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Thief II: The Metal Age

 
Games: Thief II: The Metal Age

Game Description

A small tendril of smoke rose from the torch down the hall as it suddenly extinguished. Slipping his bow and remaining water arrows into the quiver on his back, he melted into the ebony darkness which enveloped the hallway.

"Eh?" the startled guard ahead exclaimed in a gruff voice. Chainmail clinking together, he turned quickly and surveyed the hallway behind him. Pausing for a second, he intently studied the shadows, his eyes passing completely over the hidden form. Shaking his head, he turned around and muttered to himself.

"Damned cheap torches. The third one tonight! We could have taffers crawling through this place. I should've joined the army!"

Garrett began breathing again as the guard paced away, continuing his patrol. Emerging from the shadows, he drew a small blunt club from the volumptious folds on his black cloak in one fluid motion. Soft-soled shoes hugging the opulent carpet, Garrett rushed towards the man with the ferocity and dexterity of a hunting cat. With a single blow to the base of the neck, the guard crumpled into a silent heap.

With a successful nod, Garrett shifted the pack full of loot from the house and made his way towards an open window, curtains blowing in the warm summer air.

A clean job. The best kind. 'Tis the life of a thief.

Welcome to the world of Garrett, a thief trained from his childhood by a secret underground society, and a man who single-handedly has stopped both the undead and The Trickster, a god.

This time around, a year after the original Thief, Garrett finds himself in a town rife with people opposed to his trade. A new sheriff is in town, and is fed up with thievery. The fanatical religious Hammerites are still around, and practicing the trade is now a risky business.

While it would be possible to dilvuge some of the storyline, it truly would ruin the surprises. Suffice to know that this time around, thieving is much more difficult for Garrett. The storyline is very well done and unfolds through missionn objectives. Looking Glass has taken great pains to make Thief II: The Metal Age a title that draws you into the role of Garrett.

Thief II: The Metal Age continues in the spirit of Thief: The Dark Project in that the point is to remain hidden, and in many mission, to not kill anyone. This delivers a truly interesting and innovating aspect to the first-person shooter genre.

AI in Thief II is improved over the first title and offers some innovative features. There is not just one type of guard - some have been drinking, some are sleepy, and some are razor-sharp and on edge. The most interesting people you'll encounter are both the robots and the children. If a child hears you pass by, rest assured that they will not let you pass without investigating!

The engine in Thief II: The Metal Age and the interface will be recognizable by fans of the first title as not much has changed. However, the improved AI, much different mission goals, and the new types of people you'll come across surely offer enough innovation.

New tools of the trade include Garrett's mechanical eye which allows you to zoom in and out, a potion which allows you to float to the ground like a feather, and a spy-orb which acts like a remote control camera. The convential tools from the first installment are all found here.

If you're looking for a title which breaks away from the "see-'em, shoot-'em" first person games, Thief II: The Metal Age offers a different experience.
~ Chris Couper, All Game Guide

Roots & Influences

The game is the follow-up title to Thief: The Dark Project. Although designed in a style of first-person shooters, the designers consider the game a "first-person sneaker."

The first installment, Thief: The Dark Project was an ambitious project, and the developers were not quite sure how it would be received. Aiming for a 'smarter shooter', meant possibly alienating themselves from those fast-twitch gamers who enjoyed nothing more than fragging and gibbing.

I remember hearing the concept for Thief: The Dark Project and being taken aback by the complexity the developers took great pains to include. Guards could not only see you, they could hear you as well. If you left behind a body, they'd sound the alarm.

The Thief titles, while somewhat distant from, still retain much influence from the popularity of first-person shooters such as Quake. In my opinion, it was the mindless repetitiveness of the FPS which spawned a 'smart shooter' like Thief: The Dark Project and Thief II: The Metal Age.

