thief known simply thief person stealth video game developed published set medieval metropolis called city game follows master thief trained secret society expanded edition game released thief stealth game use light sound game mechanics use person perspective non gameplay challenged person shooter market led developers person game combines complex artificial intelligence simulation systems allow gameplay thief influence traced later stealth games splinter cell game received critical acclaim placed numerous hall fame lists sales half million units year commercially successful game thief followed series sequels thief metal age thief deadly shadows reboot thief closed release games developed respectively gameplay thief takes place person perspective environment stealth game emphasizes confrontation player character limited combat proficiency damage resistance shadows avoid notice monitor heads display indicates player character visibility level player character lean climb swim run actions surfaces cause varying amounts noise example carpet quiet tiles loud player receives information non player characters sound surface walking proximity suspicion level player use sound thrown object distract game levels objectives theft specific item completed level reached game difficulty settings alter objectives paths level aspects levels largely allow gameplay game feature artificial intelligence systems detect visual cues sees hears player character suspicious depending level suspicion ignore cue begin actively seek player detect swords voices changes environment blood opened doors fallen bodies game contains guard servant vary reactions player character guards alert attack servants run help guard significantly injured try escape game features non human characters zombies certain levels contain survival horror elements player character possesses sword kill respectively game features sword combat system direct confrontations contains directional attacks ability fallen bodies picked hidden game bow ranged attacks tool example water arrows rope arrows lower rope tools include speed things weapon item displayed corners screen player cycles select objects equipment purchased levels plot setting thief takes place metropolis called city noted contain elements middle ages like dark fantasy industrial revolution project director said early preview essence medieval age sort medieval europe meets brazil meets city lost children electricity magic 19th century machinery kind stuff setting described setting steam engine technology prominently levels player learn setting finding notes conversations noted player revelation thief setting city contains factions keepers opposing religious orders known order hammer cited representations chaos order respectively neutral secretive keepers maintain balance city worship deity called builder believe progress described primitive worship dangerous god value natural world assessed design group architecture reflects beliefs story game prologue sees protagonist describing youth homeless orphan city streets caught attempting suspicious man reveals keeper impressed ability offers chance join order accepts later leaves order pursue life years later works thief pressure join crime ring punishment failure pay protection fee targeted assassination crime lord assassins mansion retaliation following approached woman named representative anonymous client impressed theft contracted steal sword constantine eccentric nobleman recently arrived city completes mission takes constantine explains hired steal sword test constantine offers fortune steal eye gem kept sealed deserted cathedral reach cathedral ventures old quarter haunted abandoned district city opening cathedral eye informs nearby keeper sanctuary learn cathedral discovers cathedral sealed prevent city destruction learns needed remove seal hidden ancient ruins beneath city inside temple thief gold possession found opera house taken caves temple original game recovers returns cathedral cathedral learns inhabitants killed eye returns reveals says eye requires flesh eye function removes right eye places disappear portal left dead found freed keepers escape mansion learns plans use eye revert world wild state escapes mansion seeks help finds attacked temple refuge beneath temple finds survivors provide trapped replica eye descends domain finds performing ritual eye complete plan eye copy kills later acquired mechanical replacement lost eye streets city keeper approaches claims soon require keepers help dismisses walks away keeper warns metal age development origins thief began development april game original designer writer credited telegraph key figure creation thief inspirations came favourite games initial concept action role playing game given job designing game world story said initial ideas projects later eventually evolving included story communist zombies game supposed person sword fighting marketing department killed idea disappointment according programmer proposal 50s cold war game soviet_union overrun zombies hack pieces cia bullets don work said game design built idea having factions ally oppose things dark concept focused sword combat plot legend featured misunderstood hero king arthur villain according church game featured morgan sort good advisor lesbian help break steal holy game design combined person perspective action role playing adventure elements recently left found producer predecessor departed artist said good long time idea game somebody thief game play running trying people church recalled basic stealth model having guard looking way going past pretty quickly paul pushing thief interesting thief game previously unreleased trailer stargate engine uploaded youtube production early tentatively changed design altered focus stealth levels originally designed ended final product march project director described game design essentially building type object interactions correct physics tied correctly lead designer reiterated goal behave example things burn burn player decide burn things anticipated draft stealth design presented april said inspiration idea powerful vulnerable exposed came concept submarine warfare particular simulation video game multiplayer support planned including mode pun small teams thieves compete time pressure steal greatest value territory wealthy guard scale development began frantic work demo level trailer originally announced come summer game delayed winter looking glass studios experienced financial trouble development progressed company austin branch closed costing game engine programmers team relocated released later called impact thief best minimal left project keepers factions added game april looking glass studios laid half entire staff months damaged morale team point vastly different development began emotions compare stress heading work knowing laid including doors locked got lead programmer later said stress caused team members voluntarily quit including lead programmer designed game system suffered software bugs problems complexity took position lead programmer believed system months learned database code helps navigate map completed design implementation new system november estimated fifth original code features removed development multiplayer support complex inventory interface branching mission structures said focused creating single player linear mission based game centered exclusively stealth believed removal multiplayer support game renaming solidified minds team game renamed april new title descriptive inspired role playing game vampire features rejected including spider man esque ability climb walls ceilings summer team challenged exhaustion game numerous simulation problems resulted later described game called fun implementation new system halted team quickly assemble proof concept demos publisher grown skeptical team vision work