034: 4025: 4023: 4021:CBS Interactive 4009: 4008: 4001: 3991: 3989: 3968: 3964: 3954: 3952: 3931: 3924: 3915: 3913: 3905: 3904: 3900: 3891: 3889: 3879: 3875: 3862: 3851: 3842: 3840: 3829: 3825: 3815: 3813: 3801: 3797: 3787: 3785: 3768: 3761: 3744: 3743: 3739: 3722: 3721: 3708: 3698: 3696: 3695:on May 25, 2010 3681: 3680: 3673: 3665:Next Generation 3661: 3660: 3656: 3648:Craig Pearson, 3647: 3640: 3627: 3620: 3609:Rouse R. Game, 3608: 3599: 3594:Wayback Machine 3585: 3578: 3568: 3566: 3558: 3557: 3548: 3539: 3535: 3526: 3522: 3512: 3510: 3493: 3489: 3465: 3461: 3437: 3433: 3404: 3400: 3376: 3372: 3348: 3344: 3316: 3312: 3288: 3284: 3259: 3255: 3230: 3226: 3194: 3190: 3172: 3165: 3141: 3137: 3109: 3105: 3083: 3079: 3055: 3051: 3027: 3023: 2998: 2994: 2970: 2966: 2937: 2933: 2908: 2904: 2882: 2878: 2860:this "item"? / 2826: 2822: 2798: 2794: 2769: 2765: 2740: 2736: 2712: 2708: 2683: 2679: 2655: 2651: 2627: 2623: 2590: 2586: 2561: 2557: 2547: 2545: 2530: 2519: 2510: 2508: 2499: 2498: 2494: 2484: 2482: 2470: 2466: 2458:Next Generation 2454: 2453: 2446: 2437: 2435: 2420: 2407: 2397: 2395: 2374: 2363: 2353: 2351: 2334: 2327: 2314: 2303: 2293: 2291: 2270: 2266: 2256: 2254: 2238: 2227: 2217: 2215: 2196: 2183: 2173: 2171: 2154: 2137: 2127: 2125: 2113: 2106: 2096: 2094: 2058: 2011: 1996: 1979: 1969: 1967: 1966:on June 5, 2000 1952: 1945: 1932: 1930: 1919: 1918: 1911: 1906: 1887:high definition 1723:Emil Pagliarulo 1668: 1651: 1600:Next Generation 1532: 1524:virtual reality 1424: 1415: 1410: 1405: 1400: 1388:Next Generation 1377: 1372: 1367: 1362: 1265: 1260: 1255: 1250: 1227: 1222: 1217: 1212: 1189: 1184: 1179: 1174: 1122:Aggregate score 1119: 1115: 1087: 1006: 983: 926:emergent events 921: 891: 822:interface, and 791:, and released 734: 730:In early 1997, 728: 706: 636: 616:game where the 545: 540: 494: 435: 430: 415:survival horror 347: 215: 206: 197: 138: 22: 21:1998 video game 17: 16:1998 video game 12: 11: 5: 5606: 5596: 5595: 5590: 5588:Immersive sims 5585: 5580: 5575: 5570: 5565: 5560: 5555: 5550: 5545: 5540: 5535: 5530: 5525: 5523:Thief (series) 5508: 5507: 5505: 5504: 5499: 5494: 5492:Origin Systems 5489: 5484: 5479: 5474: 5469: 5460: 5458: 5454: 5453: 5451: 5450: 5445: 5443:Warren Spector 5440: 5435: 5430: 5425: 5420: 5415: 5410: 5405: 5400: 5395: 5390: 5384: 5382: 5378: 5377: 5374: 5373: 5371: 5370: 5363: 5355: 5353: 5349: 5348: 5346: 5345: 5338: 5330: 5323: 5316: 5309: 5301: 5295: 5291: 5290: 5288: 5287: 5280: 5273: 