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

Critic Reviews add missing review

Average score: 91% (based on 35 ratings)

Player Reviews

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

Novelty and perfection

The Good
Stealth has been an obscure, odd gameplay mechanic before Thief arrived and made it mainstream. Sure, there were stealth games, such as the groundbreaking yet nearly impossible Castle Wolfenstein or the interesting, yet arcadish and gimmicky Metal Gear. But nobody thought of making realistic stealth the core of gameplay, especially not in a first-person 3D game.

Thief is therefore a descendant of Ultima Underworld games and System Shock - revolutionary 3D games that used the capabilities of the engine to create immersive worlds and varied gameplay rather than focus on fast-paced action. Like those games, Thief is a masterpiece of game design, an essential link in an evolutionary chain that gave us some of the most advanced and beloved games of all times.

Thief is not just the first game to introduce full-fledged stealth-based gameplay in a 3D environment: it is the game that does it best. Its gameplay is so well-constructed that somebody out of touch with the history of video games would have sworn that its concept has been used countless times before and only perfected in Thief. In reality, it is one of those very rare games that deliver a new concept and a flawless execution of it right away.

The sneaking in Thief just feels right. Thanks to the generous level design, you never feel forced to do things a certain way. Yes, it is advisable to stay unnoticed, but you are not required to do so. You can incapacitate guards or simply try to avoid them. You can hit them with your blackjack and then hide their unconscious bodies. You can also try to take them on in direct sword combat, but be warned: even one-on-one fights are very tough, as they should be in a game where violence is the last resort. Most importantly, even with its strict concept, the game never feels rigid: you have freedom, you can dictate the pace. No solution is obvious, but none is obtuse. You can and should be creative, but even the hardest tasks are not frustrating because the game feels what you want from it, it is synchronized with your playing without being over-indulgent or artificial. That is something only very few games could pull off, and is one of the greatest achievements of Thief.

Your arsenal of tools is varied and impressive. The clever usage of the bow is one of the game's trademark inventions. Basically, your bow can act as a regular weapon in some cases, but it can also contribute to stealth. It is too bright in the hallway? Extinguish a torch with a water arrow from afar. Can't move silently on the pavement? Cover it with moss by shooting a special arrow. Feel the need to set something on fire? The appropriate arrows are at your service. There are also bombs and other cool little gadgets, as well as your trusty sword if things get too hairy. You can also grab, re-arrange, and throw different objects to distract enemies or for other purposes.

The game follows the fantastic GoldenEye concept of difficulty levels: the higher it is, the more objectives you need to complete in order to pass. This actually encourages you to play on higher difficulties to experience the game in a more complete form, and also means that playing on the lowest difficulty is by no means too easy: it is just less complicated. Also, a really cool touch is money management: you don't receive a salary or any awards based on your performance - you simply steal stuff which is then converted into money once the stage is finished. This further compels you to explore every corner of the stage in search of shiny golden things.

Level design is perhaps the most crucial element in game creation, and that's why the best game designers pay so much attention to it. Thief has a stellar level design that is seamlessly and masterfully interwoven with the demands of the gameplay and plays a key role in the creation of the game world. In other words, it is an integral part of the entire experience rather than just one well-made element. To illustrate, the secret areas in old first-person shooters were fun, but you could enjoy the game without them. System Shock, on the other hand, was built around exploration; it would lose most of its significance if it were linear.

Thief doesn't have a huge interconnected world like that game, but each and every level is an impeccably designed large area that creates the illusion of being in a real world while at the same time directly serving gameplay purposes. That is, it's not just about a vast environment with optional locations, but it's also not about conveniently placed passages that are there simply as an excuse to use yet another trinket. Such is the genius of level design here that you never feel you are "in a game", yet everything has its use precisely for game-related activities. There is so much thought and care put into designing those levels that even simple shooting gameplay set in them would elevate the game above the masses.

