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Thief: The Dark Project

aka: Dark Camelot, Dark Project: Der Meisterdieb, Dark Project: L'Ombra del Ladro, Dark Project: La guilde des voleurs, TDP, The Dark Project, Thief: o Projeto Negro
Moby ID: 357
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Description official descriptions

Garrett, discovered on the streets as a beggar, is taken in and trained by the secretive organization known as the Keepers. However, Garrett's plans for his training is different than that of his masters and so Garrett soon parts company. Surfacing as a master thief, Garrett must enter forbidden places and appropriate the treasures of the rich and the powerful. Of course this line of work is offensive to many people including the rich nobles, the town guard and the religious order of the Hammerites. If Garrett can keep his head while he relieves these forces of their valuable trinkets, he should be able to do quite well....

Thief: The Dark Project is a first person game focused on stealth. It is set in a metropolis called "the City", a medieval fantasy world with some elements from the industrial revolution era of technology. Garrett's main skills are in using the shadows to avoid being seen (the level of visibility indicated by a "light gem") and to avoid being heard (different surfaces make different noises). Guards can be alerted by either, and remaining hidden is ever important. Entering combat against armed opponents is not recommended, though some enemies (notably the various undead) can be taken on directly or avoided. It is also possible to silently sneak on guards, incapacitate them with the blackjack, steal their keys, and move their bodies.

At Garrett's disposal is a wide range of equipment, including lockpicks, a blackjack, a sword, flash bombs, holy water, explosive mines, and a bow which fires normal arrows in addition to water, fire, moss, rope, and noisemaker arrows. Each type of arrows has a unique purpose: water extinguishes torches, moss covers the ground to soften the sounds of footsteps, ropes can be used to climb in certain spots or cross chasms, etc.

The levels in the game are fairly open, and most of the time there are several paths and ways to accomplish the objective. Certain objects can be interacted with, moved from place to place, or destroyed. The game has three difficulty levels distinguished by the amount of goals needed to fulfill. Lower difficulty levels may allow the player to skip some of the harder areas due to the lack of a mission objective leading there. On higher difficulties, additional requirements (such as completely non-lethal way of finishing a stage) may be added. Loot gained from Garrett's thieving can be used to purchase additional equipment for the mission ahead.

Spellings

  • 神偷 - Simplified Chinese spelling

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Credits (Windows version)

144 People (125 developers, 19 thanks) · View all

Reviews

Critics

Average score: 91% (based on 35 ratings)

Players

Average score: 4.1 out of 5 (based on 176 ratings with 15 reviews)

Steal this one if you have to!!

The Good
Incredibly deep and exciting gameplay! Thief takes the gung-ho notion of most fps games and turns it around on it's ear by delivering a game where the emphasis is not on jumping guns-blazing on enemy territory, but in snaking and infiltrating without being detected. Results? The most deep and nerve-wrecking experience you have ever had. Nothing compares to the feeling you get when you try to sneak past a guard and suddenly a false step makes him turn around and start looking for you in the dark, coming closer and closer while you pray the small modicum of invisibility the shadows provide don't fail you; or the feel you get as you frantically pick a lock while hearing footsteps coming closer and closer... or knowing that time is running out and you have to put that guard you blackjacked somewhere safe before anyone comes by, etc. etc. etc.. I could go on, and on, and on. The fact is that Thief combines a dark and lovingly crated atmosphere with the romantic yet nerve-wrecking feeling of being a thief, you know your enemies are out there, and the only way to defeat them is to hope they don't know where you are while trying to traverse some of the most intricate and finest levels ever designed (Constantine's mansion alone deserves to be nominated as one of the best levels, ever).

Thief introduced sneaking as a viable aspect of gameplay to the world, and if you think you know what I'm talking about simply because you played Metal Gear, Hitman, No One Lives Forever or whatever, then you have no clue whatsoever. This is the one and only sneak-sim, and remains unsurpassed to this day (except by it's sequel).

To top that off, the game makes the first really, really, REALLY impressive use of 3d sound in a videogame. If you are equipped with a surround set of speakers and an EAX or similar enabled sound card, then you are in for a treat. Enough sound channels to bog down a nitrogen-cooled CRAYII make sure that each and every sfx in the game comes from it's specific spatial coordinates, and there are even fantastic effects like the echos you hear on long hallways, or corridors, etc. fully recreated for your listening pleasure.

