Thief: Deadly Shadows
Description official descriptions
Master Thief Garrett is contacted by the Keeper Artemus, who wants him to steal two valuable artifacts. Meanwhile, Garrett learns that the coming of a Dark Age had been prophesied long ago. Gaining access to the Keeper Prophecies, Garrett learns that an ancient book known as the Compendium of Reproach contains more information about the prophecy. As Garrett is trying to solve the mystery, it becomes more and more clear to him that there is a traitor in the order of the Keepers.
Thief: Deadly Shadows is the third installment in the Thief series. The game follows the same design philosophy and gameplay structure that distinguished its predecessors. As before, stealth is the key to successful completion of missions. Avoiding confrontation with the guards, Garrett has to make his way through the levels towards the objective. Shadows and sounds play a large role, as guards will react to suspicious noises, and studying their patrolling routines is essential.
A few gameplay elements have been slightly altered. Garrett can no longer swim, but is able to use climbing gloves that attach him to the walls. He can also flatten himself against walls while standing; if in shadow, he remains completely unnoticeable that way. The player can see Garrett's limbs even if he is viewed from first-person perspective, allowing more precise movements. Switching to third-person view is also possible.
The most significant gameplay change is the non-linear exploration of the City, which has been added to the largely linear missions. In order to access the next mission, Garrett has to explore the City. On his way, he can overhear conversations, steal valuables, avoid or knock out the guards, and even accept secondary missions, which will influence his reputation with some of its factions.
- Thief 3. Тень смерти - Russian spelling
- 神偷：死亡阴影 - Simplified Chinese spelling
- 3D Engine: Unreal Engine 2
- Console Generation Exclusives: Xbox
- Eidos Premier Collection releases
- Gameplay feature: Body dragging
- Gameplay feature: Lock picking
- Gameplay feature: Pickpocketing
- Games with downloadable official map/level editors
- Middleware: Bink Video
- Middleware: FaceFX
- Physics Engine: Havok
- Setting: Church / Monastery
- Software Pyramide releases
- Theme: Mental facility / Asylum
- Thief series
Credits (Windows version)
265 People (208 developers, 57 thanks) · View all
|Director of Technology|
|[ full credits ]|
Average score: 83% (based on 44 ratings)
Average score: 3.9 out of 5 (based on 103 ratings with 7 reviews)
- It's closer to Dark Project in terms of atmosphere and overall direction, but also features TMA-style "breaking in" mundane missions. There are zero to none placeholder or just "badly designed to the point it's unplayable" missions. - You get to explore the City between missions to find more stuff or complete side quests for different factions, find new stores to sell different kinds of loot and buy different kinds of equipment. - AI is greatly improved. - Thick atmosphere, elevated by the excellent sound design and voice acting.
- Story is kinda "meh". Some parts of it are heavily underdeveloped, some feels like recycled bits from the Dark Project. The game also doesn't seem to acknowledge TMA events which is weird. - After some time City exploration becomes pointless. - Weird choice of engine which resulted in a very clumsy player model, not very responsive controls and some annoying save/load bugs.
The Bottom Line
Requires some modding in order to be playable.
Windows · by SanfordMorgan · 2023
Garrett’s back! The personable thief, yet again voiced by the talented Stephen Russell, is as much of a badass as ever. The series that made popular the pattern of gliding from one pool of darkness to the next, snatching up loot along the way, and laying a guard low with a blackjack when he unsuspectingly wanders into Garrett’s path. It’s all back again, with some welcome fresh technological touches.
Arguably, the biggest change is with the visuals. Thief: Deadly Shadows is powered by a modern Unreal engine, the same engine that powered Deus Ex: Invisible War, optimized in this game for torches and pools of darkness to hide in, and boy is the engine demanding. If you have the hardware to keep the engine roaring, though, the payoff is enormous. Dynamic lighting makes the gameplay in Thief shine, and it makes snuffing out the many torches with water arrows almost a crime. The way that shadows dance on the far wall is reason enough to pause, as is how you can see your shadow while you’re creeping up behind someone, blackjack in that dark shadow’s hand, raised at the last moment to strike. Oh yes, the visuals are something to behold, that much is certain.
Hand in hand with those visuals, is the new ‘body awareness.’ Look down, you’ll see your legs, look from side to side, you’ll see your arms, weapons in hand. While climbing a ladder, scaling a wall, and all that jazz, you’re very much aware of where your body is at all times. Being able to see your own shadow is something you get used to pretty quick, but body awareness…now that’s something novel. Far from being distracting, it’s just one more method of keeping track of where you are, in a game that puts a lot of emphasis on being in the right place at the right time, so you can go unseen by the passersby. This kind of awareness is something I ache for in Valve’s Source engine, and I hope it’s not limited to Thief 3 as time goes on.