Equisite details make us forget the merely adequate 3D engine: Thief is gorgeous and will always stay so, because art always triumphs over technological limitations. Despite the uniformity of the setting, the levels are refreshingly varied: interiors of a lavishly decorate mansion, a desolate underground prison, mysterious catacombs, nostalgically beckoning stone-paved streets of a quiet medieval town, horrifying otherwordly realm - each location is unique, and you'll want to explore it again after you have finished the stage. Detail is everywhere, and you'll find yourself standing in empty rooms just to notice everything the designers have created.

No wonder that this results in an incredibly atmospheric experience. Thief is among the most magically atmospheric games ever made, perhaps on par with System Shock in that respect. The setting perfectly captures the cozily haunting "vibe" of the Middle Ages, and the touch of industrialization gives it its own peculiar flavor. It is "gothic" meets "steampunk": two of the most attractive visual genres are united in one game. You won't forget this world once you see a glimpse of it. It has little to do with supernatural elements: the stages with monsters are actually less absorbing than urban areas. Particularly the interior locations are masterfully done. And let's not forget the impeccable sound effects that are vital to gameplay as well as enhancing the atmosphere.

Far from being just a "thief simulator", Thief is a plot-driven game with a cohesive setting, based primarily on mission objectives as dictated by the story. While being somewhat in the shadows (much like the protagonist himself), the plot, evolving in stylish cutscenes, is interesting to follow to the end. Overhearing conversations and reading occasional documents helps establish the tone of the story even better. Thief also boasts a unique world with its own background information, organizations, religious beliefs, and so on.

The Bad
Most games that single-handedly define a certain concept are repetitive. Thief is no exception. It didn't use stealth as a harmless gimmick, as yet another option for flexible gameplay: it focused on it as seriously and as adamantly as possible. If Doom could get tiresome with monotonous shooting, Thief could get equally tiresome with monotonous sneaking. You'll have to avoid enemies and try to stay unnoticed pretty much for the duration of the entire game. The tension is constant, and there is no relief. You never get powerful - that's not what the game is about. But it is also counter-intuitive to our most basic instinct. Thief courageously and ingeniously opposed our primeval violent urges, but the abstinence becomes almost unbearable. It is therefore best played in short sessions, savored in small doses like a delicious, exotic meal.

Thief can also get quite hard, even on lower difficulty levels. Quicksave-abusing is not uncommon when you repeatedly try to pass a tough section and fail. Particularly hard are levels with undead enemies, which are perhaps the game's weakest link. It is fun to shoot zombies with holy water arrows when you first meet them, but after a while you realize that simply running past them is a better solution. If they really wanted to give us a break from sneaking (which I would welcome) they should have made those enemies much easier to defeat.

The Bottom Line
Thief is much more than a seminal 3D stealth game that popularized a gameplay element everyone have been inserting in their games ever since. It is also, miraculously, a nearly perfect incarnation of its revolutionary concept that few managed to imitate, and none have surpassed. But most importantly, it is a magnificent piece of game design for all players, a genre-crossing beauty with fantastic levels, deep gameplay, and haunting atmosphere. It is an essential classic proudly standing in the stellar row of the medium's highest achievements.

Windows · by Unicorn Lynx (181788) · 2014

If you like impressing yourself with your own cleverness, this is the game for you!

The Good
1. Complex AI. Guards will chase you, will look for you if you give them the slip, and will get bored of looking if they can't find you. Dead bodies alert them to your presence, so hiding said bodies becomes a priority.

  1. Open-ended gameplay. This is no railroad shooter. You must come up with your own way to achieve your objectives. Do you try a frontal assault on the Manor? Quite possible, but not advisable. Sneak in through the sewers? Maybe a rope arrow placed right there? Kill the guard? Knock him out? Distract him? There are a million ways to play the game, including the ever popular "never let them realize you're there."

