Tuesday, December 16, 2008

Thief

Thief
First Person Stealth? - PC
Hard Drive
1 player

I've been itching to play a FPS for the longest time, and then I recalled a recommendation from years back. My favorite FPS is Goldeneye007 on the N64, and someone mentioned I might want to look into Thief since I liked the more stealthy aspects of GE007. I guess what I didn't realize was that Thief wasn't so much a shooter at all, with very limited bow & arrow use. Still, the thought of a first person game with stealth mechanics appealed to me so I decided to give it a go. Thief won several gaming awards when it was first released back in 1998, and it's not hard to see why.

As the title suggests, you play the role of a thief. The first stage acts as both a tutorial and the setup for the game's premise. You begin by being trained by a Master of a Thief Society. With that kind of training, you acquire a bit of self-awareness about how adept you are at being hidden. The two primary elements are sight and sound. When you move into the shadows, you will be completely undetected unless an enemy bumps into you. Stepping out into the light will give you various gradients of visibility. In addition to using the dark to cloak you, you have to be careful about sound. As you interact with objects laid around, you may end up dropping an item, which will alert guards to a presence. Your footsteps also play a huge role, with the type of ground you walk on having a huge effect on the loudness. Luckily you can simply walk slower to deafen a lot of the footsteps, but some floor surfaces require more care than others. Since your thief character is pretty mindful of sight and sound, the game gives the player an indicator of how visible and audible you are to the people around you.

The game is structured as a series of missions with particular objectives. An example might be: 1) Find a way to get into the building. 2) Steal the master gem. 3) Loot as much as you can (Min. 500 gold). 4) Get back to the city streets. Occasionally objectives may change or be added as you go through a mission, but it doesn't really alter the game all that much. You still pretty much will pursue whatever the mission objectives say at the time.

What works:

The stealth action is done pretty well. Using the shadows to hide your presence and moving slowly on tiled floors is very intuitive and realistic. Your character cannot take a whole lot of physical damage, so although you could go the brute strength method and fight everyone you meet, chances are that you won't get very far. But there is an option. Similar to MGS, if you manage to sneak up behind enemies undetected, you can take them out with little fuss. In Thief, you can use your sword and hit them from behind and it counts as a backstab. Unfortunately, using your sword leaves blood stains and that alerts guards to a problem. You also have a mace that will knock enemies completely unconscious, so that's a great alternative. In both cases, you have to be mindful to carry the fallen bodies to areas where an enemy won't discover. But sight and sound don't only apply to yourself. You can detect nearby enemies by listening for their footsteps approaching (or departing). So it's neat how your senses are critical to your in-game success.

In addition to being mindful of lighting and the sounds your character makes, you possess some useful tools. My favorite tool is the rope arrow. If you aim and shoot a rope arrow at a wooden or clay surface, a rope will dangle down from it, allowing you to scale heights that were previously inaccessible. This causes you to be observant to your surroundings, and often times you'll be rewarded with the next step of your path, or some optional loot. There are also other tools like water arrows that you can use to douse torches, and thus create more darkness or lockpicks that help you unlock doors. There's a little bit of creativity in using these tools to suit your needs, and that's one of the strongest aspects.

Thief also excels in its exploration aspects. In each stage, you are thrust into a completely unfamiliar environment. It can be tense when you are sneaking around, not knowing where you're headed. There will be times when you are seemingly stuck, and some deliberate observation of your surroundings is necessary. In these aspects, Thief reminds me a lot of Tomb Raider. You really do feel as if you are this character, trying to make it through your unknown surroundings. Thief even has you exploring tombs for loot, so the comparison isn't that far off. Both games have you forming a mental map of your area, that gets more elaborate and focused as you explore and discover. Thief offers that kind of immersive experience.

What doesn't:

This might be a personal complaint, but I often felt as if the level layouts were at times too overwhelming to figure out. The exploration is a positive attribute overall, but sometimes you'll hit a crossroads with several branching pathways, and if you take any of those, it'll lead to more branching pathways. It can be confusing, and with little aid in the form of a map, the game occasionally feels bigger than it should be.

A bigger annoyance comes from the setting. I think Thief would have worked better if it were more focused on thieving from people. Instead, the developers have incorporated tombs, zombies, poison-breathing dinosaurs, demons, balls of fire and lobster men into the mix. It clashes with the realism presented elsewhere in the game, and frankly, it's just plain silly. Tomb Raider works on the mystical level, simply because we think of ancient tombs having booby traps. Plus most of the enemies in Tomb Raider are actually natural (bats, wolves, and male stalkers). Thief has LOBSTER MEN. I can't tell whether Thief wants to present an immersive experience or shove a hokey game in your face. It ends up straddling both sides, and this is probably my biggest problem with the game.

Some other problems occur due to some design decisions. One thing I didn't like is that there's no quicksave or quickload. You have to go to the option screen, select a file, then select save/load. It's a three step process, which is kind of annoying. But more importantly, I think some of the stealth parts are a bit wonky. You are free to play Thief in super stealth mode, trying to be unnoticed by anyone. Or you can try to take people out from the back, still in stealth mode, but you eliminate the opposition. Or you can simply fight people head-to-head. The problem is, if you are detected, the game often treats it as an all-or-nothing situation. An enemy might spot you, raise an alarm, and then the rest of the 50 guards in the stage will be on the lookout for you. In that heightened state of awareness, many of your stealth tricks no longer work. You can't do one-hit knockouts from behind, and even moving quietly seems to provoke them. In MGS, the enemies cool off after maybe two minutes of not detecting you. Here in Thief, once you piss them off, they're pissed off forever, and they tell their buddies to be pissed off too. You could always restart the mission, but it's not always fun when this happens 45 minutes in.

I do think Thief is a clever game for the most part. The stealth aspects are pretty sophisticated, making you aware of your movements and those around you. But its problems are too significant for me to simply ignore. I feel as if the stupid zombie and demonic crap ruins what would otherwise be a solid, focused game. I also enjoyed the actual stage layouts more when it was a mansion to explore, rather than cursed ruins. Perhaps what Thief is, is inconsistent. It has all the right elements to be good. But as an entire package, it falls short of the mark.

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