5265: 5263: 5257: 5256: 5254: 5253: 5246: 5238: 5236: 5228: 5227: 5225: 5224: 5223:(co-developed) 5220:System Shock 2 5216: 5208: 5206: 5200: 5199: 5197: 5196: 5189: 5181: 5179: 5173: 5172: 5167: 5164: 5163: 5156: 5155: 5148: 5141: 5133: 5124: 5123: 5121: 5120: 5113: 5108: 5102: 5100: 5096: 5095: 5093: 5092: 5085: 5084: 5083: 5073:Deadly Shadows 5069: 5062: 5054: 5052: 5048: 5047: 5038: 5037: 5030: 5023: 5015: 5008: 5007: 4995: 4983: 4963: 4962: 4951: 4940: 4929: 4928:External links 4926: 4923: 4922: 4890: 4862: 4834: 4821:thedarkmod.com 4808: 4782: 4752: 4733: 4714: 4681: 4649: 4624: 4599: 4569: 4536: 4508: 4478: 4461: 4436: 4416: 4388: 4353: 4319: 4316:. p. N62. 4302: 4274: 4221: 4187: 4160:Gillen, Kieron 4146: 4117: 4092: 4066: 4043:Suciu, Peter. 4032: 3999: 3962: 3922: 3898: 3873: 3849: 3823: 3795: 3759: 3737: 3706: 3671: 3654: 3638: 3628:The Making of 3618: 3597: 3576: 3546: 3533: 3520: 3487: 3459: 3431: 3398: 3370: 3342: 3310: 3282: 3253: 3224: 3188: 3163: 3135: 3103: 3077: 3049: 3021: 2992: 2964: 2931: 2902: 2876: 2868:Appearance. / 2820: 2792: 2763: 2734: 2706: 2677: 2649: 2621: 2584: 2555: 2534:"Robbing Gods" 2517: 2492: 2464: 2444: 2405: 2361: 2325: 2322:. No. 88. 2301: 2272:Suciu, Peter. 2264: 2225: 2181: 2135: 2104: 2071:Game Developer 2009: 1977: 1943: 1908: 1907: 1905: 1902: 1844:Eidos MontrĂ©al 1721:lead designer 1650: 1647: 1561:Unreal Engines 1421: 1420: 1391: 1383: 1382: 1353: 1345: 1344: 1341: 1333: 1332: 1329: 1320: 1319: 1316: 1307: 1306: 1303: 1295: 1294: 1291: 1283: 1282: 1279: 1271: 1270: 1241: 1233: 1232: 1203: 1195: 1194: 1165: 1157: 1156: 1153: 1142: 1141: 1138: 1132: 1131: 1128: 1117: 1114: 1111: 1086: 1083: 1077:used the same 1075:System Shock 2 1062:System Shock 2 1037:Motion capture 1025:alpha blending 1005: 1002: 893:The design of 890: 887: 756:Silent Service 727: 724: 696:Origin Systems 692:Warren Spector 674:and steal the 635: 630: 554:, credited by 544: 541: 539: 536: 507:protection fee 493: 490: 434: 431: 429: 426: 346: 343: 275:game mechanics 239: 238: 233: 229: 228: 223: 217: 216: 214: 213: 204: 194: 192: 188: 187: 182: 176: 175: 170: 164: 163: 156: 152: 151: 146: 140: 139: 137: 136: 131: 128: 122: 120: 114: 113: 110: 104: 103: 100: 94: 93: 90: 84: 83: 78: 72: 71: 70:Greg LoPiccolo 68: 62: 61: 56: 50: 49: 44: 38: 37: 29: 28: 20: 15: 9: 6: 4: 3: 2: 5605: 5594: 5593:Windows games 5591: 5589: 5586: 5584: 5581: 5579: 5576: 5574: 5571: 5569: 5566: 5564: 5561: 5559: 5556: 5554: 5551: 