  2. Difficulty levels that are meaningful. Not merely content with giving you less health, higher difficulty levels mean more objectives and limitations on how you can go about it ("You're a thief, not a murderer - don't kill anyone"). You haven't played the ENTIRE game unless you've done it on Expert.

  3. A unique inventory. Your bow has several types of arrows, each with a different purpose. Water arrows to douse torches (making you harder to find). Rope arrows for climbing to interesting places. Fire arrows for when something absolutely MUST go boom. Your other tools include flashbombs, lockpicks, mines, and holy water. It's up to you to use them well.

  4. An amazing storyline. Set in a rich steampunk setting, you are a thief caught up in a horrible plot to destroy civilization. Which puts you in the last position any self-respecting thief wants to be: the role of hero. The voice-acting is flawless, the world is unique and alive, and the continuity is maintained with extreme precision. The smallest scroll contains a scrap of information that jives with everything else PERFECTLY. Even if the information is useless to the player.

  5. The main character. Garrett is a truly unique person. Cynical and jaded, he still possesses a sarcastic streak a mile wide, resulting in some priceless dialogue.

    The Bad
    1. Lack of rag-doll physics means that dead bodies get thrown into weird positions, which kinda ruins the verisimilitude (oh, look it up!) . There was nothing to be done about this at the time, but it'd be nice if the source code to the game was released so the fan community could improve on the engine. It worked for Doom!

  6. Difficult to work with custom content. To make new missions, one must replace the existing missions. The game simply does not support loading custom content the way other games do (like Doom, for example). This doesn't affect the main game itself, so it's hard to really hold this against it.

  7. Uh, I can't come up with anything else to complain about, but these lists always look best with at least three entries.

    The Bottom Line
    A steampunk cloak-and-dagger adventure, where a sharp mind is more important than a sharp sword.

Windows · by Saborlas (3) · 2007

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

Excellent

The Good
A quiet revolution on launch, 'Thief' plays like a cross between 'Rainbow Six' and the old playground favourite 'What's the time Mr Wolf'. As a sneaky thief, you have to steal your way through a series of absolutely enormous, atmospheric 'steam-punk' levels, avoiding guards, laying traps, and hiding in the shadows. Like almost everything by Looking Glass, 'Thief' was intelligent, well-presented, extraordinarily deep, and commercially only so-so.

The stand-out elements are the excellent, shadowy level designs, and the spooky, tense atmosphere. Your character is no good at fighting, and you have to sneak around behind people who might turn around at any minute, often in dark rooms, sometimes in haunted caverns. Imagine a really scary ghost story, crossed with the tension of bomb disposal, and you're there. The level design is highly original - the level set in a giant sarcophagous, in which you turn corners to find yourself face-to-face with large, gas-breathing dinosaurs, is an all-time classic.

It's best to hunt out the 'Gold' version (now on budget) - that added three new levels, a level editor, and some bug fixes.

The Bad
Not much is wrong with 'Thief' - even the between-level FMV sequences are excellently done. Compared to something like 'Half-Life', the graphics are relatively primative, but the engine is doing a lot more. Often the hugeness of the levels makes working your way through the game seem impossible at time, and although your character is a thief it would be nice if he was at least competent with the sword. Apart from that, buy it.

The Bottom Line
An astonishingly good 'sneak-em-up' that takes a while to grab you but, once it does, your previous life is history.

Windows · by Ashley Pomeroy (225) · 2000

An excellent game which defined a genre.

The Good
Being sneaky was not generally a priority in early first-person games. The famous "Doomguy" from the Doom games readily mowed down rooms packed with hell monsters with a double-barrelled shotgun and probably did not think much about trying to quietly evade them instead. Good thing, too. Who would want that in Doom? But game designers, somewhere along the way, realized that it could be fun to create a first-person environment in which the player would actually want to avoid direct combat. The result was the "first-person sneaker". And one of the earliest and best games of the genre, one which would influence the whole genre ever since, was Thief: The Dark Project.

