- Platform: IBM PC Compatible
- Release Date: May 25, 2004
- Genre: Action
- Style: Stealth
- Similar Games: Tom Clancy's Splinter Cell (IBM PC Compatible), Deus Ex: Invisible War (IBM PC Compatible), Metal Gear Solid 2: Substance (IBM PC Compatible)
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| Thief: Deadly Shadows | |
|---|---|
| Developer(s) | Ion Storm Inc. |
| Publisher(s) | Eidos Interactive |
| Designer(s) | Randy Smith; Jordan Thomas |
| Series | Thief |
| Engine | Heavily-modified Unreal Engine 2 |
| Version | 1.1 |
| Platform(s) | Microsoft Windows, Xbox, Mobile phone |
| Release date(s) | NA May 25, 2004 EU June 11, 2004 |
| Genre(s) | Stealth |
| Mode(s) | Single-player |
| Rating(s) | ESRB: M (Mature) USK: 12+ PEGI: 12+ |
| Media | CD-ROM (3), DVD-ROM (1), Steam |
| System requirements | 1.5 GHz CPU, 256 MB RAM, 64 MB video card RAM, 4X CD-ROM drive, DirectX 9.0b, 3.0 GB available hard disk space, Windows XP (WIN) |
| Input methods | Keyboard, Mouse or Gamepad |
Thief: Deadly Shadows is a stealth video game where the player takes the role of Garrett, a master thief. It is set in a fantasy/steampunk world resembling a cross between the Late Middle Ages and the Victorian era, with more advanced technologies interspersed.
One of the game's major new features was the ability to explore the City. While previous games sent Garrett straight from mission to mission, Thief: Deadly Shadows allows him to walk the City streets between missions where he can steal from passersby, spy on the townspeople's daily lives, and search for sidequests in addition to major story missions. The game also introduced an ability to switch between first and third person views, and to flatten against walls.
It was released for Microsoft Windows and the Xbox in 2004, on May 25 in North America, and on June 11 in Europe. Development for both platforms started simultaneously. Like its predecessors, Thief: Deadly Shadows has received almost universally positive reviews, winning IGN's "Editor's Choice" award and "Game of the Month" award for May 2004. A follow-up to this game, Thief 4, is confirmed to be in the early development stages by the "very best core team" of Eidos Montreal Studio.[1][2]
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Thief: Deadly Shadows is a first-person and third-person 'sneaker', similar in gameplay to the previous games in the series. The player takes the role of a Garrett, an independent master thief who aims to steal his way through the City, using stealth, devices and weapons, in order to complete objectives and make profits on the side. The player may steal from or mug innocents for loot, and avoid, distract, attack or knock out guards. Loot and weapon ammunition may be stolen simply by 'touching' it, when close enough. Locked rooms and chests can be broken into after completing a lock-picking minigame.[3] Mission levels may be traversed by sneaking through the shadows, since walking or running will alert nearby guards, who detecting the presence of a vandal will search around for an unknown face. Upon discovering the player, the guards will give chase and possibly hunt him down. In order to make minimum noise, the player must actively monitor the noise each action creates. The player may usually view a hand-drawn map of the immediate surroundings, realistically, the player's location is not indicated on the map and must be deduced from the surrounding landmarks. The game has a fairly open-ended structure, allowing the player to approach every objective in multiple different ways. Upon completion of all objectives, the mission ends and the plot is further revealed through cutscenes.
The player then reappears into the nearest district within the City, which may be freely explored by foot. Most civilians don't recognize Garrett as a criminal, although wanted posters are frequently visible on City walls. City areas unlock as the player progresses through missions. Within the City, the player may sell previously stolen goods on the black market to Fences, for gold, which can be used at various Shops to purchase weapons, equipment and supplies.[4] Special loot such as "Artifacts" cannot be sold but are involved in the objectives and plot. As they are collected, loot, gold, equipment and weapons retain in the player's inventory through the game, making it possible to 'hoard' for later use. While exploring the City, the player may break into homes for additional loot, spy on and steal from the townspeople, and complete the occasional side quest. Allying with major factions will motivate its members to fight alongside the player, against the City Watch guards.
