• Thief Series thread - Taffers gonna taff
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[IMG]http://imageshack.us/a/img706/2576/tsbannero.jpg[/IMG] A popular series of stealth games started in the late 90s, and developed by the now defunct Looking Glass Studios, they are notable for their extremely well done atmosphere, attention to detail, and skillful implementation of their gameplay mechanics. The first game popularized Stealth in video games along with Metal Gear Solid. [B]Thief: The Dark Project[/B] [IMG]http://upload.wikimedia.org/wikipedia/en/thumb/b/b6/Thief_The_Dark_Project_boxcover.jpg/256px-Thief_The_Dark_Project_boxcover.jpg[/IMG] The first game in the series, and arguably the best overall package, Thief: The Dark Project combined tense stealth with a gripping storyline, an interesting protagonist, a fantastic gothic steampunk world and eerie atmosphere to create an unforgettable game that, along with it's sequel, to this day has an active community. It is powered by Looking Glass Studio's in-house Dark Engine, notable not only for Thief 1 and 2, but the famous System Shock 2. Despite all this, The Dark Project suffered from uncertainty that gamers would be interested in a pure stealth game, and thus included some "monster" segments that turned it into a hack-and-slash type adventure (think tomb raider but with swords, bows, and in first person), although it should be noted that these are still quite well done, and many of the encounters in them are avoidable, and thus still allow for stealth gameplay. It received universal claim from critics and players alike. Tons of Fan Missions are available [B]Thief II: The Metal Age[/B] [t]http://upload.wikimedia.org/wikipedia/en/e/e4/Thief_II_-_The_Metal_Age_Coverart.png[/t] The second entry of the series, Thief 2 is generally considered the best by large fans of the first game. This is thanks to the dedication of Looking Glass Studios to community feedback - The fans wanted less monsters and "adventure" and more heists and high-profile thievery, and they listened. They kept the supernatural in tact, but the focus was shifted heavily to the style of stealth missions that made the first game famous - and it provided some great spectacles, such as the famous "Life of the Party" mission. It received high scores from critics - though not as high as the original, mainly because the graphics updates were minimal saved for slightly better meshes and colored lighting - and it is widely regarded by fans to be the best in the series. Due to the enhanced engine T2 has, most Fan Missions are based around the sequel rather than the first game. [B]Thief: Deadly Shadows (Thief 3)[/B] [t]http://upload.wikimedia.org/wikipedia/en/thumb/c/c3/Thief_Deadly_Shadows_boxart.jpg/256px-Thief_Deadly_Shadows_boxart.jpg[/t] Deadly Shadows is generally considered to be the "weakest link" in the Thief series, while it featured greatly enhanced graphics, it sacrificed sprawling nonlinear levels with tons of detail for small segmented areas conjoined by loading screens to accommodate for the Xbox's hardware. On top of this, it severely downplayed the "steampunk" elements that the originals so well created, instead seeming more standard medieval fantasy than the others. It also sacrificed rope arrows for climbing gloves, killing was more acceptable, and third person was included - and encouraged - possibly an early example of a game being "dumbing down", though not nearly as bad as the route some other series have gone. It should be noted though, it is still an excellent game, and it also features one of the best and most atmospheric levels in the entire series - The Cradle. [B]The Dark Mod - Doom 3[/B] [t]http://media.moddb.com/images/downloads/1/30/29439/Tdm_splash.png[/t] Not an official entry in the series, but still excellent and extremely noteworthy. The Dark Mod for Doom 3 is essentially a Thief fan's dream - giving users an updated, open source engine to work with, along with all the gameplay elements of the first two games in tact and improved - it is essentially a mappers playground, and provides a base for the many fan missions that have already come out of it, and there are many more to come. On top of this, some of the existing talented mappers have pooled together to attempt to create an official campaign for the mod. [IMG]http://imageshack.us/a/img836/6962/gameplaybanner.jpg[/IMG] Thief's stealth gameplay essentially boils down to a number of things - how visible you are, how much sound you make, and how well you can adapt to different