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.
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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.
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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.
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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.
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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
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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
521:, one talisman is in possession of the mages and another was found at an opera house after it was taken from the caves below, while the other two are in the Lost City and the Hammerite Temple as in the original game). Garrett recovers the talismans and returns to the cathedral. After unsealing the cathedral, he learns that its inhabitants had been killed and made
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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
1660:, and its stealth gameplay innovations influenced later games in the genre. The game has been cited as the first to use light and shadow as a stealth mechanic, and the first to use audio cues, such as the ability to eavesdrop on conversations and alert guards with loud footsteps. The game's use of
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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.
1563:". He also praised the game's AI, sound and plot. Larka disliked the game's extremely dark areas, which required him to "max out the gamma correction and set monitor to its brightest setting just to see the barest details" but called the graphics "seamless". Some reviews complained about
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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."
304:
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.
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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
917:; events, instead of being pre-defined by designers, occur naturally. The intent was to further increase the amount of "player interaction and improvisation" over their previous games. According to Leonard,
826:. Leonard said they "focused in on creating a single-player, linear, mission-based game centered exclusively around stealth". He believed that the removal of multiplayer support and the game's renaming—from
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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".
509:, he is targeted for assassination by the crime lord Ramirez. Garrett evades the assassins, and robs Ramirez's mansion in retaliation. Following this, he is approached by a woman named
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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
526:
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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1096:, was released by Looking Glass and Eidos on November 2, 1999. It features three new missions, and improvements to the original 12. Its disc also contains a
1019:. It was written during the game's development, rather than as a separately budgeted project, which led to time constraint issues. An emphasis was placed on
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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.
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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
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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"
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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
1489:"a challenging, riveting game that defies easy categorization" and praised the game for its focus on the player's cunning. Jason Cross of
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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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932:, often utilize "look and listen" AI systems, wherein NPCs become aggressive when the player is seen or heard. He explained that the
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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
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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".
464:. There's some electricity, some magic, and some 19th century machinery kind of stuff." The setting has been described as
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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,
500:, the protagonist, describing his youth as a homeless orphan on the City's streets. He is caught while attempting to
285:. The game is notable for its use of first-person perspective for non-confrontational gameplay, which challenged the
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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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5088:
3980:
3776:
3501:
2702:
interested. Maybe they'll get the idea and give up. More likely they'll just ramp up the threats.
2386:
1963:
1838:
1818:
1804:"the best stealth game I've ever played", superior to modern games in the genre. That same year,
1491:
1349:
1105:
839:
683:
531:
406:
333:
321:
278:
928:
required a sophisticated AI system. Leonard later demonstrated that first-person shooters, like
5592:
4126:
3159:
Bow to the Woodsie Lord, and offer up your flesh eye so that his eye of stone may see, manfool.
1879:
870:
760:
440:
takes place in a metropolis called "the City", which has been noted to contain elements of the
341:
was one of two games in the series that Looking Glass worked on before it was forced to close.
4700:
3334:
Those crazy Hammers. You know, it wouldn't hurt to have a few dozen heavily-armed fanatics on
1551:
praised the game's graphics and noted that the Dark Engine went "feature-for-feature with the
5159:
5072:
5018:
4085:
3781:
3506:
3467:
3439:
3406:
3378:
3350:
3318:
3290:
3261:
3232:
3196:
3174:
3143:
3111:
3085:
3057:
3029:
3000:
2972:
2939:
2910:
2884:
2828:
2800:
2771:
2742:
2714:
2685:
2657:
2629:
2592:
2563:
1824:
1583:
1447:
1199:
976:
said: "We took pains to make sure all the missions could be won without killing any humans".
751:
449:
327:
256:
97:
46:
2673:
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
5486:
5079:
5004:
1859:
1726:
1679:
1052:
823:
566:
454:
410:
399:
355:
297:
179:
4494:
4142:
Looking Glass does it again with this amazingly fresh take on the first-person shooter
3422:
What do you want from me? You come to congratulate me? Welcome me back to the fold? /
5463:
4959:
4429:
4402:
3475:
3447:
3414:
3386:
3358:
3326:
3298:
3269:
3240:
3204:
3182:
3151:
3119:
3093:
3065:
3037:
3008:
2980:
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Talismans with great care, as their discovery could lead to another such catastrophe.