There's also the addition of a really cool storyline which fully exploits the fantasy-steampunk atmosphere and which is told via unique cutscenes that combine cel-animation, live action, and a lot of post-production magnificence into some of the darkest, most surrealistic imagery I've ever seen since The Cabinet of Dr. Caligari. Trust me, THIS is how you do cutscenes. Not by hiring the best 3D studio animators, or getting the latest Silicon Graphics Workstations, but by making them unique visual experiences on par with the game they come with.

Also: This game has the scariest zombies EVER. You have no idea the amount of times I screamed in terror when facing those bastards!! Genius I say!!

The Bad
Well, the graphics are not the best ever. They work, but the character models are truly bad.

As mentioned, the cutscenes are some of the best I've ever seen, but unfortunately they were digitized at a lousy resolution, resulting in a lot of blurryness when blown-up for fullscreen playback, a real shame.

Other than that the only real gripe I have with the game is that it relies a lot on dungeon-crawling. There's a lot of crypts, and caverns, and catacombs going on in this game, and that really hurts this game since it is much more fun to sneak around the urban locations of the game than journeying to the lost tomb of Krakatua in search of his magic wand; which also means you have to face off a lot of monsters and truly annoying critters... They would fix all this in the sequel, but no cookie for us now.

The Bottom Line
Thief: An engrossing sneaking experience by Looking Glass Studios. Go-Fetch-NOW!

Windows · by Zovni (10504) · 2001

Gripping, innovative, and truly addictive. A dark masterpiece from one of PC gaming's most undeniably inventive developers.

The Good
The concept of stealth over firepower works beautifully in this game. If you try to apply your Quake tactics here, you will never have a chance. Thief forces you to think differently, and think up smart approaches to challenging situations. The feeling of robbing the wealthy blind and slipping away without detection is a rush. The environment enhances the gameplay more than you would believe. Thief sports excellent level design, an engaging storyline, sharp voice acting, awesome artwork, and haunting sound effects, which are crucial to playing the game. The detail put into the levels is absolutely dumbfounding, and easily makes up for thier slightly limited number. Dark, gothic artwork enhances the levels, making them truly atmospheric. They also have a lot of variety. You'll be breaking into mansions, gravedigging in mosuleums (littered with the undead, of course), and entering other worlds of evil and mystery. The levels last really long, but there's always something to do, and threats to worry about. And perhaps some of Thief's best elements are it's intimidating threats, including a variety of guards, zombies, monsters, ghosts, and traps. All throughout the game you feel like you're on the bottom of the food chain. This chilling feeling will haunt you until the game's end, and the sounds of you enemies stalking you in the dark gives Thief a real adrenaline-rush factor not commonly found in games. This game will get your blood pumping like no other. You have to play it to believe it.

The Bad
As excellent as it is, Thief has it's share of problems. Most of them are very minor, and don't affect the gameplay, but they are Unfortunately, dispite the great art, the actual graphics engine is slightly below average, with lots of jagged edges. For example, the people and creatures at times look too pointy. They lack the curves that bodies should have. Also there are some textures like dirt and stone that leave a lot to be desired when viewed at lower resolutions. There are some quirky bugs here and there, and the AI, while usually smart, sometimes doesn't put enough effort into finding you. Thief is challenging by today's standards, which is good, but there are times when the game gets painfully difficult, even on the lowest difficulty. This tends to occur on levels that deal with the undead. While they're are a blast to play against, all too often there seems too be too many of them, and not enough ways to defeat them.

The Bottom Line
I can't recommend this game enough. You simply must play it! There has never been such a perfect combination of inspired design, and brilliant execution in a game, on any platform. I have played a TON of games in my life, and this one is undoubtedly the most memorable. It's focus on stealth over strength may not be for everyone, but Thief is easily my favorite game of all time. I can't wait to play the sequel!

Windows · by Cory Buttler (2) · 2001

Meet Garrett, he steals from the rich and gives it... to himself!

The Good
Ten years ago, I found Thief: The Dark Project lying in my local game store for a mere 5 Euros. I remember my fourteen old self being very impressed by the term the game uses to describe its gameplay. First Person Sneaker. Yup, before Thief, yours truly only knew about the First Person Shooter. I always thought games in first person were limited to this: go from point A to point B, gear up on weapons and go kill everything in your way! But since 2004, after having the pleasure of plunging through System Shock and Thief, I finally knew that First Person can be a lot more than just Shooter. And now, I still am very grateful to have stumbled upon these two games.