situations. Much of the gameplay you experience will revolve around skulking through the darkness and avoiding light, knocking drunken guards and frightened servants out, collecting loot, and bragging to people who don't care about how good you play (or complaining about how bad you are) [t]http://imageshack.us/a/img59/4795/gars.jpg[/t] [B]The light gem:[/B] T1 and T2 [t]http://imageshack.us/a/img443/5708/lightgem.jpg[/t] T3 [t]http://images.wikia.com/thief/images/6/62/TDS_light_gem_Visible.png[/t] TDM [t]http://imageshack.us/a/img692/601/lightgemdm.jpg[/t] The light gem is a visual element to your HUD that - as its name suggests - lets you know how much light you are currently in/how visible you are. It is crucial for determining whether or not you will be spotted - since thief's AI does not simply rely on LOS like other games or static visible/not visible variables. [B]Blackjack:[/B] [t]http://images1.wikia.nocookie.net/__cb20120813222515/thief/images/5/59/INVblackjackICON.jpg[/t] The blackjack is Garrett's best friend. He's a thief, not a murderer - as such, the blackjack is invaluable, as it allows Garrett to non-lethally take out guards and civilians in his way with a swift bop across the head, that would otherwise be a pain to get around while conscious. [B]Bow:[/B] [t]http://nine.mmgn.com.s3.amazonaws.com/images/PC/stealth4.jpeg[/t] Garrett's other best friend, the bow is as much a tool as it is a weapon. It features a multitude of arrows that each serve their own purpose: [B]Sword[/B] [T]http://www.mobygames.com/images/shots/l/164247-thief-the-dark-project-windows-screenshot-garrett-is-trained.jpg[/T] Last-resort weapon. Can slash in different directions based on user input, and parry. Very difficult to use effectively, but is possible. [B]Flash bombs:[/B] [IMG]http://img29.elex-tech.org/10000/2011/1209/f6/8/19317/120x144x75x0.jpg[/IMG] Essentially the flashbang of the steampunk world, these devices are thrown to blind your enemy so you can make an escape in times of panic [IMG]http://imageshack.us/a/img19/4824/ghostingk.jpg[/IMG] [B] What is ghosting?[/B] A pure "ghost run" of a thief mission, is a very hard thing to do. The harder difficulties in Thief don't condone killing - in ghosting - you aren't even allowed to [I]knock someone out[/I]. The goal is basically to get in and get out as if you were never even there. No alerts, no silent knockouts, not even extinguishing lights - and depending on if you adhere to the official rules, objects can't even be moved. It requires extreme patience, planning, and is even almost impossible on some missions. Ghosting is not recommended for newbies of the series no matter how much the idea interests you. If you have trouble getting past any mission on expert, then you certainly won't be able to ghost them. More elaborate official rules here: [QUOTE]Following is the final draft of the Official ghost rules. Thanks everyone for for all your comments. Comments may be seen in the discussion thread. Official Ghost Rules Background The following rules describe a style of Thief game play called "Ghosting", invented by clayman and others of the Eidos Thief Forum and modified by consensus of the Eidos ghosting community. The principles of ghosting are: you are not seen or heard and you do no damage. The only evidence of your presence should be the items you have stolen. The original concept adhered strictly to the above, but several exceptions have evolved, mainly to relieve the player of frustration at being busted by events beyond his control, such as a mission objective to kill someone. Three modes of play are described below: Ghost, Strict Ghost, and Supreme Ghost. Ghost is the standard variant. Strict Ghost is the original concept. Supreme Ghost allows no hint of your presence whatsoever other than gathering loot. A section with examples and interpretations is also provided. These rules were written originally by clayman and Sneak. Peter Smith, Vanguard, and Dafydd provided clarification, examples, and formatting. Many others provided useful feedback and comments. The basic rules were formulated around four years ago, but debates about the subtle points continue today. A. Ghost Mode 1. Highest difficulty level available and playable, usually Expert, although it might be renamed by the author. 2. No combat damage may be dealt or taken and no knockouts or kills of any kind are allowed, whether or not they show up in the final stats, with the exception of rule 11. 3. Damage taken from falls, machinery, lava, etc. is allowed as a last resort, but such damage is frowned upon and must be reported. 