A seemless combination of strategy, action, suspense, and the familiar feel of a first-person game, Thief: The Dark Project expanded the scope of the genre. The success of the first title made this game, Thief II: The Metal Age, a natural progression.
~ Michael L. House, All Game Guide

Production Credits

LOOKING GLASS STUDIOS DEVELOPMENT TEAM Project Lead: Steve Pearsall; Lead Designer: Tim Stellmach; Lead Artist: Mark Lizotte; Programming: Alex Duran, Bill Farquhar, Pat McElhatton; Design: Laura Baldwin, Terri Brosius, Rob Caminos, Zdim (Richard Dale Carlson), Mike Chrzanowski, Likka "Fingers" Keranen, Leaf (Rafael Jabulani Brown), Emil Pagliarulo, Randy Smith, Sara Verrilli; Additional Design: Michael Ryan, Dorian Hart; Art: Matt Gilpin, Jennifer Hrabota-Lesser, Daniel Thron, Karen Wolff; Audio Director: Eric Brosius; Audio: Kemal Amarasingham, Ramin Djawadi; A/V, Cutscene Animator: Neil Forman; A/V, Cutscene Producer: Fred Galpern; A/V, Briefings Animator: Ross Spiller; Engine Programmers: Sean Barrett, Chris Carollo, Doug Church, Kate Jenkins, Marc "Mahk" LeBlanc, Tom Leonard, Mat MacKenzie; Additional Engineering: Zarko Bizaca, Jon Chey, Jeff Dixon, Rob "Xemu" Fermier, James Wiley Fleming (aka Jaemz), Darren LaFreniere, Cynthia Monter, Don Porges, Briscoe Rogers, Dan Schmidt, Kevin Wasserman, Mark Justin Waks; Website: Ross Spiller; Manual: Dorian Hart; Assistant Producer: Lulu Lamer; Box Art: David Stoupakis; QA Manager: Michael J. Steinkrauss; Lead Tester: Daniel Krikorian; QA Supervisor: Lulu Lamer; Senior Tester: Kevin Callow; Testers: Shaun Atkinson, Thomas M. Blackheart, Jerrett Brunelle, Jason Chrzanowski, Jim Fleming, Matt Gamble, The "Hoosh," David Jackson, Sean Latham, Mike "Lucky" Luzcz, Mike McAffee, Steven Pastore, Curtis Wade, Dom Daleo, Carlos Cantu, Pete Hildenbrand, Christopher Wicke, Jason Plante, Scott Plante, Stever Robbins, Glen Munson, James Davidson; VOICES Garrett: Stephen Russell; Mechanists: Sam Babbitt, Caroline Brown, James Foster-Keddie, Nancy Taylor; Guards: Kevin Callow, Bill Farquhar, Dan Krikorian, Stephen Russell, Carole Simms, Dan Thron; Hammer: Stephen Russell; Thieves: Mike Chrzanowski, Mike Romatelli; Civilians: Alex Duran, Lulu Lamer, Emil Pagliarulo, Stephen Russell, Karen Saltus, Karen Wolff; Masked Slave: Laura Baldwin; Prisoners: Rob Caminos, Andy Meuse, Geoff Stewart; Sheriff Truart: Sam Babbitt; Basso: Neil Forman; Jenivere: Karen Saltus; Library Ghost: Sara Verilli; Old Woman: Esra Gaffin; Translator Child: Nancy Taylor; Keeper Nate: Nate Wells; Keeper Orland: Dan Thron; Keeper X: Ian Vogel; Additional Voice Acting: Terri Brosius, Stephen Russell, Joffrey Spaulding, Dan Thron, Caroline Brown, Tim