But enough about that little origin story. Thief takes place in a rather unique setting as it mixes medieval architecture with Victorian age technology as well as a healthy dose of magic and supernatural elements. A world filled with darkness and danger where the rich and powerful hide inside their huge villas and castles to avoid beggars, diseases and thieves like you.

You are Garrett, a thief who steals from the rich in order to prevent his ribs from meeting his spine. He is also one of the most badass video game characters I have ever seen in the wonderful medium of video games. For one, he takes on every job he can get his hands on. Nothing worth of value is safe from him, no matter if it's located in a mansion, a factory or in haunted catacombs. He steals from everyone and everything without any fear or regret, including criminal kingpins, religious fanatics, the undead and even under the divine nose of A FUCKING GOD!!!

That's right! Garrett doesn't even sheer away from stealing from deities and not only does he get away with it, but the theft even leads to the death of said god. Eat your god killing heart out, Kratos!!

Thief, like virtually every other game set in first person released in that era, is a level based game where you have total freedom of where you want to go. In order to complete the level, you have a series of objectives (primarily steal a specific object or meet a certain person) with higher difficulties giving you more and tougher objectives. Such as collecting more loot or killing no humans. Locations include city streets, mansions and more haunted places like a deserted town and mines filled with zombies, ghosts and other nasty beings.

The game puts an extremely strong emphasis on stealth and for one perfect reason. You're Garrett, a thief! No John Rambo, Gandalf or Ezio Auditore Di Firenze. Although Garrett has a sword and knows how to use it, he can only take two or three blows from a blade before going to thieves' heaven. It is vital to be patient and to remain in the shadows, avoiding all full frontal contact with enemies as most of them are stronger, faster and deadlier than you. If they suspect you to be in the area, they will search every corner and cranny for you, turning their heads all the time and keeping their weapons ready. And if they find you, they will run after you like crazy and causing other guards to join for dinner with you serving as the main course! Your only chance of survival? RUN! Run your ass off and pray to the gods that you will find a hiding spot in time and pray even more that they have lost track of you! And in case you do manage to sufficiently damage a guard (damn, lucky you!) he will run for back up.

One of the aspects I love the most about Thief: The Dark Project is its level design. Every level is huge and has lots of secrets and the attention to detail is astonishing. Walk through the first level's mansion and hear guards chat about trivial stuff like bear fights, the closure of a prison or other plain gossip. Enter the kitchen, steal the freshly made bread and apples (and eat them for health) and read a complaint from the butler about the food's quality. Does it matter to you or the game's plot? No, but it does add a lot in creating a deep, engaging world that is a true joy to explore. You also have a map, but unlike in most other games. The map is just a still image with the part of the map you are now in highlighted in blue. This is a great idea in my opinion, since it forces you to orientate and remember your surroundings rather than just relying on all fully detailed map as in most games.

Another aspect in which Thief shines, is in its atmosphere. The music and sound effects are phenomenal and give the game a dark, brooding and at times very unsettling feel. The music is very ambient, slow and can be ether relaxing and soothing or dark and threatening. In addition, you better keep your ears wide open for incoming footsteps and humming knights standing guard. You know, the last time I felt that sense of danger and tension was when playing DOOM during my childhood. When you go through all these dark and dangerous places, you cannot help but feel that you have just entered a place you are not supposed to be. You constantly feel on edge, wondering if that particular door in front of you either contains loot or a ferocious guard, ready to cut you in half!

As mentioned earlier, sound plays a vital part in this game. As it allows you to eavesdrop on conversations and to listen to the footsteps of nearby security. But be careful, as sound can be as great a foe to you as it is a friend. Not every surface you will walk over is a grassy lawn or a soft carpet. Run over marble or steel and you will make as much noise as Lemmy from Motörhead makes while playing Ace of Spades! Yes, they will hear you coming from the other side of the god damn planet.

So in order to be as discreet as possible, Garrett has a nice arsenal of equipment such as a blackjack and a bow with various types of arrows. These include traditional steel tipped arrows, water arrows to extinguish torches, moss arrows to soften all hard and noisy surfaces and noise arrows for distracting enemies. Between missions, you can use the loot from your previous adventure in order to buy all these fancy tools. However, you only have a limited budget to spend so you better think ahead. No try before you buy!

