Thief Codexery

Thief: The Dark Project

In the dark you are invisible; in the light, you are prey.

Thief: The Dark Project

Thief: The Dark Project is a 1998 stealth video game developed by Looking Glass Studios and published by Eidos Interactive for Microsoft Windows. Set in a fantasy metropolis called the City, players take on the role of Garrett, 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. Thief was the first PC stealth game to use light and sound as game mechanics, and combined complex artificial intelligence with simulation systems to allow for emergent gameplay. The game is notable for its use of first-person perspective for non-confrontational gameplay, which challenged the first-person shooter market and led the developers to call it a "first-person sneaker."

Developer
Looking Glass Studios
Publisher
Eidos Interactive
Protagonist
Garrett
Genre
Stealth / First-person action
Primary Platform
PC (Windows)
Sequel
Thief II: The Metal Age

Lore & Background

The City is a metropolis blending elements of Middle Ages-like dark fantasy and the Industrial Revolution. Project director Greg LoPiccolo described it as "sort of medieval [Europe] meets Brazil meets City of Lost Children," with some electricity, some magic, and 19th century machinery. The setting has been described as steampunk and argued to be one of the earliest examples of the New Weird genre. 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 represent chaos and order respectively, while the neutral, secretive Keepers strive to maintain balance. The Hammerites worship a deity called "The Builder" and believe in progress, craftsmanship and righteousness; the Pagans worship the dangerous "Trickster" god and value the natural world. During levels, the player may learn about the setting by finding notes and overhearing conversations, participating in the revelation of Thief's setting.

In Their Own Story

The game's prologue sees Garrett describing his youth as a homeless orphan on the City's streets. He is caught while attempting to pickpocket a suspicious man who reveals himself to be a Keeper named Artemus. Impressed by Garrett's ability to see him, Artemus 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 a crime ring. As punishment for his failure to pay a protection fee, 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 Viktoria—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. To reach the cathedral, Garrett ventures through Old Quarter, a haunted, abandoned district of the City.

Reader's Guide

Thief takes place from a first-person perspective in a 3D environment, with the story taking place over a series of missions. Levels are largely unscripted and maze-like, allowing for emergent gameplay. Players have the freedom to choose how to get around NPCs and obstacles to complete specific tasks. In each level, the player is given a set of objectives to complete, such as stealing a specific object. The player can choose to play on one of three difficulty settings before starting a level, with higher difficulties adding additional objectives such as not killing human NPCs or stealing a certain amount of loot. The game's emphasis is on stealth, encouraging concealment, evasion, distraction, misdirection, and subtle takedowns rather than outright confrontation. A special meter on the HUD, in the form of a gem, indicates the player's visibility to NPCs. NPCs feature AI systems that detect unscripted visual and aural cues. The player carries equipment including a blackjack (which can incapacitate humanoid NPCs), a sword, and a bow with various arrow types such as water arrows, rope arrows, moss arrows, and fire arrows. Other tools include lockpicks, flashbombs, and potions. Players can purchase additional arrows and tools between levels with loot they have acquired.

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