2947:
2918:
2892:
2836:
2808:
2779:
2750:
2722:
2693:
2665:
2637:
2600:
2571:
2087:
2079:
2003:
1657:
1637:
1497:
1495:
noted that "It's quite amazing how much fun it can be to avoid action". Chan Chun of
1477:
1028:
925:
914:
852:
835:
747:
620:
is overrun with zombies and you have to go hack them to pieces as the loner from the
506:
382:
282:
260:
184:
117:
107:
58:
4791:
2431:
2167:
1843:
5481:
5269:
4471:
3753:
1925:
1661:
1597:
territory, and then quite pull it off". Larka found certain levels too difficult.
1591:
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
1066:
1039:
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
699:
659:
550:
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.
2478:
1864:
1751:
1696:
1616:
1588:
1556:
1535:
s graphics received a mixed reaction, with several negative comparisons to
1020:
992:
711:
617:
605:
469:
445:
263:. Set in a fantasy metropolis called the City, players take on the role of
249:
225:
148:
5471:
5392:
5333:
5110:
4450:
4168:
2318:
1593:
1587:
and a million others gave us" and that "it amounts to an erosion of the
1056:
1016:
1012:
959:
818:
784:
679:
651:
625:
441:
172:
167:
5128:
4953:
4427:
Yew, Chan Chun (February 8, 1999). "Playing thief in the Dark Project".
5407:
4909:
4524:
4015:
3866:
1547:
1299:
1135:
1078:
1059:
and sounds. An unfinished build of the Dark Engine was used to develop
844:
675:
252:
4948:
4637:
3809:
3687:
3127:
It's a rock. It's what you asked for. Am I gonna get paid or not? /
2250:
2211:
2121:
2075:
1833:
1789:
1717:
1442:
1101:
997:
788:
769:
663:
601:
477:
465:
4743:"Best Game Ever: Thief: The Dark Project is the Only Way to Stealth"
1607:
is "still a fun game to play" and "a worthy addition to the genre".
5447:
5249:
5065:
4904:
4667:
4612:
4210:
3864:
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
2417:
2415:
2413:
2411:
2409:
4650:
2864:
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:. Archived from
2419:
2404:
2403:
2401:
2399:
2390:. Archived from
2373:
2360:
2359:
2357:
2355:
2346:. Archived from
2333:
2324:
2323:
2313:
2300:
2299:
2297:
2295:
2286:. Archived from
2269:
2263:
2262:
2260:
2258:
2237:
2224:
2223:
2221:
2219:
2203:"Retrospective:
2201:(May 17, 2009).
2195:
2180:
2179:
2177:
2175:
2166:. Archived from
2153:
2134:
2133:
2131:
2129:
2112:
2103:
2102:
2100:
2098:
2057:
2008:
2007:
1995:
1976:
1975:
1973:
1971:
1962:. 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 Montréal
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:
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156:
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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:
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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:
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5357:
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5350:
5344:
5343:
5339:
5336:
5335:
5331:
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5328:
5324:
5322:
5321:
5317:
5315:
5314:
5310:
5308:
5307:
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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:
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1574:
1568:
1566:
1562:
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1544:
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1527:
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1519:
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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:
955:Kieron Gillen
951:
946:
942:
937:
935:
931:
927:
920:
916:
912:
908:
905:
900:
896:
886:
884:
879:
878:
873:
872:
867:
866:
861:
856:
854:
850:
846:
842:
841:
837:
833:
829:
825:
820:
815:
813:
812:software bugs
808:
804:
800:
796:
795:
790:
786:
781:
779:
775:
771:
767:
762:
758:
757:
753:
749:
744:
740:
733:
723:
721:
717:
713:
705:
701:
697:
693:
689:
685:
681:
677:
673:
669:
665:
661:
660:Morgan le Fay
657:
653:
649:
645:
641:
634:
629:
627:
623:
619:
615:
611:
607:
603:
599:
595:
591:
587:
583:
579:
575:
574:
569:
568:
563:
559:
558:
557:The Telegraph
553:
549:
535:
533:
527:
524:
520:
514:
512:
508:
503:
499:
489:
485:
483:
479:
475:
471:
467:
463:
462:
457:
456:
451:
447:
443:
439:
425:
423:
418:
416:
412:
408:
403:
401:
395:
392:
388:
384:
380:
376:
372:
368:
364:
357:
351:
342:
340:
336:
335:
330:
329:
324:
323:
318:
317:
312:
308:
302:
300:
299:
294:
293:
288:
284:
280:
276:
272:
268:
266:
262:
258:
255:developed by
254:
251:
247:
246:
237:
236:Single-player
234:
230:
227:
224:
222:
218:
209:
205:
200:
196:
195:
193:
189:
186:
183:
181:
177:
174:
171:
169:
165:
162:
161:
157:
153:
150:
147:
145:
141:
135:
132:
130:Laura Baldwin
129:
127:
126:Terri Brosius
124:
123:
121:
119:
115:
111:
109:
105:
101:
99:
98:Programmer(s)
95:
92:Tim Stellmach
91:
89:
85:
82:
79:
77:
73:
69:
67:
63:
60:
57:
55:
51:
48:
45:
43:
39:
35:
30:
25:
19:
5464:
5448:Josh Randall
5423:Paul Neurath
5418:Marc LeBlanc
5403:Eric Brosius
5365:
5359:
5340:
5332:
5325:
5318:
5311:
5304:
5282:
5275:
5268:
5260:
5248:
5242:
5241:
5231:
5218:
5213:System Shock
5211:
5204:System Shock
5203:
5191:
5184:
5176:
5117:The Dark Mod
5115:
5087:
5071:
5064:
5058:
5057:
5041:
4954:
4943:
4913:. Retrieved
4903:
4893:
4881:. Retrieved
4875:
4865:
4853:. Retrieved
4847:
4837:
4825:. Retrieved
4820:
4811:
4800:. Retrieved
4793:
4785:
4775:November 15,
4773:. Retrieved
4764:
4755:
4746:
4736:
4727:
4717:
4705:. Retrieved
4701:the original
4694:
4684:
4672:. Retrieved
4666:
4660:
4652:
4641:. Retrieved
4627:
4616:. Retrieved
4602:
4591:. Retrieved
4587:the original
4582:
4572:
4561:. Retrieved
4557:the original
4528:. Retrieved
4499:. Retrieved
4495:the original
4490:
4481:
4470:
4464:
4455:
4449:
4445:
4439:
4428:
4407:. Retrieved
4401:
4391:
4379:. Retrieved
4375:the original
4370:
4364:
4356:
4345:. Retrieved
4341:
4311:
4305:
4294:
4290:
4266:. Retrieved
4262:the original
4251:
4245:
4244:"PC Review:
4216:the original
4209:
4203:
4178:. Retrieved
4174:the original
4167:
4141:
4134:. Retrieved
4130:
4120:
4109:. Retrieved
4095:
4084:
4057:. Retrieved
4053:the original
4024:. Retrieved
4014:
3990:. Retrieved
3986:the original
3979:
3973:
3965:
3953:. Retrieved
3949:the original
3942:
3936:
3914:. Retrieved
3910:
3901:
3890:. Retrieved
3886:
3876:
3865:
3841:. Retrieved
3837:the original
3826:
3814:. Retrieved
3808:
3798:
3786:. Retrieved
3782:the original
3775:
3754:the original
3749:
3740:
3732:the original
3727:
3697:. Retrieved
3693:the original
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2507:. 2020-10-15
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2479:Ars Technica
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1964:the original
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1865:The Dark Mod
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743:Dark Camelot
742:
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732:Dark Camelot
731:
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716:Dark Camelot
715:
704:Dark Camelot
703:
684:role-playing
640:Dark Camelot
639:
637:
633:Dark Camelot
632:
618:Soviet Union
609:
606:Marc LeBlanc
597:
593:
589:
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582:Dark Camelot
581:
571:
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561:
555:
547:
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470:steam engine
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446:dark fantasy
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367:first-person
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325:(2000), and
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244:
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242:
158:
149:Eric Brosius
112:Mark Lizotte
81:Josh Randall
54:Publisher(s)
42:Developer(s)
18:
5472:Dark Engine
5428:Randy Smith
5393:Doug Church
5337:(cancelled)
5334:Mini Racers
5294:Other games
5111:Dark Engine
5005:Video games
4883:26 December
4855:26 December
4827:26 December
4707:October 19,
4689:IGN staff.