Now we come to something that really shines in this new engine – the level design. With the enhanced color palette, and the increased ability of the engine being used (no offense intended to the wonderful Dark engine, which powered the first two games), level design has reached a new height in the Thief series. Buildings made of stone actually look made of stone now, and rear up impressively. The soaring towers are reason to pause in your thieving, and the level designers made full use of what this engine is capable of. Unfortunately, the city levels are broken up into smaller sections, and each mission is generally made up of two areas linked together. More on that bit in the ‘Bad’ section, but aside from the minor annoyance that this level segregation brings, it fortunately doesn’t distract from the level design all that much. All in all, the level design is breathtaking at times, which is something I didn’t expect from this game. One of the levels in particular, Shalebridge Cradle, is also one of the spookiest I’ve had the pleasure of wandering through in a game, even factoring in the hair-raising Ocean House mansion in Vampire Bloodlines.
One great thing about the Thief series has been the sound in the game, and most notably, the voice work. Overhearing conversations has been a highlight in all three games, and many of the old voices are back again. This is one very good thing, as something familiar and as well done as ever is very nice in the light of all the other changes to the game. A conversation is still a delight to come across, and the sounds of the level are as capable of setting the mood as they ever were. Since much of the game is spent in darkness, and hiding, a great part of survival is simply listening to your environment and the enemies within it, and this game doesn’t slack when it comes to letting you use your auditory senses to keep Garrett in one piece. Sometimes the sound is a little TOO effective, as Shalebridge Cradle again brings to mind. That level manages to show off the game quite nicely, though it comes at a later point in the game.
Ahh, gameplay, isn’t that what Thief has always been about? Graphics were certainly never the main draw, and the amusing conversations have just been a bonus. No, the Thief games are all about making a profit as Garrett the Master Thief, while being given motivation to steal through well-written pre- and post-mission briefings, as well as a potent story advanced mostly through nicely done cutscenes. The cutscenes themselves are very close to how they’ve always been, and mission briefings are still narrated by Garrett, though the briefings have changed, which I’ll get to in a bit. The loot that you can pick up is now highlighted by a timed ‘glinting’, and while this happened to throw me off at first, when factoring in how rich the game world is now it’s a very welcome improvement. Even with the loot glinting, I still had to keep a sharp eye out in order not to miss any loot. Knocking out guards is still as fun as ever, and being able to see your shadow while doing it just adds that extra bit of cinematic feel, bringing you in even closer to the action. Gameplay was transferred intact to this new game, and is all the better for the changes that have been made.
An interesting touch is also the inclusion of walking around the city, getting to your mission areas by actually travelling to them on foot, and selling the loot from the previous mission along the way. Stopping by a thieving supply store, of which there are many, is also part of the game now. What this manages to do is bring life to The City, of which we saw in some missions in the previous games, but never really got much of an impression of The City outside of them. The City is definitely well-represented here, if it does seem a bit cramped. An element of realism has been placed, and it’s done nicely.
Oh, and my personal favorite touch – no more spiders. While not terribly afraid of them in real life, the spiders in the first two Thief games were...a bit much, for my taste. Hissing gigantic spiders that take up the whole screen, no thank you, sir!
Well, for one thing, the pre-mission briefings no longer have their still-image cutscenes to go along with the narration. While not something that adversely impacts the game, it’s still a disappointment, as this was one hell of a touch of class for both of the previous games. That Garrett is still Garrett, and that he does the narrating, helps to make up for this, but the change is still there.
As mentioned previously, the levels are split up and segmented. Strangely enough, the city levels suffer from this more than the missions themselves do. Maybe it’s the amount of traveling that you will do in the course of the game, but the city segments feel a little off somehow. While it didn’t take much out of the game for me, the loads between Old Quarter and The Docks are definitely where you’ll ponder your feelings about the level segmentation. I’m sure there was a reason for keeping the levels split up, most likely performance-related, but it’s still one of my main complaints.
Swimming has been removed, and replaced with climbing gloves. The gloves feel gimmicky to me, and though I did manage to find several places to use them cleverly, I do wish that swimming had been able to be implemented in this new engine. Again, nothing game-breaking, but when you die the first time you encounter deep water, you’ll wonder what happened to make Garrett lose the ability to swim.
The Bottom Line
The Thief series has always been one of my favorite games, and Thief 2 is still a contender for my absolute favorite game, depending on the mood I’m in. When playing this new Thief, I tried to keep my feelings for the previous games separate from this game, but by the end, I had to admit that this is a true Thief game. Changes have been made, but overall, they seem to have been for the better.
