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)

An utterly unique game in a world a copycats

The Good
Although a number of stealth games came out around the same time, Metal Gear most notably, this was the one that really focused on Not Being Seen. Yes you could take out your enemies with arrows or your sword but doing so was no guarantee, and a direct violation of the level goals if you were playing on hard mode. The most points, and satisfaction, was had through not even being seen on your way through a mission, which was very, very hard.

The game engine was built from the ground up to make sound propagation and shadows an integral part of the game world and it shows. In no other game do I remember standing in one location for five minutes hidden in shadows, palms sweaty, listening to the local sounds, waiting for my moment to reach out and snatch a key from an oblivious guard as he walked by humming while I prayed he didn't notice me. It's an impressive game that can make standing absolutely still for minutes tense and enjoyable.

The game is honestly scary. Not since System Shock had a game actually installed a sense of fear in me, but this one did, and I don't scare easily. It's ability to create an atmosphere, and back that atmosphere up with game-play, is amazing.

Add to that a unique story well told with good voice acting and strong art direction and you've got a sleeper hit. Many of it's levels were huge, sprawling affairs with multiple (and sometimes changing) goals and hidden areas galore with multiple ways of doing any given thing. It was a game you could get lost in and not mind it. A game you could finish and then play again and have a different experience and then play again because you KNOW you missed something. And because they released an excellent level editor there are fans making some fantastic new levels (and even new story lines) to this day (for Thief II mostly).

It and it's sequels are unique games, like no others before or after them, and it's not very often you can say that these days.

The Bad
Even at the time it was released the graphics were dated. Unreal and Quake were both out by then and the dark blocky graphics, low polygon models and limited special effects found in Thief just didn't measure up.

It had REALLY long load times, which was bad for a game in which you tended to die a lot.

The designers weren't sure of how their new 'sneaker' game-play would go over so they tried to hedge their bets by including a number of fight based levels and monsters which negated much of your sneaking skills. These are often sited as being the worst levels in the game.

It was hard, even at it's easiest level the learning curve for this new stealth game-play was quite steep in Thief and many people gave up playing after dieing numerous times. There is a reason the game came with 'normal', 'hard' and 'harder' difficultly level settings. And dedicating yourself to finishing all levels at the hardest setting while completing each objective and stealing every available piece of loot without ever being SEEN was a life time achievement. It's possible, and some have claimed to have done it, and all I can say is WOW.

The Bottom Line
Its a different game, and not for everyone. It's game-play is tricky and hard, even for Splinter Cell masters, and the story and art direction are unique with it's steam punk atmosphere, rock soundtrack and dark single City at night setting. But if you play it and like it, you'll never forget it.

Splinter Cell is now the crown jewel of stealth games, and justifiably so, but nothing feels like Thief. It's a dark gem, gleaming just outside the light ring of a guttering street lamp.

Windows · by Jeff Thomas (18) · 2005

One purse too many.

The Good
There can't be any better way to spend my weekend again... and again... and again... I've been playing this game from when it was released, and I still haven't got bored to sneaking around in the dark streets, gloomy temples and grand mansions. Actually, I've found more places to break in and steal the treasury from. The level design is perversely exquisite, on the streets and in the houses. Not so much detail, but the dark textures and the glorious architecture kept me going deeper.

When it comes to enemies who are clearly on your way, I prefer to sneak around them unnoticed, shoot a rope arrow somewhere high and past the guards by going in the ceilings, and as a last resort, knocking them out. Never using my sword or arrows. It gives you a great feeling to achieve something like completing the game on expert-level with knocking only the the guards that you really have to or entering and leaving a mansion without being noticed at all. The zombies weren't the best enemy there could be. Though the rest of the undead were great, especially in making the atmosphere. They all did their jobs good.

The Bad
There wasn't anything particular I didn't like. But the enemy AI could've been scripted better, now the guards automatically stop searching you if you've hided in the shadows enough, which makes the game easy. Then there was the burrick caves in few levels, they didn't give any competition and were kind of boring so I would've leaved them out of the game.

The Bottom Line
Release your inner thief. Sneak on dark alleys, snatch a key from a drunk guard to get inside a mansion full of riches. All and all, a game you don't want to miss if you happen to be even slightly interested in sneaking.

Windows · by Dae (7182) · 2023

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

[ 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.