Thief: The Dark Project (1998 Video Game)
8/10
Not only a leap forward, one that holds up to this day
15 May 2013
A steampunk world of magic(that does ironically rob the focus from the concept) and 19th century technology has a conflict between the religious factions of The Hammer(who value scientific progress, and represent order) and The Pagans(who value untouched nature, and represent chaos). Maintaining a balance between them are the Keepers, who work unseen. One can understand both philosophies, and neither is entirely right or wrong - they are extremes.

You are not assigned to either side... you're Garrett. Growing up on the streets, he got a snarky, pragmatic personality, and became a thief. He received training from last-mentioned group, and is thus quite possibly the best in the field. And he's hired for the most important, and potentially profitable, job of his career...

This has inspired the major entries in its genre since(Hit-man, Splinter Cell, the list goes on - daring to push the throttle on the less-popular approach of thinking and planning approach, over a direct, mindlessly destructive "action" one), and its impact is felt in the whole medium to this day. How the latter? With its introduction of a proper physics engine(highly impressive if not flawless), and a world where everything can be interacted with, not merely that which you're "supposed to".

This is largely non-scripted, with the path and pace up to the individual player; neither bogged down by poor, constrictive mechanics, nor rushed ahead by the developers taking charge. Direct(and well-guarded!), or take the long way(that is safer)? Leave no trace, surreptitiously knock out foes(with the Blackjack, an iron night-stick)... or even kill them(such as with your sword, which, with its three blows and ability to block, allows for actual fencing, as anyone you're up against will dodge and strike... just keep in mind they have armor and are there to fight, you're sleek and not a warrior)? Last option is not allowed on higher of the 3 difficulty settings, mind you... yes, they'll restrict/give more to do, the further up you go; replayability is also aided by how open this is, how well you want to "do" - this has emergent gameplay, if you are spotted, you can "fix it", deal with those who know of you. You're not punished(only provided stats), just keep in mind you're vulnerable when exposed.

This is one of the games that get it right: the amount you put into it equals the amount you get out of it. Want to rush through it? You can. Looking to immerse yourself in this full, richly detailed world, where everything goes together, see every area? Sure. Neither are encouraged more than the other - while exploration leads to treasure-gathering, and you can buy equipment with that, it's possible to do without that(it can be picked up along the way, as well).

You always have a map, albeit these get increasingly outdated, cryptic and vague. Applying your compass to it, you can find your way, if you do at times have to "just try" some of the possible doors, hallways and the like - I sincerely feel that this is not where the challenge of stealth should be, you should know where to go, and worry about not being detected on the way; it is however rare, and the organic, always connected design of the levels both ensure that you can reason your way to where you're going, and that if you are just carelessly slogging around, you can get lost. You're in a mansion, come on! Well, that, and a prison, some ruins, graves, etc.

The sneaking seldom gets repetitive, because of how varied the objectives are(you're always getting in, affecting something secretly, then leaving... not always stealing - second mission has you breaking your fence out of jail; he has to pay you, after all), how much it's up to you how you approach it, and the earlier mentioned tools of the trade.

Potions of healing, breath(for long swims, with few pockets of air), speed, your bow(where you tighten the string over the course of seconds... be sure you can stand still safely; if you release immediately, it won't go far, like in real life) with its sniper-like precision has Hawkeye-ish special arrows, ones with heads of water(create shadow by putting out a torch), fire(think tiny rocket), moss(quiet footsteps) and rope(and yes, it is every bit as pure awesome as that sounds... and they use this immensely well; you can attach it to any wooden surface), flashbangs, proximity mines, lockpicks... yes, two kinds, and their use is as simplistic as a lot in this, creating a whole that allows you to sit right down and play.

Do you know how to control a FPS? Then you can try this. You need to know little else, and the great training tells you all of that. Center the screen on the static object you want to "Use"(it'll brighten to let you know it's selected), and right-click. Done. You can also scroll to an item or tool in the inventory before you do so, and you'll use the two together.

The key to getting far without anyone knowing you're there is being aware of light and sound. If you're in a brightly lit room, you'll be seen; the opposite is also true, you can stand inches away in the darkness and remain hidden(provided you and the enemy don't bump into each other).

Movement speed(walk/march/run... and you do have a crouch function), distance between you and those who can hear, and the surface you're on dictate if you can be heard. Carpets are silent, wood, stone, and especially marble are increasingly loud.

Not only do AI listen for you, you do the same for them; you lack the luxury of a mini-radar, and have to keep aware of the positions of them.

There is a lot of blood and disturbing content(and some graphic material in text descriptions) in this. I recommend this to anyone who enjoys guerilla tactics and avoiding attention in VG's. 8/10
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