If you’re a follower of Garrett, as I am not ashamed to admit being, then this game is worthy of your attention. If you have no idea what I mean by that, then all I have to say is to check out the first two games, and then consider this game again. Much of the storyline has attained closure at the end of Thief 3, storyline that has been developed through two previous games as well as this one. A fantastic storyline, at that.
At the end of the day, Thief: Deadly Shadows is a good game, possibly more if you let it be. While Thief 2 will remain this reviewer’s favorite of the series, Thief 3 has shown itself to be worthy, and because of that, I can’t recommend this game enough.
Windows · by Bet (473) · 2005
The third and perhaps final(oh no!) entry of the Thief series. Ah yes the series that more or less invented stealth gameplay arrived on the PC and Xbox. In this review I intend to answer these questions: Is it good? And Does it live up to the series? Is it the best one?
The Graphics in Deadly Shadows are excellent. The unreal engine gets put to work and in the end looks it’s best with incredible lighting effects that have to be seen to be believed. The physics are a sight thanks to the Havok engine. The new third person camera view is interesting, but Thief veterans know you have to play it in first person. Also new in Thief III, is the ability to see Garrett’s body in first person, which makes things seem a little more real. The cut scenes are still pure Thief, very sweet indeed.
The Sound/ Music play an important role in this one as in all the Thief titles. Being quite helps you go unnoticed, and eavesdropping on enemies give you crucial clues about an area or a mission. The sounds are all clear and sharp, and incredibly cool in 5.1 Surround Sound. Music is scarce as with most Thief games as well. And like most games the tunes always fit the moment, like an eerie tune that plays in a dark mansion, or a rock track in the games thrilling opening scenes.
The Gameplay is very much like it was in Thief I and II. And for good reason, I mean why stray from something that works. There are still a few surprises however. For one during missions Garrett can obtain up to three ‘special loot’ items. These items are harder to find, but are worth more money and, in the games higher difficulty modes they are required to finish the mission. Speaking of loot, another difference in this one is that you have to sell loot you acquired after the missions, then buy new items in shops around the city. This brings me to another new addition. Instead of jumping from mission to mission, Garrett now must walk to each local. And can partake on side missions in between the main missions.
The Storyline in Thief III is perhaps it’s weakest part. Don’t get me wrong it is good. It is just that past Thief games had a better plot’s that all. Basically in Thief III, Garrett must work with various factions to once again save the city, that he seems to despise so much. The part with the faction is cool and works well, it is very similar to the factions seen in Deus Ex: Invisible War. And yes this game is much better than that was.
The Bad, well there are a few nagging issues. For one the A.I. while generally good is occasionally retarded. You can kill a guard and his buddy won’t even notice. Other times Garrett is attacked for something he did not actually do. I also found the blue highlighting of items to be annoying. As well as the blindingly bright blue of the load and save screens.
The Bottom Line
I would recommend this game to Thief fans as well as stealth enthusiasts. So is it good? Yes. Does it live up to the Thief name? Yes. Is it the best one? No, I give that nod to Thief II: The Metal Age. But it is still worth playing.
Xbox · by MasterMegid (723) · 2006
Both the Xbox and PC versions shipped with a bug that affected the AI. The difficulty setting of the AI would default to Normal from all other levels (Easy, Hard, Expert) upon reloading a save game or re-entering a load zone. The game would still indicate that the setting was unchanged, so the only noticeable effect was that the awareness of the guards was easier and they dealt less damage. Ion Storm released a small patch (415 kb) for the PC version that fixes this problem.
Ion Storm developed Thief: Deadly Shadows with a heavily modified Unreal engine. Its the same engine that was used for Deus Ex: Invisible War.
Originally the game did not work properly on ATI Radeon cards. Textures popped in and out, causing walls and floors to turn black and making it appear like there were shadows where there aren't supposed to be any shadows. This was fixed with the Catalyst 4.8 drivers.
Even though Ion Storm was shut down by its publisher-owner Eidos in early 2005, mod software tools for their final game Thief: Deadly Shadows have been released shortly after.
The mod tools could be found at a number of web file download sites like FileShack and 3DGamers. The 323 MB download will allow players to modify or build new maps for the game along with scripts, conversations and more. It also includes a number of tutorial maps.
[Source: Computer Games Magazine (Feb. 2005)]
The various painted portraits gracing walls throughout the game actually depict members of the development team. They were drawn by comic-book artist Frank Teran, who supplied much of the concept art for the game.
- 2004 – Best Sound of the Year (PC)
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Game added by PhoenixFire.
Game added May 26th, 2004. Last modified October 10th, 2023.