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75 of 78 found the following review helpful:
Initial thoughts on Thief IIIMay 27, 2004
By Jennifer Wilson First thoughts on Thief III, which I played for about 3 hours last night.Fun, but not quite as fun (so far) as the first two. On my system, it's a little laggy, but that's probably because my video card is about middle/low end, as far as their specs go (NVidia 5500 FX) and I don't have the money to upgrade to the top of the line vid cards they want. Graphics are not as fabulous as I've heard, but again, I've got a middle of the road vid card, and I can live with it. I dove right in without reading the manual, so of course, the re-mapped weapons keys came as an unpleasant surprise. I had gotten so used to hitting '4' to get my water arrows in the first two games, but that's '8' now. They also swapped the blackjack and sword (dagger) keys, so I kept pulling out the dagger instead of the blackjack. And honestly, I don't miss the sword, but then I never used it in the first two except to cut down wall-hangings. I never kill guards, and only the occasional spiders. But, these key mappings can be easily changed, so I'm not complaining too much. Pros/Interesting positive changes: The training mission rocks for getting you up to speed quickly. It explains all the buttons, and many of the changes between this and the first two games in terms of actions and dynamics. The dynamic lighting is nice. You can now extinguish candles and other lights (but, strangely, not torches) by walking up to them and 'using' them. I haven't tried out the third-person mode yet. "First-person" is not what people traditionally think of as first-person in games - it's just like the camera is mounted on Garrett's forehead. I like it, as it lends a little bit more realism to things - you can look down and see his feet, turn and see his arms. It takes a little getting used to, but I like it. Garrett seems to comment a lot more in this game too. If you pick up an item and try to put it down in a spot where it won't fit, he'll say "uh-uh". He'll make little quips about locations like he did in the first two, but it seems like there's more of those. Lock-picking is a lot more involved and a lot of fun so far. There are pieces of loot that are special - they're worth more than regular loot, and are often figured into the objectives. Loot glint is actually helpful, although I can understand the complaints that it makes things too easy. But at the same time, they made loot and non-loot look a lot more alike in this game, and they still managed to hide some loot in out of the way places where you can't see the glint from normal eye-level. The City mode is a lot of fun. I already ransacked Garrett's landlord's apartment. Just a word of advice - don't blackjack someone in the middle of the street in front of three witnesses. (*whistle* I hit the wrong button, so sue me. I was trying to pick his pocket) With a few notable exceptions (see below), the physics are a lot more realistic. Almost everything Garrett touches can be moved - he can knock over chairs, knock swords out of sword racks, push large tables and crates, knock cups and plates onto the floor. On normal difficulty, the guards will come if they hear the noise, but they don't seem to notice things being out of place. I imagine on the higher difficulties, they'll start investigating. Everyone complains about there not being any swimming and the substitutions of climbing gloves for rope arrows. I haven't missed either so far. The loading zones are mildly annoying, but not too bad - they kind of sub-divide missions into smaller chunks. I really didn't mind them too much. Nitpicks/Little funny issues: The bright blue "use" highlight is annoying. I can deal, but it's still annoying. I miss the briefing movies. There are cutscenes, but when you enter a mission, Garrett just reads the text while it's on the screen. No pretty movies. The physics of the unconscious/dead bodies is really funny. I blackjacked a guy and he bent over backwards in a position that probably should have left him paralyzed. It's now possible for Garrett to trip over the bodies and make noise. No longer possible to "stack" bodies in quite the same amusing way as the original, although that's probably for the best. (No more setting it up like the servants were messing around....) I managed to make a guard kill himself - I blackjacked him while he was carrying a torch, and he fell on the torch and died. There's not really an option to quietly set things down either, which is somewhat annoying. (Maybe there is, but I just couldn't find it?) I picked up a cup up from a table without realizing it wasn't loot (still getting used to the loot glint vs. the bright blue "use" highlight.), and when I hit the button for drop - he literally dropped it, it rolled off the table, clanged onto the floor, and attracted a nearby guard. Overall: Fun, so far. I still prefer the first two, but then I'm only one mission into this one. It felt like Thief, though, which was the most important thing to me. More later!