Farrar, Nancy Taylor; CEO: Bill Carlson; Managing Director: Paul Neurath; VP Product Development: Joe Gilby; Marketing Director: Mike Malizola; Financial Analyst: Mark Matthews; Office Administrator: Jennifer Galpern; Human Resources Director: Susan Perras Zwirble; Accounting: Kathy Forrest, Eileen McGrath; Special thanks to other project teams at Looking Glass: Filterfresh Coffee, Dolly's Catering, Rebecca's Cafe, Fresh City Catering, Bill Havlicek (Creative Labs), Vernon Chiang (ATI), Dan Tood and the rest of the folks at TTLG.com; EIDOS INTERACTIVE U.S.; Executive Producer: James Poole; Associate Producer: Michael McHale; VP Product Development: Nick Earl; QA Manager: Brian King; Assistant QA Managers: Clayton Palma, Corey Fong; Lead Tester: Chris Lovenguth; Assistant Lead Tester: Ron Lauron; Testers: Lars Bakken, Ryan Natale, Tamara Williamson, Beau Teora, Anthony Constantino, Shawn Taylor, Ralph Ortiz; Compatibility Testing: Kenneth Schmidt; Product Manager: Matt Knoles; Public Relations Manager: Brian Kemp; Packaging Design: Three 8 Creative Group; Manual Design: Carol Ann Hanshaw; Marketing Support: Sutton Trout, Chip Blundell, Paul Baldwin, Antonia Phillips; Customer Support Manager: Micheal R. Kelly; Executive VP Sales & Marketing: Dave Cox; VP Finance: Kevin Weston; VP Operations: Robert Barrett; President of Thieves' Guild: Rob Dyer; Special Thanks: Jo Kathryn Reavis, Katrina Medema, Hilke Schelke, Mike McGarvey, Gary Kinnsch, Monica Malone, Eric Adams, Mike Schmitt, Frank Hom, Tom Marx, Matt Miller, Mike Kawahara, Pop Rocks, Marmite; EIDOS INTERACTIVE UK Executive Producer: Jonas Eneroth; Assistant Producer: James Rose; External Development Manager: David Rose; PR Manager: Eva Whitlow; Product Manager: Dave Burton; Localization Group Manager: Flavia T. Grant; Assistant QA Managers: Jean Duret, James Featherstone; Lead Tester: Guy Cooper; Testers: Julie Payne, Tyrone O'Neil, BJ Samuel Kil; Compatibility Testing: Jason Walker
~ Michael L. House, All Game Guide
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Wikipedia: Thief II: The Metal Age
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Thief II: The Metal Age
Thief II - The Metal Age Coverart.png
Developer(s) Looking Glass Studios
Publisher(s) Eidos Interactive
Designer(s) Tim Stellmach, Steve Pearsall
Series Thief
Engine Dark Engine
Version 1.18
Platform(s) Microsoft Windows
Release date(s) March 21, 2000
Genre(s) Stealth
Mode(s) Single-player
Rating(s) ELSPA: 15+
ESRB: Mature
OFLC: MA15+
PEGI: 12+
Media CD
System requirements 266 MHz CPU, 48 MB RAM, 8 MB video card RAM, 4X CD-ROM drive, DirectX 7.0, 250 MB available hard disk space, Windows 95
Input methods Keyboard and mouse