When Thief came out, it was different than anything I had ever played. I remember getting it on a demo disc from Eidos. The first time I tried it, I was blown away. It was an experience which opened new possibilities of gaming for me.

Thief casts the player as expert rogue Garrett in a fantasy steam-punk world which resembles in many ways the middle ages. Although the world's mythology was not well fleshed out in The Dark Project, there was certainly enough information to provide distinct character. Whether reading a secret letter from a noble or listening in on a guard conversation laced with fantasy slang terms, there is a good sense of place in the game.

As a "sneaker", Thief is appropriately centered around stealth. The action is by no means fast. Rather, being slow and careful with bursts of speed at key moments tends to pay off. Garrett is not very good at direct combat, despite carrying a sword in case it should be required. If you do need to remove someone, a carefully aimed arrow or a swift smack with a blackjack is a far better way. Then quickly drag the body away before someone notices. Vanish into the shadows once again, using the interface's light indicator to show you how visible you are, to return to your business.

Atmosphere is heavy in Thief. The constant threat of being caught keeps things interesting. While observing guard routes carefully can put you ahead, longer or more complex patrols can be more difficult to predict. As a result, the game is constantly tense. Even when traversing ground already travelled, the player thinks twice about leaving the shadows.

Environments in Thief are rich and detailed, especially for their time. Exploration itself is a pleasure. The most impressive levels, perhaps, were the noble's castle with its grand decor and the magician's home with its insane design. In both cases, the player feels driven forward by the desire to see more.

A good thief will use sound to his advantage, whether by silencing himself or listening to his enemy's movements. The sound in Thief is great for its time. Certainly, it serves the purpose wonderfully.

Garrett carries a variety of tools with him to slant things to his advantage. Gadgets such as water arrows to douse lights and moss arrows to soften footsteps enhance gameplay options. There is definitely a variety of ways to achieve objectives and this keeps the game fresh throughout.

The Bad
One thing that can kill any "sneaker" game is thrusting the player into direct combat. Later in Thief, missions involving areas full of undead were frustrating and an unwelcome break in the otherwise brilliant gameplay.

Additionally, some objectives or puzzles are obscure and frustrating. This is common of older games. Nonetheless, it is a pain.

The Bottom Line
Even now, Thief is a fantastic first-person sneaker. It set forth many ideas which would become standards of the genre.

Windows · by Steelysama (82) · 2009

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

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

A stunning game for people who want thinking with their action.

The Good
The strongest thing this game has going for it is the atmosphere. Your universe in the game is a city combining industrial-era technology and magic that has not really been explored before by other game. Ruling the city is a religious cult called the Hammerites, which worships the symbols of industry. Narrative is presented using plain but terrific-looking cutscenes sandwiched between the 13 or so huge missions. The atmosphere in each mission is augmented by the best 3D sound I've ever heard (much better than Half-Life, for instance). You really feel that you step into the shoes of Garett, a cynical thief who was taught the art of invisibility in the dark by a mysterious group called the Keepers.

Each mission takes you a very long time to finish. This is because unlike most shooters, here the goal is not to be seen by the bad guys. Stay in the dark and keep quiet, then silently follow the guard and whack him on the crown of the head or shoot him with an arrow from a distance. Forget fancy rocket launchers and shotguns. The weapons here are a bow with multiple purpose arrows, a blackjack, and a sword for an emergency ie. when you're caught. The empahsis here is definitely on the thinking, not the fighting.

Another one of the great parts of this game is the creatures. The generic baddies are the guards and the Hammerites. The AI is phenomenal. They'll snoop you out when you make a sound or if they catch a glimpse of you in the dark. Some of the more exotic monsters are the scariest creatures in the history of computer games. The zombies freak you out like nobody's business, and the Haunts are ghostlike creatures that mutter the coolest things (Join ussss!). The AI will constantly surprise you with what it can do. Some people didn't like the undead missions, but I thought they were the best part of the game. My guess is those people didn't like getting scared, but if you do, you'll love the undead.