Both the PC and Xbox versions of the game are relatively easy to play, with conventional and reconfigurable shooter-style controls. The first mission is an interactive tutorial that guides the player through a typical robbery, set in an Inn. The player may save progress at any point, and must do so manually from time to time, since the game never autosaves.[5]
The Xbox version has considerably more tactile controls since it uses a game controller instead of an all purpose keyboard. Within the lock-picking minigame, a rumble effect can be felt based on the relation between the lock picks and tumblers. Moving the left analog stick gently makes Garrett creep, and forcefully makes him run.
| This plot summary may be too long or overly detailed. Please help improve it by removing unnecessary details and making it more concise. (October 2009) |
In the initial missions, Garrett steals a bronze medallion and the Bloodline Opal from a nobleman named Lord Julian, The Builder's Chalice from the Hammerites at St. Edgar's Church, and the Jacknall's Paw from the Pagans, at the underground Pagan Sanctuary. Orland, the First Keeper, asks Garrett to find a lost book called the Compendium of Reproach, which can give more information about a coming Dark Age. Garrett manages to steal it back from Captain Moira's seaside mansion, and steals the Kurshok Crown from the Sunken Citadel. The Glyph Key is also stolen from the Sunken Citadel, as it is required to open the Compendium of Reproach. After that, the Keepers read the prophecy contained in the Compendium, which follows as, "When the progress of time ceases, the evil one will be pointed out for all to see". Garrett decides that he doesn't want to wait for the prophecy to be fulfilled on its own, and, when realizing that the prophecy might actually be referring to the clocktower in Stonemarket being stopped rather than time itself, Garrett enters the clocktower, run by Hammerites, and sabotages its gigantic mechanism, which stops the clock but causes the entire clocktower to collapse. During a cutscene which follows the collapse of the clocktower, it is shown in a bird's-eye view, and appears to point directly at First Keeper Orland's office.
After this, Interpreter Caduca of the Keepers is found murdered. First Keeper Orland blames Garrett for the murder, and sets up a trial at the Keeper Compound, where Garrett is found guilty, though it can be assumed that the trial was fixed. Garrett manages to escape, causing Orland to send the Keeper Enforcers, an elite unit of telepathically-connected assassins, after him. Garrett is contacted by a group of friendly Keepers, who mention that the rubble (of the clocktower) forms an arrow which points directly at the Keeper Library. To replace Caduca, Orland plans to promote a girl named Gamall to the position of Interpreter. Garrett believes that Orland is the Brethren and Betrayer mentioned in Keeper prophecy, so he returns to the deserted lower library of the Keeper Compound, and finds a note addressed to him, despite the fact that no one should know of his presence. Garrett visits the Compound's Hall of Statues, where he encounters a mysterious old woman, who uses Glyph magic to bring the statues in the room to life and search for Garrett to kill him. Soon after, the woman vanishes, and Garrett then escapes from the Keeper Compound.
After escaping the ambush, Garrett looks for a Hammerite named Inspector Drept for help. Garrett mentions the old woman he saw in the Keeper Compound, and Drept immediately realizes that Garrett has encountered the Hag. Drept advises Garrett to search the abandoned Shalebridge Cradle, as that was where Drept first saw the Hag. The Cradle had once been an insane asylum, but before that it was an orphanage. For a short time, the building was used as both. One night a fire broke out, and the building was abandoned, and grew to be a dark and haunted place. In the attic of the Cradle, Garrett finds a painting of what appears to be Interpreter Gamall. After which, a glowing white spirit appears and introduces herself as Lauryl, beckoning Garrett to help her trapped spirit leave the Shalebridge Cradle. Lauryl asks Garrett to find a vial of her blood and drop it in a storm drain so that it will land outside. After this, Garrett returns to the attic, and Lauryl tells him that because she has been trapped in the Cradle for so long, the Cradle "remembers" her, and therefore traps Lauryl's spirit inside the building. She tells Garrett that once all of her old belongings have been removed from the building, it will no longer "remember" her, and her spirit will be free. Garrett then proceeds to find all of Lauryl's old belongings, such as her night gown, her diary, and other things, and destroys or otherwise gets out of the building. To do this, Lauryl tells Garrett that he must enter the past by taking an item that belonged to one of the patients, and walk into a cage in the basement with it. Once there, Garrett takes on the appearance of an asylum patient, and finds Lauryl's belongings and gets rid of them, supposedly erasing them from the Cradle's "memories". However, Garrett is no longer able to leave, as the Cradle now remembers him because he has been inside it for too long. Garrett enters the past as himself and tricks the Cradle into "thinking" that he had committed suicide by jumping out of the highest tower. However, Garrett only lands safely outside in the present time, with the Cradle having "forgotten" any memory of Lauryl or Garrett. Lauryl then leads Garrett to the nearby Hammerite Fort, Ironwood, where her body was buried. Lauryl's grave is covered in Glyphs, which were left by the Hag, so that she could take the appearance of Gamall, who was supposedly appointed by Keeper Orland to become the new Interpreter. This is where Garrett learns that the Hag killed Lauryl for the purpose of becoming Interpreter, so that she could harness the power of the Glyphs and destroy the Keepers. Garrett washes away the marks on the grave with Lauryl's blood and Lauryl gets her normal appearance back. During this, Gamall, the Hag in disgiuse, is going through a ceremony to promote her to Interpreter. After the marks on Lauryl's grave have been washed away and the spirit of Lauryl gains her original appearance back, the Hag loses her disguise and is revealed to be a hideous monster, and attacks the Keepers. Lauryl then vanishes.
