Posts Tagged ‘Thief: Deadly Shadows’

Games I Was Wrong About: Part One

I’ve playing MGSV obsessively at the moment. You might have noticed. This is a statement which would make 2005 me punch 2015 me in the nose. A decade ago I was so much more forceful and intolerant in my opinions about videogames, and one of the recipients of that unyielding ire was Metal Gear Solid. I played some of 2, felt as though it was simply wasting my time, and that was it, the entire series was irredeemable. Everything I read now suggests I’d still feel that way about MGS2 particularly, but in the wake of Ground Zeroes and The Phantom Pain, I do realise that in decrying the entire series, I did myself out of some particularly excellent stealth gaming, and a playful streak a mile wide. Which leaves me thinking – what else did I dismiss – or praise – out of hand and now regret?

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Of Crime And The City In Thief, Dickens And GTA

Every Sunday, we reach deep into Rock, Paper, Shotgun’s 141-year history to pull out one of the best moments from the archive. This week, Adam’s 2012 article singing the praises of videogame cities which are more than mere reconstruction, but are built from the bricks and mortar of ideas.

I’ve been visiting various cities recently, which always fill me with confusion and wonder, then Dishonored made me think about how much I miss Looking Glass. Put the two together and this happens. Join me in a meandering word-search for cohesion and theme in the use of the city across Thief, and the selected works of Rockstar and Charles Dickens. Be warned, there are spoilers for all three Thief games.

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Mid-Level Loading Be Gone! Thief 3 Gold Mod Leaves Beta

Gently does it!

A mod removing the mid-level loading from Thief: Deadly Shadows is a good thing. We cooed a bit at the Thief 3 Gold mod before in May when the first beta version arrived–coo!–so now that Version 1.0 is here we’re duty-bound to coo longer, more intensely. CoooOOo! Along with smooshing mission segments into single load-free levels, Gold makes a few other tweaks, including adjusting wonky guard paths and positions.

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Speedy Shadows: Thief 3 ‘Gold’ Removes Loading Zones

With Square’s Thief causing a great many of the Looking Glass/Ion Storm faithful to adopt a bulldog chewing a wasp facial expression for the best part of a month (I’m kidding of course – they’ll retain that expression for at least twenty years), interest in Garret’s earlier tealeaf adventures has heightened. Even the series’ former red-headed stepchild, Deadly Shadows, has itself a new moment in the sun. Assorted fixes have long been available, but a newish and very appealing one is the removal of all loading screens from the game’s notoriously chopped-up missions.
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A Game And A Chat Thief Extravaganza, Take Two

We tried to play Thief: The Dark Project and chat about it. Honest! But Twitch, the purple scab of a service, wouldn’t cooperate with one of the most storied series starters in gaming history. It’s almost like I shouldn’t have expected a 15-year-old game to be compatible with a crazy space-age cyberfuture streaming platform, but no, that’s just ridiculous. At any rate, today – for real this time – I will be joined by former Thief: The Dark Project director Greg LoPiccolo and longtime Thief series designer/Thief: Deadly Shadows director Randy Smith. Expect stories from the dank depths of the first three Thieves’ development chambers, inside info on what could’ve been, and opinions from series vets on Eidos Montreal’s reinvention of their storied stealther. 

This will be a pretty special episode, so make sure to tune in. We’re kicking off at 2 PM PT/10 PM GMT. A little late, I know, but come on: only amateur thieves skulk around during the (UK) day. 

Update: We’re done! It went quite well, all things considered. Watch the full thing below.

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Eidos Montreal Talk Thief At EG Expo


There’s been a lot of interest in the new Thief game – due out in February – but also an equally large measure of scepticism. That makes it interesting to see Eidos Montreal presenting their game at EGX this weekend, with lots of game footage, and an in-depth explanation of some of the decisions they made for their latest iteration of the great sneaking series.

Take a look, below.
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Stealing History: Dark Camelot And Thief


With Thief 4 bearing down on us like a robber with a toothy smile, we thought it might be interesting to go back to where stealth began: the creation of Thief. Joe Martin stole away with this report.

There’s a line I had wanted start this article with. It is a line from the ironic finale of The Neverending Story and it would have been an obscure reference to the fact that before it was The Dark Project, Thief was originally called Dark Camelot. It was: “Beginnings are always dark”.

I can’t use that line, however, because if you go far back enough you eventually uncover Thief’s beginning wasn’t dark at all. It was red.
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