5549: 5546: 5544: 5541: 5539: 5536: 5534: 5531: 5529: 5526: 5524: 5521: 5520: 5518: 5503: 5500: 5498: 5495: 5493: 5490: 5488: 5485: 5483: 5480: 5478: 5477:Immersive sim 5475: 5473: 5470: 5468: 5466: 5462: 5461: 5459: 5455: 5449: 5446: 5444: 5441: 5439: 5438:Terri Brosius 5436: 5434: 5431: 5429: 5426: 5424: 5421: 5419: 5416: 5414: 5411: 5409: 5406: 5404: 5401: 5399: 5396: 5394: 5391: 5389: 5386: 5385: 5383: 5379: 5369: 5368: 5364: 5362: 5361: 5357: 5356: 5354: 5350: 5344: 5343: 5339: 5336: 5335: 5331: 5329: 5328: 5324: 5322: 5321: 5317: 5315: 5314: 5310: 5308: 5307: 5303: 5302: 5299: 5296: 5292: 5286: 5285: 5281: 5279: 5278: 5274: 5272: 5271: 5267: 5266: 5264: 5262: 5258: 5252: 5251: 5247: 5245: 5244: 5240: 5239: 5237: 5235: 5234: 5229: 5222: 5221: 5217: 5215: 5214: 5210: 5209: 5207: 5205: 5201: 5195: 5194: 5190: 5188: 5187: 5183: 5182: 5180: 5178: 5174: 5170: 5169:List of games 5165: 5161: 5154: 5149: 5147: 5142: 5140: 5135: 5134: 5131: 5119: 5118: 5114: 5112: 5109: 5107: 5104: 5103: 5101: 5097: 5091: 5090: 5086: 5081: 5077: 5076: 5075: 5074: 5070: 5068: 5067: 5063: 5061: 5060: 5056: 5055: 5053: 5049: 5045: 5044: 5036: 5031: 5029: 5024: 5022: 5017: 5016: 5013: 5006: 4996: 4994: 4989: 4984: 4982: 4977: 4972: 4971: 4968: 4961: 4957: 4956: 4952: 4950: 4946: 4945: 4941: 4937: 4932: 4931: 4911: 4907: 4906: 4901: 4894: 4879: 4878: 4873: 4866: 4851: 4850: 4845: 4838: 4822: 4818: 4812: 4797: 4795: 4786: 4770: 4766: 4762: 4756: 4748: 4744: 4737: 4729: 4725: 4718: 4702: 4698: 4697: 4692: 4685: 4670: 4669: 4664: 4662: 4653: 4639: 4635: 4628: 4614: 4610: 4603: 4589:on 2007-09-30 4588: 4584: 4580: 4573: 4558: 4554: 4550: 4547:Shuman, Sid. 4543: 4541: 4526: 4522: 4515: 4513: 4496: 4492: 4488: 4482: 4475:. p. C3. 4474: 4473: 4465: 4457: 4453: 4452: 4447: 4440: 4432: 4431: 4423: 4421: 4405: 4404: 4399: 4392: 4376: 4372: 4368: 4366: 4357: 4343: 4339: 4332: 4330: 4328: 4326: 4324: 4315: 4314: 4306: 4298: 4297: 4292: 4285: 4283: 4281: 4279: 4264:on 2007-10-16 4263: 4259: 4255: 4254: 4249: 4247: 4238: 4236: 4234: 4232: 4230: 4228: 4226: 4217: 4213: 4212: 4207: 4205: 4196: 4194: 4192: 4175: 4171: 4170: 4165: 4161: 4155: 4153: 4151: 4143: 4132: 4128: 4121: 4106: 4102: 4101:Kasavin, Greg 4096: 4088: 4087: 4079: 4077: 4075: 4073: 4071: 4054: 4050: 4046: 4039: 4037: 4022: 4018: 4017: 4012: 4006: 4004: 3987: 3983: 3982: 3977: 3975: 3966: 3950: 3946: 3945: 3940: 3938: 3933:Nguyen, Cal. 3929: 3927: 3912: 3908: 3902: 3888: 3884: 3883:"News Briefs" 