-Thief
III, in review
Below
I include quotes from the Gamespot, IGN, and Gamespy reviews of Thief: Deadly Shadows. The segments I
selected are the parts that echo moreso the points I’ve made in this project.
-from
the Gamespot review, by Greg Kasavin
"You'll
be treated to an intriguing story, which is narrated by an even more intriguing
protagonist, whose particular brand of cynicism isn't nearly as unwelcome as
cynicism tends to be. The story gradually and surprisingly unfolds during the
course of what's a decidedly lengthy single-player adventure. Due to the
open-ended nature of the game and its four available difficulty settings,
average playing time should vary quite a bit from one player to the next.
However, it's safe to say you're not going to get through this one in a
weekend, unless all you did was play.
The
story of Deadly Shadows is gleaned through overheard conversations, cutscenes,
and Garrett's own monologue, but you'll also be doing a good bit of reading
memos, notes, and pages of books for clues. No previous experience with Thief
is necessarily expected or required, but the plot is deeply interconnected with
and contains many references to the previous games (for those who played them)."
[…]
"As
far as the annoyances are concerned, Thief fans will likely be dismayed at the
absence of rope arrows in Deadly Shadows, which, in previous installments,
could be used to create rope ladders, yielding access to otherwise inaccessible
areas. Deadly Shadows replaces these with a pair of climbing gloves that
Garrett can purchase, which are a far less interesting solution to the same
types of problems."
[…]
"Other
aspects of gameplay will be very familiar to Thief fans but will take some
getting used to by anyone not previously acquainted with Garrett and his world.
For one thing, while you usually have access to a map of your immediate
surroundings, these aren't the fancy GPS-style automaps you may be familiar
with from other games. Instead, they're fairly crude, hand-drawn diagrams that
aren't terribly useful. This may seem frustrating, but not only is it an
authentic touch, given the pseudo-medieval setting, but also it's defensible
from a gameplay standpoint, since it encourages you to actually explore the
gameworld rather than spend more time looking at the map."
[…]
"The
thing about Garrett is he just doesn't come across as particularly athletic.
He's basically invisible when standing in shadows, but you don't ever get the
feeling that you're controlling some sort of incredibly lithe and dangerous
character. In short, Garrett's not a ninja. But part of the appeal of the Thief
series actually stems from the fact that you really are a thief in these games,
rather than a one-man army. You're quite vulnerable and have every incentive to
stay out of harm's way. Other stealth action games make you feel like you could
easily overpower your foes in single combat, so having to use stealth almost
feels like a limitation. But in Deadly Shadows, you're often stalking things
that are much stronger than you."
[…]
"Anyway,
the missions are all spooky and atmospheric, and they make you feel like you
truly are prowling in the dark. One remarkable mission, which takes place in a
haunted orphanage-turned-asylum, is especially nerve-wracking due to its thick
shadows and claustrophobic corridors. What makes the place so creepy is that
it's almost entirely devoid of any living beings. Almost."
[…]
"The
game was developed jointly for the PC and Xbox and feels a bit out of place on
both platforms, as though sacrifices needed to be made in both cases. Fans playing
the PC version will wonder why the developer bothered to incorporate an
optional behind-the-back, third-person perspective, which works pretty well and
looks pretty good but isn't nearly as atmospheric and ultimately isn't as
useful as the first-person view, which lets you see and hear the world in
clearer detail. Those playing the Xbox version of the game will frown at the
sluggish, often choppy frame rate, which represents an obvious compromise that
was made in exchange for the dynamic lighting and other fancy special effects."
-from
the IGN review, by Tom McNamara
"It
doesn't take the supernatural detours of previous installments, but you will
traverse some extremely creepy hallways and cellars before you're done.
Shalebridge Cradle in particular just has to be experienced to be believed."
(page
1)
[…]
"I
do wish Ion Storm
had gone iD Software's route and handed the console version off to a separate,
dedicated team, because I never quite shook the impression that DS's
overall geometry was streamlined to fit under the Xbox's hood. The Hammerite
church should be an imposing and haunting piece of work. The Pagan underground
headquarters should be massive, with countless possible routes to your
destination. I was consistently left underwhelmed with the size of almost all
of the indoor environments, and was often confused by a few superfluous shafts
and crawlspaces.
Getting
back to sound, though: When it comes to Shalebridge especially, nothing brings
it together quite like this stellar and haunting soundscape. Subtle ambient
music, whispering noises, shuffling feet. I had to step away from the computer
when I heard the sound of crying babies, in a building which I knew had been
abandoned after serving as an insane asylum, and an orphanage before that.