4674:October 22,
4451:PC Gamer US
4169:PC Gamer UK
3805:"Game over"
3513:November 2,
2319:PC Gamer UK
1880:open-source
1594:Tomb Raider
1483:PC Gamer US
1469:PC Gamer UK
1152:Publication
1017:game engine
1013:Dark Engine
960:PC Gamer UK
941:Randy Smith
819:pathfinding
785:game engine
761:Multiplayer
652:King Arthur
626:Doug Church
588:, included
538:Development
484:s setting.
442:Middle Ages
180:Platform(s)
173:Dark Engine
144:Composer(s)
102:Tom Leonard
88:Designer(s)
76:Producer(s)
66:Director(s)
5517:Categories
5413:Ken Levine
5408:Ned Lerner
4915:3 December
4910:Future plc
4802:2009-08-19
4796:confirmed"
4643:2017-11-22
4618:2009-08-19
4593:2009-08-19
4563:2009-08-19
4530:2009-08-19
4525:GamesRadar
4501:11 January
4347:2006-08-16
4268:2006-11-18
4111:2016-02-24
4107:. Gamespot
4026:2009-07-24
4016:Metacritic
3992:August 22,
3974:Thief Gold
3955:August 30,
3937:Thief Gold
3916:2024-01-04
3892:2024-01-04
3867:Maximum PC
3843:2009-07-29
3699:August 17,
3634:Thief Gold
3129:Trickster:
2927:Talismans.
2511:2020-10-16
2438:2009-08-19
2354:August 13,
2294:August 12,
1904:References
1548:Maximum PC
1300:Maximum PC
1136:Metacritic
1127:Aggregator
1094:Thief Gold
1079:executable
1004:Technology
943:said: "In
915:unscripted
845:Spider-Man
772:level and
726:Production
690:elements.
676:Holy Grail
646:—featured
552:Ken Levine
519:Thief Gold
502:pickpocket
417:elements.
316:Thief Gold
253:video game
134:Ken Levine
4949:MobyGames
4728:Eurogamer
4638:Gamasutra
4409:August 2,
4381:August 5,
4180:August 2,
4164:"Roguish"
3816:August 2,
3810:Salon.com
3788:August 2,
3688:Eurogamer
3157:Viktoria:
2866:Viktoria:
2846:Viktoria:
2814:Viktoria:
2398:August 5,
2251:Gamasutra
2212:Eurogamer
2122:Gamasutra
2097:April 13,
2084:1073-922X
2076:Gamasutra
1834:Ion Storm
1790:Eurogamer
1718:Fallout 3
1701:Half-Life
1537:Half-Life
1443:Salon.com
1118:Reception
1113:Reception
1102:making of
998:backstory
939:Designer
930:Half-Life
883:went gold
871:Half-Life
789:Ion Storm
722:in 2013.
702:, became
688:adventure
664:Guinevere
612:, a '50s
602:communist
532:metal age
478:New Weird
466:steampunk
422:blackjack
356:blackjack
118:Writer(s)
108:Artist(s)
5465:BioShock
5250:Thief II
4905:PC Gamer
4769:Archived
4668:GameSpot
4613:GameSpot
4458:(4): 33.
4446:PC Gamer
4211:PC Gamer
3911:GameSpot
3870:(7): 79.
3630:Thief II
3613:, 2005.
3590:Archived
3470:(1998).
3453:Garrett:
3442:(1998).
3420:Garrett:
3409:(1998).
3392:Garrett:
3381:(1998).
3364:Garrett:
3353:(1998).
3332:Garrett:
3321:(1998).
3293:(1998).
3264:(1998).
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3218:Garrett:
3199:(1998).
3177:(1998).
3146:(1998).
3125:Garrett:
3114:(1998).
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3071:Garrett:
3060:(1998).
3043:Garrett:
3032:(1998).
3014:Garrett:
3003:(1998).
2986:Garrett:
2975:(1998).
2942:(1998).
2924:The Eye:
2913:(1998).
2887:(1998).
2854:Garrett:
2831:(1998).
2803:(1998).
2785:Garrett:
2774:(1998).
2745:(1998).
2717:(1998).
2699:Garrett:
2688:(1998).
2671:Garrett:
2660:(1998).
2643:Garrett:
2632:(1998).