The Bad
I found that the game's level design tends to become more sluggish as the game moves on. Maybe it is because supernatural elements begin to take over when you have gone past the first half of the game. Replacing earthly settings with dungeons and plant filled caves and switching human guards with ratmen, swarms of flies and other fantasy stuff. I personally think that a game called Thief should involve more traditional thieving. Or to tell it in Garrett's own words: "break into a guarded mansion, steal a fat nobleman's priceless treasure and leave quietly."

The following point is not a bad thing per se, but keep in mind that this is a whole different ball game than you may be used to from first person games. It is not a fast-paced shooter or a dungeon crawling RPG. It is a stealth game where patience, meticulous planning and perfect timing is essential in order to fully enjoy this game. If you managed to adapt your play style to this genre, you will certainly enjoy Thief as it is meant to be!

The Bottom Line
While Thief The Dark Project is my least favorite entry in the Thief series, it still remains a magnificent game well worth trying out. Especially if you want to get an original take on the first person genre or just want an intriguing, intense experience. But honestly, Thief is something that has to be played to be believed. And if you enjoyed it, then do yourself a favor and go play its sequels! Well, my fellow taffers, this is my final review for this year. I wish you all a merry Christmas and a happy, prosperous 2015. We will meet again next year!

Windows · by Stijn Daneels (79) · 2014

[ View all 15 player reviews ]

Discussion

Subject By Date
Duality hribek (28) Mar 24, 2009
What can/ could You take away (add?) hribek (28) Mar 22, 2009
Garrett on steroids hribek (28) Mar 22, 2009
Garret looks like Nicholas Cage? hribek (28) Mar 13, 2009

Trivia

1001 Video Games

Thief: The Dark Project appears in the book 1001 Video Games You Must Play Before You Die by General Editor Tony Mott.

Basketball

Like other Looking Glass games like System Shock and System Shock 2, this game also contains a hidden basketball court. (See Tips & Tricks for details on accessing it.)

Development

Originally, Thief was to be a game called Dark Camelot where Merlin was a time-traveler but it eventually became Thief... before that it was a game involving Communist zombies!

Editor

Thief fans requested the level editor, so Looking Glass Studios released DromEd (subsequently included on the Thief (Gold) and Thief II disks), there are now hundreds of fan missions available for download.

Hammerites

"The Hammer of Light" in the game are a group of religious warrior/knights, similar to the Knights Templar during the height of their power in Europe

Inspiration

Members of the design team have said that books by Umberto Eco (The Name of the Rose among others) were a big inspiration for the atmosphere and setting of the game.

Taffer

According to an interview made by the now defunct PC accelerator to project designer Steve Pearsall the word "Taffer", which many fans went to great lengths to define as some sort of long-lost "olden" word, was actually created by level designer Laura Baldwin. It was originally meant to be some sort of slang for common criminal but it evolved from that point on.

Thievery

There is a group of people working on a free Thief inspired conversion for Unreal Tournament. It can be accessed it from http://www.thieveryut.com.

Awards

  • Computer Gaming World
    • April 1999 (Issue #177) – Runner-up as Best Action Game of the Year
  • GameSpy
    • 2001 – #40 Top Game of All Time
  • GameStar (Germany)
    • Issue 12/1999 - #45 in the "100 Most Important PC Games of the Nineties" ranking
    • Issue 03/2000 - Most Innovative Game in 1999
    • Issue 12/2008 - One of the "10 Coolest Levels" (For "The Sword". It uses the player's expectations against him - instead of the usual quick burglary, it sends him on a horror trip which manages to wear out Garret's earned self-confidence.)
  • PC Gamer
    • April 2000 - #27 in the "All-Time Top 50 Games Poll" (tied with Tribes)
  • PC Player (Germany)
    • Issue 01/2000 - Best 3D Stealth Game in 1999
  • Power Play
    • Issue 02/1999 – Best Action-Adventure in 1998

Information also contributed by Jack Lightbeard, Neon Hammerite, PCGamer77, Scott Monster; WildKards and Zovni

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Contributors to this Entry

Game added by robotriot.

Additional contributors: Trixter, blade51, Zovni, Indra was here, Rantanplan, Shoddyan, sfabien, Jack Lightbeard, Havoc Crow, Ms. Tea, Kidofthecentury, Patrick Bregger, FatherJack.

Game added November 1, 1999. Last modified March 27, 2024.