3877: 3869: 3868: 3860: 3858: 3856: 3854: 3838: 3834: 3827: 3812: 3811: 3806: 3799: 3783: 3779: 3778: 3773: 3772:"Doug Church" 3766: 3764: 3755: 3751: 3747: 3741: 3733: 3729: 3725: 3719: 3717: 3715: 3713: 3711: 3694: 3690: 3689: 3684: 3678: 3676: 3667: 3666: 3658: 3651: 3645: 3643: 3635: 3631: 3625: 3623: 3616: 3612: 3606: 3604: 3602: 3595: 3591: 3588: 3583: 3581: 3565: 3561: 3555: 3553: 3551: 3543: 3540:Dan Ryckert, 3537: 3530: 3527:Lewis Denby, 3524: 3508: 3504: 3503: 3498: 3491: 3484: 3482: 3477: 3473: 3469: 3463: 3456: 3454: 3449: 3445: 3441: 3435: 3428: 3425: 3421: 3416: 3412: 3408: 3402: 3395: 3393: 3388: 3384: 3380: 3374: 3367: 3365: 3360: 3356: 3352: 3346: 3339: 3337: 3333: 3328: 3324: 3320: 3314: 3307: 3305: 3300: 3296: 3292: 3286: 3279: 3276: 3271: 3267: 3263: 3257: 3250: 3247: 3242: 3238: 3234: 3228: 3221: 3219: 3216:They come. / 3215: 3211: 3206: 3202: 3198: 3192: 3184: 3180: 3176: 3170: 3168: 3160: 3158: 3153: 3149: 3145: 3139: 3132: 3130: 3126: 3121: 3117: 3113: 3107: 3100: 3095: 3091: 3087: 3081: 3074: 3072: 3067: 3063: 3059: 3053: 3046: 3044: 3039: 3035: 3031: 3025: 3018: 3015: 3010: 3006: 3002: 2996: 2989: 2987: 2982: 2978: 2974: 2968: 2961: 2958: 2954: 2949: 2945: 2941: 2935: 2928: 2925: 2920: 2916: 2912: 2906: 2899: 2894: 2890: 2886: 2880: 2873: 2871: 2867: 2863: 2859: 2856:What exactly 2855: 2851: 2847: 2843: 2838: 2834: 2830: 2824: 2817: 2815: 2810: 2806: 2802: 2796: 2789: 2786: 2781: 2777: 2773: 2767: 2760: 2757: 2752: 2748: 2744: 2738: 2731: 2729: 2724: 2720: 2716: 2710: 2703: 2700: 2695: 2691: 2687: 2681: 2674: 2672: 2667: 2663: 2659: 2653: 2646: 2644: 2639: 2635: 2631: 2625: 2618: 2615: 2611: 2607: 2602: 2598: 2594: 2588: 2581: 2578: 2573: 2569: 2565: 2559: 2543: 2539: 2535: 2528: 2526: 2524: 2522: 2506: 2502: 2496: 2481: 2480: 2475: 2468: 2460: 2459: 2451: 2449: 2434:on 2012-02-05 2433: 2429: 2425: 2418: 2416: 2414: 2412: 2410: 2393: 2389: 2388: 2383: 2381: 2372: 2370: 2368: 2366: 2349: 2345: 2344: 2339: 2336:Todd, Brett. 2332: 2330: 2321: 2320: 2312: 2310: 2308: 2306: 2289: 2285: 2284: 2279: 2277: 2268: 2253: 2252: 2247: 2245: 2236: 2234: 2232: 2230: 2214: 2213: 2208: 2206: 2200: 2194: 2192: 2190: 2188: 2186: 2170:on 2010-02-18 2169: 2165: 2164: 2159: 2152: 2150: 2148: 2146: 2144: 2142: 2140: 2124: 2123: 2118: 2111: 2109: 2093: 2089: 2085: 2081: 2077: 2073: 2072: 2067: 2065: 2062:"Postmortem: 2056: 2054: 2052: 2050: 2048: 2046: 2044: 2042: 2040: 2038: 2036: 2034: 2032: 2030: 2028: 2026: 2024: 