2610:Garrett:
2595:(1998).
2577:Garrett:
2566:(1998).
2548:July 30,
2485:July 30,
2343:GameSpot
2257:July 28,
2218:July 24,
2174:July 24,
2128:July 28,
2092:29558874
1960:GameSpot
1933:June 11,
1884:fan made
1852:Xbox 360
1747:GameSpot
1567:issues.
1553:LithTech
1438:PC Gamer
1325:PC Gamer
1312:PC Gamer
1276:GameSpot
1049:textures
1041:renderer
668:Lancelot
614:Cold War
511:Viktoria
448:and the
385:; while
345:Gameplay
337:(2014).
221:Genre(s)
5320:Voyager
5106:Garrett
5099:Related
4967:Portals
4794:Thief 4
4553:GamePro
4367:review"
4253:PC Zone
4136:29 July
4059:July 3,
4049:AllGame
3944:allgame
3939:Review"
3569:29 July
3564:mit.edu
3481:Keeper:
3424:Keeper:
3214:Keeper:
3210:Keeper:
3017:around.
2898:inside.
2614:Keeper:
2606:Keeper:
2428:GameSpy
2283:Allgame
2278:review"
2163:GamePro
2158:"Thief"
2078:: 1–4.
1890:texture
1800:called
1782:GamePro
1750:editor
1737:GameSpy
1623:At the
1578:Heretic
1512:AllGame
1504:GamePro
1485:called
1461:PC Zone
1338:PC Zone
1238:GamePro
1162:AllGame
1100:and a "
1085:Release
794:Deus Ex
778:E3 1997
774:trailer
720:YouTube
672:Camelot
648:Mordred
543:Origins
498:Garrett
433:Setting
411:zombies
265:Garrett
250:stealth
232:Mode(s)
226:Stealth
191:Release
5502:SHODAN
5467:series
5381:People
4747:Kotaku
2090:
2082:
1875:Doom 3
1798:Kotaku
1692:Tenchu
1689:, and
1680:Hitman
1649:Legacy
1559:, and
1542:Unreal
1441:, and
1343:9.0/10
1293:8.9/10
1281:9.1/10
1140:92/100
1057:models
950:horror
889:Design
700:Austin
680:action
656:Merlin
573:Diablo
523:undead
482:Thief'
458:meets
455:Brazil
444:-like
379:Levels
298:Hitman
168:Engine
155:Series
5233:Thief
5089:Thief
5051:Games
5043:Thief
4981:1990s
4798:. IGN
4433:: 49.
4342:Salon
4291:THIEF
3427:soon.
2580:grab.
1870:Thief
1856:Thief
1839:Thief
1802:Thief
1794:Thief
1786:Thief
1774:Thief
1770:Thief
1766:Thief
1741:Thief
1713:Thief
1709:Thief
1705:Thief
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1666:Thief
1654:Thief
1605:Thief
1584:Hexen
1573:Conan
1557:Quake
1533:'
1530:Thief
1516:Thief
1487:Thief
1473:Thief
1155:Score
1130:Score
1090:Thief
1071:Thief
1009:Thief
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981:Thief
945:Thief
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919:Thief
911:Thief
904:Thief
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860:Thief
799:Thief
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712:Paul
707:'
562:Thief
548:Thief
492:Story
474:Thief
438:Thief
363:Thief
339:Thief
334:Thief
311:Thief
271:Thief
160:Thief
4960:IMDb
4917:2023
4885:2013
4857:2013
4829:2013
4777:2012
4765:Time
4709:2009
4676:2007
4503:2023
4411:2009
4383:2009
4182:2009
4138:2015
4061:2019
3994:2009
3957:2009
3818:2009
3790:2009
3701:2009
3571:2015
3515:2010
2617:way.
2550:2009
2487:2009
2400:2009
2356:2009
2296:2009
2259:2009
2220:2009
2176:2009
2130:2009
2099:2012
2088:OCLC
2080:ISSN
1972:2019
1935:2023
1892:mod
1850:and
1830:Xbox
1807:Time
1764:and
1571:sub-
1539:and
1454:Doom
1327:(US)
1314:(UK)
1305:9/10
1073:and
1053:maps
1031:and
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776:for
770:demo
686:and
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428:Plot
295:and
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4131:IGN
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