Since the missions are mostly non-linear, there are usually many ways to accomplish your objectives. These vary between the difficulty levels, meaning that there is replay potential to the game.

This game is a classic. You have to get it, if only to try it out.

The Bad
There is a lack of balance to some of the action. It's too easy to clear an area of bad guys, and since Thief has many non-linear levels where you backtrack you get to wander through some boring areas where everyone's already been wiped out. Undercover, for instance, is completely devoid of atmosphere if you blackjack all the Hammerites. Looking Glass corrected this flaw in System Shock II, where (Like SS1) the bad guys respawn, making every area constantly tense.

Also, the blackjack is too powerful. One hit in the back of the head will take out most enemies. This is why the zombies are great. They're immune to blackjacking (and hacking and shooting). It's worth noting that some players have the habit of not using either the blackjack or killing anyone (the latter is enforced in expert difficulty). This allows tension to be maintained throughout.

These are minor gripes, however.

The Bottom Line
This game surpasses almost every expectation you may have had about the 3D 1st person genre. You're a master thief using stealth and shadows to steal from rich lords and plunder ancient tombs. You get caught up in a fantastic plot to destroy the city as you know it and only you, the cynical thief, can save the day.

Windows · by Bluddy (9) · 2000

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

Best...Game...Ever!

The Good
Where do I start? This game spawned a new genre: The Sneak. I can't tell you how much pleasure I get from skulking around, unseen, from darkness to darkness. I guess it mirrors some of my real-life social anxieties. If only real life provided this many ways to hide. I need a light meter.

The scenery and the level design is terrific. It is a bit convoluted at times, but never a "maze". Once you get oriented you can find your way around. The cut scenes are probably the best of any game. Spooky! Creepy! You'll scream like a little girl once a hovering fireball fries you or the flatus of a bugbeast consumes you. And Garrett is cool, great voice talent, perfect attitude.

Awesome dialogue from NPCs. "Snap, snap, puppy."

The Bad
The people/creature models seem to be made of two polygons that converge in the center of their face. They're funny looking. I don't mind, I think it's hilarious. I got lost in a few places. After playing several times, I got the hang of it and enjoyed trying to find all the loot on a level. I still haven't found all the loot on some of the levels. It's hidden well. This isn't a complaint, though. It gives the game some extra re-playability. Also, my son was watching me play this when a giant spider jumped on my head and killed me. He started hyperventilating and crying. I nearly did myself. So this isn't for kids.

The Bottom Line
It's a spooky FPS (First-Person Sneaker). You use weapons sparingly and strategically. The thinking person's 3D adventure. This game is as good now as it was then. It's timeless.

Windows · by Thohan (17) · 2003

An un-matched title in originality.

The Good
The entire theory of the game is so unique, and so well done, you'll wonder why no one has made this before. Thief sets you up in the Middle Ages with sword, bow, and arrows. You need to sneak into a place, grab something, and escape. Sounds easy, until you realize that the place is guarded, and if one guard sees you, he alerts others.

Thief was the first game I've ever played that totally immersed me in itself. When I play, I have to shut the doors and crank up the sound. TVs get annoying as you mistake them for Hammers or guards. You can spend hours on one level, trying to figure out which way the guards move and when.

The graphics are superb, and the sound simply cannot be mentioned enough. I've never played a game where sound was so key.

The game is balanced, and there are always little side-things you can do like pick up more gold, try to complete the chapter without killing anyone, and so forth.

The Bad
Some controls took some time to master.

I occasionally felt like I didn't have enough "real world" time to do what I wanted to do.

The Bottom Line
Such an original game, with such atmosphere and immersion. It's not for the hack and slash enthusiasts, but even they should find something to love about this game.

This game proves you don't need death and destruction to have a good game.