4. No second level alerts, that is recognition or hunting alerts, of human or non-humans AI are allowed. This includes undead, fire elementals, spiders, bots etc. Rats are excluded. 5. Garrett must not cause suicides of AI or melees that intentionally cause AI to attack each other, with the exception of rule 12. 6. No property damage is allowed. No banners cut, no doors bashed in, no things burnt or destroyed, and no broken glass. 7. The use of potions, such as speed, breath, and invisibility, is allowed but frowned upon. Such use must be reported, and a ghost success so aided must be listed as "chemical success". 8. The use of quirks of the Dark engine is allowed, but only as a last resort, and must be reported. Examples include techniques such as "banner transmigration" and "nudging," as explained in part B. 9. No loot cheats or walkthroughs are allowed -- a point of honor that cannot be enforced. 10. It is not necessary to re-shut doors, re-light torches, return keys, etc.. There is no time requirement, no Ironman type requirement, etc.. Just finish the mission clean, damage free, and alert free. 11. Any mission objective that explicitly requires that one of the above rules be broken, such as "Kill the Haunts," is OK to complete and does not bust the ghost so long as no AI are alerted in the process. 12. AI behaviors that are programmed into the game (scripts) and that are not caused by Garrett's being seen or heard, are allowed if agreed by the consensus of the ghosting community. An example is the archer fight in Life of the Party. 13. The entire mission must be ghosted to claim success. Perfect Thief Mode is defined as completing all of the above requirements and also obtaining the maximum loot available for the particular mission. B. Commentary and Interpretation of Ghost Rules 1. Mission Objectives Any mission objective that explicitly demands that the player break one of the rules above is OK to complete and does not bust the ghost. Examples of such an objective are: "Kill the bad guy." "Kill all the Haunts" (in Return to the Cathedral) "Kidnap Cavador" (he must be KO'ed to be picked up) So long as you do this without alerting any AI, including (for example) the one who must be killed, and so long as you do not break any other rule, it is OK. It is not acceptable, however, to incur a ghost bust that the player thinks is "necessary" to meet another objective. For example, it is not allowed to KO an AI or slash a banner simply because they stand in the way of meeting another objective, such as stealing something. 2. No shame in failing In spite of exceptions that have been allowed, it is preferable to report doubtful results as a bust and to avoid attempts to dilute the rules with exceptions or new modes of play. There is no shame in failing to complete a mission in Ghost mode. It is intended to be a challenge that is not usually achievable. 3. Property damage "No property damage" means no visible damage. Visible damage is when the object is destroyed or appears to be in a different condition than before. For example, if you drop a crate, it makes a noise indicative of damage. This is allowed until the crate actually breaks. The bashing of a door causes visible damage only when the door opens (the lock is broken). Items that disappear from inventory or when used do not count as destroyed. 4. Quirks of the Dark engine The techniques of "Banner Transmigration" and "Nudging" are grudgingly allowed, as a last resort, under the Ghost rules. Banner Transmigration is going through a banner without slashing it, as was done in Shipping and Receiving (see ghosting archives). Nudging is moving an AI by applying pressure to its body, causing it to slowly shift position without noticing you. All such techniques must be repeatable. Quirks of the dark engine that are not repeatable must be considered "blind luck," and they cannot be used to claim success. Alerts and damage caused by quirks require a reload. ......