25 of 26 found the following review helpful:
On Par with the seriesJun 21, 2004
By Nicolas Green
"Starving Poet"
Thief 3 continues Garrett's never-ending need to pay the bills. Taking place a couple years after Thief 2 concluded, we find Garrett unwittingly involving himself in a plot that might mean the end of time. The Age of Darkness, when light shall become shadow and life shall become pain. IonStorm took over the Thief 3 project from Looking Glass for this installment, and with them, comes a new yet familiar view to the series. Gameplay: TTDS starts you off on a training mission that walks you through the aspects of the game. Like the previous titles, Garretts friend is darkness, and the use of a highly modified UT2004 engine allows for some impressive shadows. Now, unlike the previous titles, shadows not only look more realistic, but they move as well. Garrett has lost some familiar equipment from the previous series. Constantine's sword is gone, replaced with a dagger. Might be a bit of a turn down from the purist perspective but apart from the inability to block, melee is melee. Rope arrows are also missing due to an inability to code them to work with the engine, which is a shame, but they have been replaced with climbing gloves that allow you to scale certain walls. All in all fairly clean importation of thief 1+2 standards. What's poorly done, however, is the new enemy AI. It seems the coders spent more time on the graphics, which though nice, are not what makes a Thief title worthwile. The enemy is more responsive to its environment, knowning that there are crates, stairs, etc in the room, but they do nothing about it. You might hear, "I better check behind those crates" if you alert one, but they will never check them. The AI gives up far too soon, even on expert difficulty, and makes for a VERY easy game. Also, the AI seems to be far less responsive to sounds cues from the previous games. I've been able to run up to a guard on a tile floor and blackjack him before he ever got into high alert (weapon raised) posture. Enemies might also respond to other missing AI but again, do nothing about it. Quite sad, as I was looking forward to the enhanced AI which was touted pre-release able to relight torches and make a run for the money. Add all this to the fact that any sort of alarm system, the greatest challenges in the first two games, and TTDS ends up being quite a cakewalk. Graphics Not bad not bad. The engine is gorgeous, I'll give it that. Not all the textures are hi-res, but it is made up for with the beatiful lighting effects. Torch flickers and moving shadows just made me stare at the screen when I first loaded it up. These effects do come at a great cost. Very few graphics cards are supported and we're talking top end-boards here. ATI owners need to be aware that they need to run 4.4 Catalyst drivers or else they will have some horrible light glitches. Nvidia owners who own the FX 5200 chipset line - all 5200s and 5600s that those cards have poor pixel shading renderers and you will get horrible framerates. (I own one myself but was able to get by on the lowest settings). Again, very beatiful, but beauty was never Thief's selling points. Sound The sound is superb. Very thief-esc with voice actors that you have grown to love over the years. The ambient sounds and music set the mood as always but as I stated in the gameplay section, there is something lacking in the AI's sound detection. I think it's been dumbed down a tad and they have gotten rid of the large disparities between the louds and softs found in the previous titles. Some may actually enjoy this more, but I used to love seeing a tile floor and actually fearing it in the first two. Overall Well, it's not better than the first two, but it's definately not worse. The freestyle mode between missions is fun, but not needed as items are obscenely easy to come by as I beat the game on expert setting with full inventory and nearly 50,000 gold to my name. This game could have used some more optimization on the graphics end, and larger porting options besides the WinXP only setting as many gamers still use 98 on their rigs, but still fun. The "immersiveness" (I'm tired of that word) of Thief 3 was almost non-existant until a certain point of the game, and had I written this review before then, it would have done much worse. However, I must say - there is a level in this game that scared me, scared me good. :) It's worth the buy, especially if you're a fan, and it will not let you down on the story. Though produced by a different company, they are true to the story started in the Dark Project and the conclusion will definately brink a smirk to a taffer like you.
16 of 17 found the following review helpful:
Ion Storm successfully continues a beloved franchiseNov 02, 2004
By Griff Thief 1 and 2 are some of my favorite PC games. There's just something about the sneaking that seems like a welcome change of pace from other action-based games on the PC. When I first heard that Looking Glass Studios, creators of the first two games, was closing down, the only thing I could think of was "Oh man, I guess that means no more Thief games." Fortunately, Ion Storm has made Deadly Shadows.
I was pleased that for the most part the gameplay stayed the same as the first two. There may even be more emphasis on stealth this time around because in Deadly Shadows you have a dagger instead of a sword, which only does minimal damage. All the arrows are back, from the godly gas arrows to the seldom-used but sometimes useful moss arrows. Thankfully if you are stealthy you can kill people with just one arrow in Deadly Shadows, rather than turning them into a porcupine like in Dark Project or Metal Age. Your have your trusty blackjack again, this time with a neat system that lets you know when you're close enough to successfully use it on someone (Garrett raises the blackjack over his head). Also, you can "back stab" your opponents with your dagger, though it seems useless because it makes noise and is essentially the same as blackjacking your opponents. One quibble I have with the gameplay is that there are no longer any rope/vine arrows, which were replaced with climbing gloves in Deadly Shadows. Unfortunately, you don't really need to use them that often and the animation and control for them seem a bit clumsy. The AI has improved, but the guards are still pretty oblivious to your existence unless you take some sort of action. Also, there isn't too much variety to the guards. It almost seems like they used the same AI for every enemy and just changed the skin. But, enemies do notice when doors are opened, loot is taken, or their buddy isn't patrolling anymore and will come looking for you. The true experience comes when you play Deadly Shadows on hard, as there are more guards and they are MUCH more perceptive of their surroundings.
