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Posts Tagged ‘Thief:-Deadly-Shadows’

Stealing A Glimpse Of Thief IV

By Alec Meer on January 17th, 2012.

Nonononononononononononononoooooooooo

Right, Deus Ex is back on its feet and looking hale and hearty, whether it asked for this or not. What vintage PC game shall the electro-paddles be applied to next? Why, it’s Thief IV, a game about which we currently know all but nothing other than that Eidos Montreal are pulling the strings again and, I am 99.99% sure, it’ll have some sort of funny subitle rather than a number in the name. Well, anything’s better than ‘Thi4f’, right?

An industrious fellow on Neogaf has done a spot of digging around the quiet info-goldmine that is LinkedIn, and turned up a couple of starting, tantalising facts. Let’s have a look, and then hear what assorted Thief fans want to see from the new game.
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Illuminated Ones: Shadow & Light In Games

By Kieron Gillen on September 3rd, 2010.

ughhhhshhshshshshshshalkfhglkh!

[This was originally printed in a slightly different form at the Escapist in 2007. Post-Bioshock 1 and 2, it struck me as a good time to return to what was on Jordan Thomas' mind back then - especially the sections which foreshadow Fort Frolic. And with the darkness obsessed Amnesia due within a week, turning our mind on what lurks in the gaming's dark also struck me as worthwhile]

Light is, as far as fundamental issues in game design goes, an opaque topic for most gamers. In modern 3D engines, it’s something you simply can’t have a level without – or, at least, one which doesn’t involve a lot of bumping into walls. It’s something that effects mood and functionality, so acting as a supporting pillar for both the artistic and mechanistic elements of game design. But when implementing it, what is a designer really thinking about? To shed a little light on the matter, I talked to Jordan Thomas, best known as co-designer of the Cradle in Thief: Deadly Shadows and has been recently been working on a little game called Bioshock.
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Thief: DS For £2.09?! And Other Bargains

By John Walker on July 2nd, 2010.

It's a steal!!!!!!!!!!!! I'm sorry.

The Steam summer sale thingamy is continuing to offer some ludicrously good prices, as it happens. I’ve just spotted some for which there’s only six hours left, which should fill in some vital gaps on your virtual shelf. There’s Thief: Deadly Shadows for £2.09, BioShock for £3.49, and Titan Quest Gold for £2.49. There’s also Dragon Age, about 80 hours of game, for £11.99.

I can’t get over Thief 3 for barely more than £2. This is one of those games that come 2014 we’ll be writing ten year retrospectives about. If you never did, you absolutely must right now. Just for the heck of it, I’ve pasted my review of the game from 2004 for PC Format.

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Strafe Left: The Formative Years #2

By Tim Stone on November 3rd, 2007.

In the summer of 2004 PC Gamer UK underwent a radical redesign. Out went the 5-point Baskerville, the lithographs, and the scores in Roman numerals, in came Extra Life, giant screenshots, and colour photos of the reviewers. It was a scary time. I dealt with my anxiety by picking on Thief: Deadly Shadows.

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The Making Of Thief: Deadly Shadows

By Kieron Gillen on September 21st, 2007.

[This time we turn our attention to the development of the third Thief game. It's worth noting this is the first making of where the person I interviewed wasn't the effective Project Lead. This leads to a very different interview. I'm speaking to Jordan Thomas, who's got a way with a quote. I've interviewed Jordan a few times before: here's him on the Cradle and here's him on lighting in Bioshock. EDIT: When I was putting the article online, I somehow snipped a whole paragraph and a half when formatting it. It was the bit after the word "Academic", and actually one of the key sections of the whole interview. Excuse? Er... I was deeply hungover. Will that do?]

When Looking Glass shattered, your correspondent, along with the vast majority of Thief’s sizable, fanatic fanbase, got more than a little despondent. Was there any hope for a continuation of the greatest stealth game the world had ever seen? Well, yes, there was, as otherwise we wouldn’t be doing a post-mortem of Thief III and instead continuing to weep hot tears into our foaming mead. The game arrived in the hands of Ion Storm Austin, fresh from their success in making the original Deus Ex. With a new team, mixing veterans of Looking Glass and new staff, they faced the challenge of matching their forefathers.

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