2022: 2020: 2018: 2016: 2014: 2005: 2001: 1994: 1992: 1990: 1988: 1986: 1984: 1982: 1970:September 20, 1965: 1961: 1957: 1950: 1948: 1940: 1928: 1927: 1922: 1916: 1914: 1909: 1901: 1899: 1895: 1894:Thief Gold HD 1891: 1888: 1885: 1881: 1877: 1876: 1871: 1867: 1866: 1861: 1860:modifications 1857: 1853: 1849: 1848:PlayStation 3 1846:for Windows, 1845: 1841: 1840: 1835: 1831: 1827: 1826: 1821: 1820: 1815: 1811: 1809: 1808: 1803: 1799: 1795: 1791: 1787: 1783: 1779: 1776:was added to 1775: 1771: 1767: 1763: 1762: 1757: 1753: 1749: 1748: 1742: 1738: 1734: 1730: 1728: 1724: 1720: 1719: 1714: 1710: 1706: 1703:, said that " 1702: 1698: 1694: 1693: 1688: 1687: 1686:Splinter Cell 1682: 1681: 1676: 1675: 1667: 1663: 1659: 1655: 1646: 1644: 1641:for winning " 1640: 1639: 1634: 1630: 1626: 1621: 1619: 1618: 1613: 1608: 1606: 1602: 1601: 1596: 1595: 1590: 1586: 1585: 1580: 1579: 1574: 1568: 1566: 1562: 1558: 1554: 1550: 1549: 1544: 1543: 1538: 1531: 1527: 1525: 1519: 1517: 1513: 1508: 1506: 1505: 1500: 1499: 1494: 1493: 1488: 1484: 1480: 1479: 1474: 1470: 1465: 1463: 1462: 1456: 1455: 1450: 1449: 1444: 1440: 1439: 1434: 1433: 1428: 1392: 1390: 1389: 1385: 1384: 1354: 1352: 1351: 1347: 1346: 1342: 1340: 1339: 1335: 1334: 1330: 1328: 1326: 1322: 1321: 1317: 1315: 1313: 1309: 1308: 1304: 1302: 1301: 1297: 1296: 1292: 1290: 1289: 1285: 1284: 1280: 1278: 1277: 1273: 1272: 1242: 1240: 1239: 1235: 1234: 1204: 1202: 1201: 1197: 1196: 1166: 1164: 1163: 1159: 1158: 1150: 1147:Review scores 1139: 1137: 1134: 1133: 1125: 1110: 1108: 1107: 1103: 1099: 1095: 1091: 1082: 1080: 1076: 1072: 1068: 1064: 1063: 1058: 1054: 1050: 1044: 1042: 1038: 1034: 1030: 1026: 1022: 1018: 1014: 1010: 1001: 999: 994: 990: 982: 977: 975: 974:Terri Brosius 971: 970: 969:GoldenEye 007 964: 962: 961: 956: 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Index

In a dark area, a cloaked man holds a bow and pulls back on a notched, glowing arrow. Above him, the word "THIEF" is jaggedly written. Between the two are smaller, cleaner letters that read "THE DARK PROJECT".
Developer(s)
Looking Glass Studios
Publisher(s)
Eidos Interactive
Director(s)
Producer(s)
Josh Randall
Designer(s)
Programmer(s)
Artist(s)
Writer(s)
Terri Brosius
Ken Levine
Composer(s)
Eric Brosius
Thief
Engine
Dark Engine
Platform(s)
Microsoft Windows
NA
UK
Genre(s)
Stealth
Single-player
stealth
video game
Looking Glass Studios
Eidos Interactive

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