I don't know that a summary can do it justice. Go download the demo, or better yet, buy it. Just don't hold your breath for a Thief 3 (Looking Glass has since gone out of business due to other ventures).

Windows · by Cyric (50) · 2001

Original & fun.

The Good
I bought this game without even playing it first, I was reading about it for months and was pleasantly satisfied with it. I'm sure most would agree, this game broke some ground on improving NPC's A.I. and implementing the use of light and darkness in the game. It was something me and my friends hadn't really seen before. This backed up by beautiful textures and a smooth running game engine, this game was definitely in a class of its own. Eavesdropping on guards, knockin' people unconscious, hiding dead bodies around castle basements trying to cover your tracks.... just a sweet game. I love the use of the bow and the various types of arrows you can buy....

The Bad
I can't think of anything bad about this game... im not being biased, I seriously can't think of anything worth complaining about..maybe in a way, I thought it could maybe use more items and a different way of buying the items. Also maybe not as linear....stages get kinda boring.. I think it would have better if it would have been a large world you could wander freely and explore...

The Bottom Line
Original...very original, It definitely broke some ground on certain areas of PC gaming.

Windows · by OlSkool_Gamer (88) · 2004

Slow and steady... keeps you alive.

The Good
Thief puts you the shoes (though you can never see them) of Garrett. He's a cynical guy, and all he wants to do is earn enough to keep himself alive... and well off. Set in an industrially developing world, there is this medievel meets modernization atmosphere. It makes for some very interesting sneaking. And sneak you will. Garret isn't exactly built to be in GQ (Guardsmen's Quatrerly). You DO have a sword, in case you get caught, but you will seldom survive two such encounters. Thus you rely on your trusty blackjack and bow. The blackjack comes in very handily for getting rid of that guard that keeps roaming the halls. One shot to the back of the head is all it takes. Of course you have to get behind him without giving yourself away. Should you want to dispatch them from a distance, the bow is very useful. Or, should you not want to kill anyone (which is mandatory in the harder settings), you can shoot an arrow into the corner over there. The guard will investigate the sound, leaving you to sneak past him. You can also get several useful arrows that have nothing to do with killing. The moss arrow can carpet a noisy floor so you can cross unheard. The noisemaker arrow does a better job of distracting your enemies than a simple broadhead. The rope arrow can get you to higher ground. And water arrows can extinguish those pesky torches.
Sound plays an important part in this game, as it can (and usually does) save your life. You can hear guards walking the halls so you can avoid them, or even pick up bits of information if you catch some of a conversation. This is the thinking man's Quake.

The Bad
Thief can be very difficult, even on the easiest setting. Charging into a room blindly makes for a lot of reloads. Even if you are careful, there are many mistakes that can be made.

The Bottom Line
If you are tired of running around shooting at anything that moves, you should try this game. You will still be afraid of things moving in the shadows (though most of the time it will be you), and now you have to be afraid of things you hear in the shadows as well, but this gives the game the appropriate atmosphere. Happy Filching.

Windows · by Narf! (132) · 2000

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 (7169) · 2023

" The definitive single player FPS..."

The Good
Everything. When this game fist came out the gaming world had NEVER seen anything like this: the introduction of the first-person sneaker. The graphics, while not being anything fancy, are detailed and portray the environments very well. The sounds are amazing and have scared the hell out of me on many occasions.

The Bad
That it ends...

The Bottom Line
In my opinion this is the best single player PC experience ever. Even better than...gasp...Half-Life!

Windows · by Unrealist (103) · 2000

Contributors to this Entry

Critic reviews added by Scaryfun, Alsy, Jeanne, Giu's Brain, Patrick Bregger, jean-louis, durplu pobba, vedder, nyccrg, Wizo, Tomas Pettersson, Big John WV, Adam Wojciechowski, oct, Plok, Cantillon, Klaster_1, lights out party.