resume march weeks constant work ready called real testing months game scheduled ship date problems resolved team began believe described thief actually fun release games like enemy lines gear solid eased worries experimental gameplay styles according new energy team long hours driven passion measured confidence marked closing months project game went gold november following estimated year development cycle million budget design design thief focused stealth person perspective said idea challenged standard person shooter concept game style observers concerned appeal players involved game doubts times response sentiment previous games required fair investment player enjoyment team specifically designed thief allow players pick start playing team goal push envelope game design church said shared core design previous looking glass studios games explained try provide range player capability world player choose goals approaches obstacle reach goal far satisfying flexible simulation game elements powerful way enable player way world thief designed largely events instead pre defined designers occur naturally intent increase player interaction improvisation previous games according thief central gameplay mechanic player relationship primary obstacle game game goal events required sophisticated system later demonstrated person shooters like half life utilize look listen systems aggressive player seen heard explained thief system defined broader range internal states feel suspicion example heard suspicious noise investigate immediately hostile designer said thief safe boundary light shadow boundaries stable secure player eventually emerge safe zone embrace risk safe boundary found explained players felt unsafe hidden learned judge level safety improved certain levels included horror elements mission return cathedral intentionally removes players ability judge vulnerability believing fear associated boundaries like forcing player violate free smith said mission eventually force practically scary thing noticed potential level gamer believed level creates cycle results devastating nerve endings game missions designed suit story story fit missions taking inspiration team added difficulty system changes mission objectives said allowed designers create different experience level difficulty changing overall geometry structure mission gave game high degree minimum development cost team extended concept decreasing player ability kill human characters higher difficulty settings writer voice actress said took pains sure missions won killing humans project director wanted thief audio environment enhance gameplay game design necessitated advanced sound system designers created room database mission provided realistic representation sound wave propagation audio designer development team gave sound multiple roles player clues locations internal states enhance vocals recorded conversely sounds generated objects gave clues player location sound communicate guard help signals guards sound narrative information players conversations learn game backstory technology thief developed game engine written game development separately project led time issues emphasis placed real life physics arrows arc air fly straight engine features alpha blending texture lighting techniques motion capture technology integrated allow realistic character animation engine draws graphics largely written programmer fall expected finished game release date left company later performed contract work company assisted writing features like hardware support fully addressed advanced time dark engine designed programmers ability easily integrate work wrote center concept according object system general database managing individual objects simulation designers able alter game behavior manipulating objects content game writing additional code system managed source data game content textures maps models sounds unfinished build dark engine develop system shock collaboration games object system worked thief system shock development release thief released november expanded edition game released october features new missions improvements original disc contains level editor making thief metal age video extras reception thief dark project sold half million copies making commercially successful game critical reception game received critical acclaim sources including washington_post gamer computer gaming world wrote tired doom clones hungry challenge fresh perspective game try surprised adrenaline vault wrote tell reservation favorite game time zone called bloody good game gamer wrote freedom thief offers terrifying absolutely aaron los_angeles_times noted game demands thought gamer called thief challenging game easy praised game focus player noted amazing fun avoid action described game incredibly highly recommended game night rogue gamepro praised game said game gets better time spend game sound widely praised wrote sound adds new level realism game total thing previously levels noted audio simply amazing directional noises haunting background effects world left pounding heart nerves wagner noted game level suspense exquisite use detailed cues gameplay device bordered virtual reality thief graphics received mixed reaction negative comparisons half life praised game graphics noted went feature feature engines praised game sound plot disliked game extremely dark areas required max gamma correction set monitor setting details called graphics seamless reviews complained collision detection issues game use supernatural cave exploring elements received criticism reviewers opined realistic mansion missions instead believed game enemies caused game standard hack slash sub conan sort thing million gave amounts erosion storytelling skills certain levels ing territory pull ing found certain levels difficult generation noted repetitive thief fun game play worthy addition genre legacy thief stealth game personal computer stealth gameplay innovations influenced later games genre game cited use light shadow stealth mechanic use audio cues ability conversations alert guards loud footsteps game use sound wave propagation allowed sounds travel corners rooms widely considered game developers thief influence recognized stealth games assassin creed splinter cell writer designer said thief single terrifying rewarding game played single player game continue replay countless books wish written thief games wish worked called thief favorite game opinion shared fallout lead designer thief declared greatest games time publications hall fame gamespy writer wrote tactical philosophy contrary nearly action game time thief rewarded stealth frontal assault continuing inadvertently notion action games need shooters carved completely new niche genre gamespot editor argued metal stealth assassins thief defined stealth action genre thief displayed depiction like slip shadow shadow largely remains achievement gaming thief added ign hall fame writing gamepro asserted thief pioneered genre stealth action title eurogamer wrote retrospective review thief embarrassment modern stealth games produces faded parody original best stealth game played superior modern games genre year time named greatest video games time thief followed sequels fourth game series released looking glass studios developed thief received positive reviews released march thief deadly shadows released windows xbox developed closure troubled development cycle game release met positive reviews fourth thief game revealed development windows playstation xbox received mixed positive reviews release looking glass studios closed doors thief supported community modifications standalone fan remake dark aims recreate essence thief modern game engine originally released doom october released open source standalone game december fan high definition texture thief gold released
Thief: The Dark Project