Another change is that you navigate your way through "The City" from mission to mission. While it's kind of fun at times, it seems that it should be bigger with more areas to explore. (Like "Life of the Party" in Thief 2) It also gets annoying to traverse the city and avoid the city watch when you are a ways away from where you need to get. Then again, I guess it makes it more realistic. You also will have to sell everything you steal to a fence located in each district of the city and buy your equipment from them too. Unlike the previous Thief games, your items and weapons carry over from one mission to another. This is a double-edged sword at times, because while you know that you can pretty much have everything you want for each and every mission, you might find yourself hoarding good items like gas bombs/arrows. Your map has changed slightly in that you no longer know what room you are in when you check it. Personally I like this modification because you find yourself doing more exploring rather than looking at your map to see how to get somewhere the fastest way. After you have explored a sufficient amount of the mission you're in, you can tell where you are on the map and how to get back to places you were with ease.
The graphics for Deadly Shadows are excellent. The character models are much more detailed than they were in Metal Age and the animation is much more fluent. The only real problem I have is that the plants and bushes didn't get much attention, but these are minor things when compared to the overall graphical presentation. Of course, the lighting effects are the most important graphical aspect of the game, and Deadly Shadows delivers brilliantly. Literally everything in the game is affected by light. Some of the enemies carry a torch while patrolling, which is really fun just to watch the way it affects the surroundings.
The Thief series is all about atmosphere, and Deadly Shadows is the best yet in that department. Each level is a little eerie, but the sound amplifies it and makes the experience much more engrossing. I have never played a game where the sound plays such an integral part in the overall experience. I played a few missions with the sound off after I'd played through them normally and it's like playing a completely different game. This game was made to be played in the dark with the sound up and the experience is unbelievable when played like that. "The Shalebridge Cradle" is one of the creepiest and most exhilarating experiences I have ever had in a video game.
Overall Deadly Shadows is a great game that most fans of the series will love. A technical problem with Deadly Shadows is that it's pretty choosy about your hardware. You need 512 RAM to play it smoothly and your graphics card has to be pretty recent as well. But, if you have a gaming PC and are looking for a good game to add to your collection, Thief: Deadly Shadows is definitely one you should consider picking up.
11 of 11 found the following review helpful:
Beauty!Dec 31, 2004
By P.Ko I recently finished playing this masterpiece, and I'm still rueful about it. I absolutely loved it, I always knew I would anyway being a die hard fan of Garrett.
So what I found in this game: the price sure was an issue for me when it first came out, but they weren't stereotype about it this time, the screenshots were an actual part of the game. I don't blame Eidos and ION Storm for making this game not so easy to purchase. These graphics come at a great cost, and plus you get what you pay for, including the make up for the extra slight expense for the graphics card and the like.
This game's got a bit of a give and take in it. The sword; vine and rope arrows; scouting orbs; flares; invisible potions and burricks have been removed but a dagger replaces the sword; climbing gloves make up for the old vine and rope arrows; and there are flasks of oil and holy water as far as inventory and tools are concerned. The game's also got extra features: shadows and change of perspective which enables first and third person viewing. The physics are precise. Bodies actually roll if thrown down a flight of stairs and objects crash to the ground if you go bumping into them, though I do slightly doubt the ragdoll physics (It makes you feel you're in a yoga class). Lockpicking's now a little more complicated and it's got more of a realistic feel to it unlike its prequels where you just switched between the triangluar toothed pick and the square toothed pick. This time though, the mouse is needed to control the picks until it "jabs" the "sweetspot" of the lock.
Deadly Shadows is now a little more open instead of the usual "one mission leads to another" technique. This time, the game offers sidequests and Garrett is now free to roam the City, looting and selling to his fences. The City's also divided into four places- South Quarter (Garrett's residence), The Docks, Auldale, and Old Quarter; and eventually all areas are accessible depending on your progress throughout the levels.
Also, this time Garrett's got a Faction Status. He can ally with the Hammerites and the Pagans through doing these sidequests or they'll continue to be hostile to you and won't allow you to enter their territory (Hammerite Cathedrals, Pagan woods and the like), which in a way will make the game more stealthy.