Hallway after hallway, you turn and expect to find something, the source of the
noise, whatever, but the place is as empty as a tomb. Or is it?"
(page
2)
[…]
"The
important thing to remember though, is that these flaws really only reveal
themselves after extended and focused observation. What you should know about
this game is that it will get its hooks into you, if you give it long enough.
And for me, at least, it wasn't about the desire to acquire which is,
ironically, central to the tone of the game. It's about the sound-drenched
atmosphere, the mood, the creepy and looming strangeness of a cryptic prophecy,
and the main character's struggle to set things right even as all forces seem
to conspire against him. Deadly Shadows tells a story as well as a game
can, given the free-form environment of computer games."
(page
3)
[…]
"If
the environments had been bigger, the thieving missions gradually more complex
and challenging, and the story a little quicker to get moving, I'd have little
to really complain about. As long as someone can craft a place like Shalebridge
Cradle, I'm pretty much a happy camper."
(page
3)
-from
the Gamespy review, by Allen Rausch
"Then
there's the artistic design of the world. Even the worst graphics engine can be
made up for with inspired artwork, texturing, and architecture. Alas, these too
are conspicuously missing in Deadly Shadows. Whether the culprit
was the graphics engine or that someone stole all the artistic talent at Ion Storm, Deadly
Shadows' architecture bears a mind-numbing sameness, an oppressive
concrete realism that makes one think of Soviet buildings at the height of the
Cold War. Areas that should soar and be beautiful, such as Hammerite cathedrals
and the Keeper libraries, just ... well, don't. Areas that should be
terrifyingly alien, such as Pagan zones, are just crumbling city graphics
colored by green glowing balls."
"On the other hand, the lighting engine is just spectacular. Given that hiding in shadows makes up most of the game, it would have to be, but credit where credit is due. The flickering lights of torches cast light of surprisingly different quality than small candles, electric lamps or the Pagan glowglobes. Different lighting areas do wonders to give areas different moods. The game's shadows are extraordinary, too, and there's nothing like moving across a lighted area and watching your own running shadow cross the door, praying that a guard doesn't notice you."
"On the other hand, the lighting engine is just spectacular. Given that hiding in shadows makes up most of the game, it would have to be, but credit where credit is due. The flickering lights of torches cast light of surprisingly different quality than small candles, electric lamps or the Pagan glowglobes. Different lighting areas do wonders to give areas different moods. The game's shadows are extraordinary, too, and there's nothing like moving across a lighted area and watching your own running shadow cross the door, praying that a guard doesn't notice you."
(page
1)
[…]
"Enemy
A.I. is much improved, as well. The first time I played the game on the easiest
level, the guards were about as smart and predictable as they ever were in
previous games. Crank up the difficulty, though, and your enemies gain the
equivalent of spider senses, able to hear the slightest noises, relentlessly
tracking down anomalies like missing items or blood, and in general creating
very credible challenges for the Master Thief. I knew I was in trouble the
moment I accidentally moved a chair half an inch and a guard in the next room
rushed in to check on the noise. Players who can beat the game at its highest
levels of difficulty might want to consider applying for a job with the CIA --
or Batman."
(page
2)
[…]
"Finally,
there's the two strongest aspects of the game: sound and story. The Thief series
has always been groundbreaking when it comes to sound, and this edition is no
exception. The game's sound effects are stunning: directional audio, EAX,
reverberations, and all the other technical bells and whistles the dev team
tossed in certainly do their job. Deadly Shadowscreates a
soundscape that simply must be heard to be appreciated. The creak of footsteps,
whispered voices in another room, and the crackle of fire all sound exactly as
you'd expect them too and the direction where they're coming from gives the
player vital information that's key for any would-be thief who wants to live to
spend Garrett's loot. Special mention must be made of the voices -- all of them
are brilliant, especially Stephen Russell, whose voice so embodies world-weary
character of Garrett that it's virtually impossible to imagine anybody else in
the role."
[…]
"Storywise,
this is another strong entry in the series. Garrett's world is a fascinating
place where science and industry, in the persons of the fanatical religious
sect called the Hammerites, are waging a constant war with their deadly foes,
the Pagans, bloodthirsty adherents of the old forest gods and the last refuge
of magic. Maintaining the balance between them are the Keepers, master
manipulators and Garrett's personal scourge. This time out, we get a more
detailed look at the internal politics of the Keepers and find out they're not
as neutral and detached as we've been led to believe."
(page
3)
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