The Hag has ruined the Keeper Library. She has found the Final Glyph, and stolen the Builder's Chalice and the Jacknall's Paw from the Keepers. Orland wants Garrett to find Gamall's hidden lair, learn what she wants the Artifacts for, kill her, and find and destroy the Final Glyph. Inside Gamall's underground lair, Garrett steals back the Chalice, the Paw, and the Glyph of Unbinding. Artemus appears and tells Garrett that he had been searching for the Glyph of Unbinding as well. After reading a map in Gamall's lair, they discover that the Artifacts - the Eye, the Heart, the Crown, the Chalice, and the Paw — must to be placed in specific locations in the City to activate the Final Glyph, a safeguard in case the Keeper Glyphs are used for evil, which, when activated, all Glyph magic and Keepers' power will be destroyed. Garrett goes to the Wieldstrom Museum in Auldale to steal the remaining Artifacts, the Eye, the Heart and the Kurshok Crown, before Gamall is able to find them herself. Gamall does not show up in the museum, but when Garrett comes out, Artemus is outside waiting for him, asking Garrett to give him the Artifacts. Orland then appears and tells Garrett that he must use the Artifacts to destroy all Keeper magic, but not destroy the Final Glyph. At this moment, the Hag shows herself to be Keeper Artemus in disguise, and kills Orland. While she is killing Orland, Garrett sneaks away. Garrett puts all the Artifacts into the corresponding positions to activate the Final Glyph, causing all Keeper Glyph magic to be destroyed. The Keeper's key symbol burns into his hand as he places the final Artifact. The Hag and her walking statues lose all their powers, and the statues become inanimate once again. The Keepers have disbanded upon realizing that all the Glyphs in their books have disappeared, and the Keeper Library is now being observed by the citizens as the library is no longer concealed by Glyph magic. The Chalice and the Paw are somehow returned to the Hammerites and the Pagans respectively. After this, the citizens gather around the Hag, who has lost her monstrous appearance and now looks like an old woman. Having lost all her Glyph powers, she is no longer able to disappear or disguise herself, and proclaims, sobbing, that everything is "ruined".
During the final cutscene which takes place some time later, Garrett is walking down a street when a young child attempts to pickpocket him, but fails when Garrett realizes that the child is behind him. He grabs the child by the arm and says, "It's no easy thing to see a Keeper, especially one who does not wish to be seen". This event is nearly identical to the first cutscene from The Dark Project, when young Garrett attempts to pickpocket a Keeper walking down the street. Garrett's hand is shown briefly, showing the key symbol burned into his hand, and it can be assumed that Garrett is now the True Keeper that was previously mentioned in Keeper prophecies.
After Looking Glass Studios, the developer of the original two titles, went out of business in 2000, many former employees moved to Ion Storm Austin. Here they began developing the long-anticipated third part of the series, Deadly Shadows. The same voice actor, Stephen Russell, was selected for the lead character, Garrett.
Unlike the original two titles, Deadly Shadows was developed simultaneously for Microsoft Windows and the Xbox. The game is powered by a heavily-modified and tweaked version of Unreal Engine 2, which Ion Storm had previously used in Deus Ex: Invisible War.
Ion Storm decided not to entitle the game Thief III for fear that it would alienate console gamers who had never played the previous two titles.[citation needed]
It is the last game produced by Ion Storm before its demise in February 2005.
Like its predecessors, Thief: Deadly Shadows has received almost universally positive reviews, garnering a GameSpot rating of 8.3 with an 8.5 rating from selected notable critics[6] and the PC version has reached an average score of 8.6 on IGN. The game also won IGN's "Editor's Choice" award and "Game of the Month" award for May 2004.[7][8]
Most reviewers praised its artistry, exceptionally refined standard of lighting, graphical and level design, visual and sound effects, music, immersiveness, voice acting and solid gameplay.[6][7][8]
On 11 June, 2008 GamePlasma, a gaming news site, posted an article showing certain places in Majestic Studio's Limbo of the Lost were identical to portions of Thief: Deadly Shadows, along with content from Bethesda's The Elder Scrolls IV: Oblivion, Sea Dogs, and World of Warcraft.[9] The game depicts it's lead character walking near the gates of "Famine", "Drought" and "Disease" which is identical to Thief's "Keeper Library".[10] After the plagiarism was discovered the game was pulled from sale as culpability within Majestic Studios remains disputed.
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