Thief II: The Metal Age is a stealth-based game for Microsoft Windows, sequel to Thief: The Dark Project, and followed by Thief: Deadly Shadows. Utilizing the same Dark engine that powered the original Thief, Thief II has an almost identical look and feel, with only minor graphical and programming improvements. The basic gameplay is also fundamentally similar to the original Thief, with a few new elements, including technological gadgets such as a remote eye camera and more intelligent level designs. Other changes include an increase in the number of AI behaviors, and the addition of female guards and soldiers. A new arrow type, the Vine arrow, which can stick onto metal grates in addition to wooden surface, was added to replace rope arrows in a few missions. New potions were also added.

Responding to criticism of the original Thief, the missions in Thief II were designed much more around typical thief-like behavior, and much of the game is spent robbing the rich denizens of the City rather than raiding tombs and running from monsters, which was a common element in the first game. In fact, the player encounters few of the monsters from the original Thief, except for burrick heads mounted as trophies in some of the mansions; a few zombies, apemen and Hammer haunts.

Contents

New characters

  • Sheriff Gorman Truart: A corrupt medieval lawman who becomes the leader of the City Watch and the apparent main antagonist in Thief II. Truart oppresses the people, collects bribes, implements outrageous taxes, brutally suppresses the criminal element, and seems to have a particular personal grudge against Garrett. Truart regards the law not as an end in itself, but rather as a means for those with power (specifically, himself) to control those without. Despite his corruption and questionable morality, he did dramatically modernize the Watch, improve its efficiency, and introduce a standardized blue uniform by the time of Thief II, although not all of the Watchmen are fully up to date with the new system (some can occasionally be heard forgetting the numerical code they need to report a crime in progress). Due to Truart's modernization efforts and his close links with the Mechanists, the Watch headquarters at Shoalsgate Station are bristling with new technology during the second game.
  • Father Karras: A brilliant inventor, sociopath, genius, and prophet who split from the Hammerite organization to found his own faction, the Mechanists, and later becomes the game's primary antagonist. He and his organization play a major role in Thief II's story. While still a Hammerite, Karras invented the mechanical eye and gave it to Garrett as a gift. Karras suffers from an extreme speech impediment, yet somehow is highly charismatic and able to command the loyalties of numerous followers, despite the fact he secretly despises most organic life. He charms the nobility into taking his "Servants" (vagabonds, beggars, lepers and prostitutes converted into placid slaves via ancient, bizarre enslavement masks salvaged from the destroyed city of Karath-Din) who are equipped with a gas canister. This gas feeds on organic matter, using it to fuel a chain reaction. He plans to wipe the City clean of life to create a mechanical "Paradise."
  • Lieutenant Mosley: A member of the City Watch under Sheriff Truart, and one of his two lieutenants. Unlike Truart, Mosley is a solid, honest officer, and her conscience eventually causes her to question Truart's brutal methods despite her admiration of the way he has cut down crime. Mosley eventually forms an alliance with the Pagans to bring down Truart, framing Truart's other sycophantic Lieutenant and eventually providing keys to his mansion to his Pagan assassin.

Thief II Gold

Just as Thief: The Dark Project was re-released with additional missions as Thief Gold, a re-release of Thief II, Thief II Gold, was in development when Looking Glass Studios folded. Additional missions that were considered for Thief II Gold included a mission that takes place in the stronghold of a sect of necromancers, a mission that brings Garrett to a war between the criminals of the City and the City Watch in a gritty slum called Willard Square, a mission that forces Garrett to blend in with the City's aristocracy at a costume party, another set within a university, and a mission involving a group of fallen Hammerites. It was proposed that Garrett could obtain a dagger, possibly poisoned, in Thief II Gold.[1] A group of fans, Thief II Gold Fan Mission Project, is attempting to complete the work begun on Thief II Gold. The goal of the project is to make four additional missions that are as close as possible to what the developers had envisioned. This has been made possible by the release of the journal of Emil Pagliarulo, a level designer on Thief II,[2] and other materials from Looking Glass to the public.[3]

Thief 2X: Shadows of the Metal Age

After Looking Glass Studios went out of business, a group of fan developers under the banner of The Dark Engineering Guild created an extension to the Thief universe. In 2005, the result was an unofficial Thief II expansion pack titled Thief 2X: Shadows of the Metal Age.

The game presents a new protagonist, a young woman named Zaya. She has journeyed to the eponymous City, to meet her cousin Kedar and start a new life. Things take an unexpected turn though and she soon gets drawn into a murky world of crime and deceit as events spiral beyond her control. The story takes place approximately the same time as the Thief II timeline. The game has features similar to those in retail Looking Glass games: complex level design, a lengthy campaign, pre-rendered introduction and ending sequences, original music, new voice acting, original artwork, and animated mission briefings.

Thief2X received significant gaming press coverage prior to and after release. PC Gamer magazine stated it was "one of the most impressive achievements of any fan community for any game."[4] In a discussion of game modding in general, Computer Games magazine called it "Arguably the biggest and best mod of the past year."[5] Jolt Online said that for a fan of the Thief series "there was simply no excuse not to play T2X".[6]

See also

External links

References

  1. ^ Pagliarulo, Emil. "Thief II Gold/Thief III journal". Thief II Gold Fan Mission Project. Nick Dablin. http://thiefmissions.com/thief2gold/EmilJournal.pdf. Retrieved 2008-09-29. 
  2. ^ "Game Credits for Thief II: The Metal Age". MobyGames. http://www.mobygames.com/game/windows/thief-ii-the-metal-age/credits. Retrieved 2008-09-30. 
  3. ^ "Briefing". Thief II Gold Fan Mission Project. Nick Dablin. http://www.thiefmissions.com/thief2gold/briefing.htm. Retrieved 2008-09-30. 
  4. ^ PC Gamer UK, Issue 151 August 2005 pg. 106.
  5. ^ Computer Games US, April 2006 pg. 78.
  6. ^ "Mod Spotlight: Thief 2X: Shadows of the Metal Age". Jolt Online Gaming. Jolt Online Gaming Ltd.. 2005-09-18. http://www.jolt.co.uk/index.php?articleid=4606. 

 
 

 

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