The atmosphere is still as detailed and realistic especially this one level which stands out the most in my mind- Robbing the Cradle. Garrett still retains his signature cynical voice played by Stephen Russell and continues to bring out the dark and dismal feel to the game.
I really recommend this game, it still lives up to its prequels but its more improvised this time.
16 of 18 found the following review helpful:
What...No Buricks?Jul 07, 2004
By Haani R. Nowilaty
"hanstermon"
Noting that there are no less than 43 prior reviews at the time of this writing espousing an equal number of varied opinions, some brilliantly even eloquently written, and most covering the entire spectrum of the game, the writing of yet another review by yet another fan masquerading as a self-appointed critic becomes then either an egotistical self indulgent and mindless exercise in redundancy, or for the less cynical: a genuine attempt to address one's impressions not only to the game's intended audience and buying public, but to the developers and their business managers who are certainly watching, and possibly closely reading both general and specific reactions to their product in an attempt to assess the practicality and profitability of producing yet another future installment in this continually excellent gaming series. Yes, I, as others, bought and played all of Thief, Thief Gold, Thief II, and a few of the user designed missions and enjoyed them thoroughly. In fact, of the hundreds of titles I own and have played, the Thief series is among only 2 gaming concepts I have ever repeat played. (The other is the Monkey Island series, of which I am equally fond). So, after learning that a new developer had bought the rights to the game from the now defunct Looking Glass Studios (How they went under after the launch of several hugely successful games is beyond me) my interest was more than a little kindled, yet apprehensive for it is normal to view any such radical transition with a little trepidation. But being such a longtime fan how could I possibly resist? I have now completed my initial run of the game, at the "expert" level, and I offer my impressions now that I have given myself enough time to objectively reflect upon the experience. I can condense my review into a single line: If you are a Thief fan, then by all means you will not be disappointed. Alternately, if you are new to the franchise, then, if at all possible, hunting down cheap used copies of the original Thief, Thief Gold, and Thief II will only add to your enjoyment of this marvel of aesthetics and narrative within an imperfectly engineered vehicle. All what has been said before on both sides is true enough, whether it is the glorious dynamic lighting that is both spectacular and evocative at the cost of choppy frame rates at times, or the enemy AI that is totally unintelligent and imminently predictable, or the smaller mission areas requiring lengthy loading transitions, etc. These I will not bore you with, save to say that yes, if you want to experience the game as it was intended to be, then you will need top-end system board, graphics and sound card, plus maximum possible RAM, in the XP platform, period. And even with these, as in my case, the game crashed to the desktop no less than a dozen times, but in 25 years of dealing with computers I have yet to own a completely trouble free system or program. However, what sets this game apart from the mountain of gaming trash currently on the market, and the reason for this review, is the excellent narrative and plot driven action it offers that is true to the design and principles that made the originals such a resounding sucess. Writing is the key to any good story whether is be a book, show, film, or in this instance, game. A game is only as good as its plot, and here it is coherent, focused, and sensible. It advances your understanding of both what is happening at the moment, and the totality of the culture bound within the game world. Nothing is gratuitous for it seems that the developers purposely restrained themselves from straying into what could have very easily become over indulgent whimsy, ala Matrix. But pedants will always look for and dwell on the smallest of faults. Unfortunately in a society that caters to the cynical, this is misconstrued as a sign of intelligence or taste. In truth I too missed the animated mission briefings, and I hope that these will return in the future as well as more of the cut scenes and some of the other elements that apparently the new game engine could not incorporate such as my dear rope and vine arrows. I too also have mixed feelings about running about the inappropriately named "City" to different fences offloading my loot, but I would like to see this "town" again as part of a larger, real "city" that would incorporate the self same streets, alleys, and rooftops we all came to love in the original 2 installments of the series. But more to the point, I missed my beloved noxious belching Buricks who were such a brilliant original invention in the beginning of the series. Again, this game is most certainly worth your +,-$30 investment for it will yield many hours of gaming enjoyment, and at times sheer unadulterated bone chilling terror (Yes, the level named "Cradle" is probably the spookiest, most disturbing gaming experience I have ever had, and do not wish to repeat, and if your sensibilities are similar you will do your best to achieve your objectives and exit it as quickly as possible, and to blazes with any extra loot!) All in all I would rate it at close to 90% and kudos to Ion Storm for being faithful to the form as possible within the obvious technical limitations necessary to expand the platform to include XBox, and finally for such an outstanding job. Just please bring back the Buricks and it will be perfect!
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