[/QUOTE] [url]http://forums.eidosgames.com/showthread.php?t=30310[/url] [IMG]http://imageshack.us/a/img441/9136/purchaseq.jpg[/IMG] [B]Where to get the Thief series:[/B] Thief TDP [URL]http://store.steampowered.com/agecheck/app/211600/[/URL] - $9.99 Thief 2 [URL]http://store.steampowered.com/agecheck/app/211740/[/URL] - $9.99 Thief 3 [URL]http://store.steampowered.com/app/6980/[/URL] - $9.99 Bundle [URL]http://store.steampowered.com/sub/14734/[/URL] - $26.99 [B]Where to get The Dark Mod and fan missions:[/B] [URL]http://www.thedarkmod.com/main/[/URL] - priceless [IMG]http://imageshack.us/a/img217/6113/enhbanner.jpg[/IMG] [URL="http://www.ttlg.com/forums/showthread.php?t=140085"][B]Latest patch - 25th of December[/B][/URL] - released recently - for Thief 2. Adds loads of engine enhancements and support for in-game fan mission loading, widescreen resolutions and more. [URL="http://www.ttlg.com/forums/showthread.php?t=134733"][B]TFix[/B][/URL] - unofficial patch for Thief 1/Gold - includes the latest Thief 2 patch adapted properly for T1, enhanced models and textures and other changes all in one easy, customizable installer. [URL="http://www.ttlg.com/forums/showthread.php?t=131106"][B]TafferPatcher[/B][/URL] - essentially what TFix does, but by a different author and for Thief 2. Includes T2 1.19, enhancement pack, and other options [URL="http://www.ttlg.com/forums/showthread.php?t=118999"][B]Thief Enhancement Pack[/B][/URL] - Included in TFix, link included because why not [URL="http://www.gamefront.com/files/15461679"][B]Thief: Deadly Shadows Collective Texture Pack[/B][/URL] - an installer for John. P's hires thief 3 textures [URL="http://www.ttlg.com/forums/showthread.php?t=83801"][B]Thief 3 - Tweak Guide[/B][/URL] - A myriad of tweaks, minimods, and changes you can make to customize/improve your Deadly Shadows experience. [IMG]http://imageshack.us/a/img856/5333/mpbanner.jpg[/IMG] Thievery + Thief 2 Multiplayer Thievery is a Thief mod for UT that utilizes the Unreal engine to make a thief-like experience. Basically you can be the guards or the taffers, and the taffers must complete their objectives and the guards must stop them. Section is [IMG]http://imageshack.us/a/img201/5117/builderbanner.jpg[/IMG] [QUOTE]Hammer, anvil, forge and fire, chase away The Hoofed Liar.[/QUOTE] THREAD IS WIP AND WILL BE UPDATED AS TIME GOES ON
I was playing through Thief Gold a little while ago and got to the level Assassins and gave up because it's so hard to make it so people can't hear you when you walk. Any tips?
Perhaps you may wish to throw a little segment in about T2 Multiplayer? [url]http://thief.procyonserver.com/[/url]
[QUOTE=Take_Opal;38231514]I was playing through Thief Gold a little while ago and got to the level Assassins and gave up because it's so hard to make it so people can't hear you when you walk. Any tips?[/QUOTE] I had trouble my first time as well. Obviously you want to pay attention to your surroundings. You can typically get fairly close to them without them hearing you, but you want to make sure they are far enough ahead that you have time to get into the shadows, and beware when they stop and turn around to check. One very important thing on that level is to listen to the assassin's footsteps - listening to them when you stop to hide will give you info on what type of surface they are passing over, especially since there are some parts where you can't see the road ahead. Also, moss arrows. You should be able to trail easily until you get to the metal bridges and floors, at which point you can just drop a moss arrow on em. If you want to get a more in-depth view of the level, check out that blog post I found, the pictures give you an idea of what you can do: [url]http://www.blog.radiator.debacle.us/2012/07/thief-1s-assassins-and-environmental.html[/url] [QUOTE=nige111;38231561]Perhaps you may wish to throw a little segment in about T2 Multiplayer? [url]http://thief.procyonserver.com/[/url][/QUOTE] Yes, I was planning on doing that next, unfortunately I was never able to get the multiplayer to work. If you have, any info on setting it up properly would be aprreciated and I'll include it in the OP
Out of the Thief series, which game was the best or which one would you most highly recommend to play?
I'd recommend all of them, but if I have to pick - the first game, The Dark Project. While it has some missions that don't conform to the theme of the game - it has a brilliant narrative, and it's genuinely scary at times, and every level is just memorable and littered with atmosphere (and they are huge levels). Thief 2 is more for once your acclimated to how the series plays. You can still pick it up and play and have a hell of a time, but you'd appreciate it more if you play the first one. Updating the OP with fancy banners.
Return to the Cathedral in TDP is really annoying. Yes, flat out scary with the Hammerite haunts but at this point dealing with the zombies is getting on my nerves. And now I gotta do[sp]a fetch quest for the dead Murus.[/sp]Hooray! Oh well, still the best stealth game I've ever played.
I also have the same problem, thank you guys. [img]http://www.freecoupontoday.info/coupon/shopping/hb.jpg[/img] [img]http://www.freecoupontoday.info/coupon/shopping/lk.jpg[/img]
Heh, this is kind of funny, I was just thinking of finally trying to play the first two Thief games yesterday, after having just beaten System Shock 2 the day before then. Anything I should get before trying to play Thief 1? Like any kind of unofficial patches or such?
I remember playing Thief 2 with my friend years ago, anyone remember the dancing zombies easter egg?
What about Thi4f then? *Hides* I really have to try out these games some day.
Does anyone have a link to that thief 2 patch which came out recently?
[QUOTE=Mike Tyson;38240440]Does anyone have a link to that thief 2 patch which came out recently?[/QUOTE] [url]http://www.ttlg.com/forums/showthread.php?t=140088[/url] there's a couple of links there
Got a two-game disk of this series ages ago for, like, £3. Never played it.
pro-tip: you can use the newly released Thief 2 patch on Thief and Thief Gold as well.
The newest TDM mission, In the North, is actually the first of a campaign for TDM: [IMG]http://media.moddb.com/images/members/1/442/441719/ws1_09_promo2.jpg[/IMG] [url]http://www.moddb.com/mods/the-dark-mod/news/the-william-steele-campaign-begins[/url] updated the OP with the recent Thief patch link as well
[media]http://www.youtube.com/watch?v=IU8gMHDkH48[/media] Feel free to skip straight to about 1:34, if you must.
Wow, I guess they did make a promise their arrows couldn't keep
Thief Gold is probably the best out of the lot. The only bad thing about it was the Thieve's Guild level.
Finally getting around to playing Thief: DS, and I'm enjoying it quite a bit. I have two big problems with it though - the clunky movement (thanks to the FBA system) and the frequency of loading screens and long load times. I can get used to the odd movement, the loading screens however, I can not. Still, I am liking it a lot, love the dialogue and story, and I can't wait to get to the cradle.
I think I like Thief 2 a bit more than TDP. But my favourite level in the series thus far is still Cragscleft Prison.
I think just gameplay-wise, Thief 2 is better than TDP. But TDP edges it out in atmosphere, and even more so in the narrative
h8 taffers
Holy fuck, you don't realize how bad T3's movement mechanics are until you try to walk across wooden beams. You literally fall through them sometimes.
I've only played Deadly Shadows. I tried the first one once, when I first played DS because the concept had always intrigued me (I'd known about the series since it first came out) but the outdated engine broke my immersion. I've since matured a bit and learned to ignore outdated technology in favor of a good narrative. I'll probably give the first two another try soon. All that said, the cradle is fucking terrifying
[QUOTE=Bloodshot12;38303422]Holy fuck, you don't realize how bad T3's movement mechanics are until you try to walk across wooden beams. You literally fall through them sometimes.[/QUOTE] It uses a different movement mechanic than most other games. If you've ever played the witcher 2, it's like that except in first person. when you're standing still, if you move the mouse, it just moves where you're aiming, not the direction your body is turned. So if you turn your "head" around, and then try to go forward, your body takes a second to "turn around", and it goes off to the side very slightly while doing so, which can cause you to fall off ledges and beams. If you go into third person, it's more noticeable.
I know that, but I'm talking about a different issue. I would literally be walking straight, then all of a sudden my character starts sinking through the beam (sometimes even when I'm standing still), then he gets launched off the edge completely, first or third. Other then that I'm enjoying the game quite a bit.
Needs more Thievery for UT99.
How could I forget about that? I used to play it all the time. I'll add it when I add the multiplayer section along with the T2 project.
Loved all the Thief games so far, even with the slightly outdated graphics of the first two and the issues (mostly engine based) with the third one. I find the narrative and Garrett as a character very compelling. And if it's a Thief series megathread don't forget to mention that [url=http://www.thief4.com/]Thief 4[/url] is in production, albeit it quite secretively, over at Eidos-Montreal!
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