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Thief Gold

Developer: Looking Glass Studios Publisher: Square Enix
31 January 2012
Thief - cover art
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3.73 / 5.0
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51 Ratings / 2 Reviews
#161 All-time
#8 for 1998
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Thief Gold
1999 Looking Glass Eidos  
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Considering that so many of the revered classic first-person action titles before 1998 emphasized combat and generally loud approaches to situations, Thief must have been pretty unique to audiences back in the late 90s. While seamless first-person action-adventures centered on storytelling and varied environmental design weren’t necessarily uncommon and highly acclaimed and influential titles such as 1994’s System Shock and even Half-Life (which was released just a couple weeks before Thief) set pretty high standards in creating engaging 3D first-person experiences, I can’t think of a single game prior that captures a sense of truly “being” in the shoes of the protagonist as Thief. While mowing down enemies in Half-Life and Duke Nukem 3D is plenty of fun, there’s an inevitable disconnect between the player and the avatar when the protagonist can just cut through enemies and keep moving in a blaze of nonstop action. In Thief, combat is clunky and a bit strenuous, each footstep needs to be kept track of, light and sound can either help or hinder you depending on how you use them, and the sprawling manors and catacombs you investigate means every minute, you’re having to stop and check your cheap hand-drawn map for some sense of guidance towards an object or person of undisclosed location. It cultivates a relatable sense of awareness between oneself and the environment that really was quite rare for first-person titles in the early-to-mid nineties. I’ve played plenty of first-person action games since that use similar elements and other stealth series like Splinter Cell have utilized many of these basic gameplay functions, but this is about as far back in time I can think of where it all comes together to create an experience that feels so palpable. Keep in mind, Garrett is exceptional as a thief, and it’s not likely anyone playing this game could ever actually pull off the kind of heists in each mission, but the sense of being alone in a large, unfamiliar complex where being spotted could easily mean your death borders on survival horror territory at times and the confusing navigation and slow, deliberate feeling of the controls plays a big part of engaging you in the situation.

The missions where you break into a large estate to steal valuables are perhaps best representative of the general stealth gameplay loop that inspired so many future titles and what Thief is likely best remembered for, but one thing I was completely surprised by when playing was that those missions encompass only about half the game, maybe less. Thief isn’t just a game about being a career burglar job-by-job, you’re sent to pursue lost treasures in ancient ruins, deep underground catacombs, and surreal structures that wouldn’t be out of place in a high fantasy action title. But because this is a stealth game, these familiar medieval fantasy and steampunk settings take on an entirely new context. Particularly, the third mission in the game, ‘Down in the Bonehoard,’ managed to open up an entire new conception of what a dungeon crawl in an action game could be that I hadn’t ever considered. This isn’t like blasting through a large cave in an Elder Scrolls game or treading softly through a haunted tower in something like Amnesia. It’s scary and slow-paced like the latter, but because the gameplay involves minimal combat and platforming mixed within a stealth-focused framework, as well as a clear sense of purpose and an elegant control scheme, it offers a more natural sense of exploration than anything else I’ve played while still maintaining a sense of excitement over pure dread. Instead of fighting or running away from zombies, you have to plan around them - they’ll soon know you’re there, they’re coming for you, but they’re slow, you’re quick and nimble, and the multiple connecting pathways keep your options for sneaking and exploring new areas open throughout the level.

Thief is ambitious not just because it pioneered so many influential stealth systems still utilized and expanded upon in games today, but because it applies them in situations well beyond simple thievery, and forces the player to adapt to levels similar to those in a variety of action-adventure titles from survival horror to action RPGs. This is both one of the game’s greatest strengths and weaknesses as well, however. While ‘Down in the Bonehoard’ is an excellent example of this blend of styles (at least to me), some missions can’t quite capture that magic and inevitably fall short when the stealth-focused gameplay can’t keep up with incompatible level designs. The final three missions in the game suffer greatly from this, thrusting you into linear, monster-riddled corridors where simple charge-and-fight combat becomes the focus. And in a game where you’re supposed to be playing the role of a vulnerable thief, this becomes tedious and tone-breaking real fast. ‘Return to the Cathedral’ is perhaps a good example of both the good and bad aspects of this, where the early parts of the mission are filled with dread and careful planning through a haunted church complex, only to become bogged down as you are required to visit every location in a sequential order similar to level direction in survival horror games like Silent Hill 2, but without any lock restrictions or story ques to guide you - just an annoying ghost who keeps piling on fetch quests well after the horror starts to dissipate. The level design is ultimately pretty contentious, and probably the most divisive element of the game depending how well you think the stealth gameplay melds with certain settings, but I admire that the developers were willing to take such risks with the format, and it keeps the game feeling unique almost two decades after its release.

While the levels are often a pretty inconsistent amalgamation of brilliant and occasionally tedious adventuring and thieving, Thief is aesthetically fantastic all the way through. Even missions I loathed like ‘Escape’ (not ‘Thieves Guild,’ though, believe all the bad things you’ve heard, it sssuuuuuuuucccksss) are still often beautifully designed. While wandering near-aimlessly around giant complexes with only vague hints may not be everyone’s idea of fun, the mission grounds themselves offer an incredible visual style of medieval fantasy, steampunk, and some seriously mind-boggling surreal architecture in certain levels the left me feeling awestruck through a good portion of the game. From the dark, mechanical Hammerite prison to Constantine’s botanical, geometrically absurd mansion, Thief has such a great mix of interesting, dark, and inspiring visual styles that still linger on my mind well after playing them.

Those looking for an interesting story to accompany all this visual marvel and stealthy meanderings may be a bit disappointed as Thief’s main plot is ultimately pretty simple. After a few heists, Garrett is eventually tasked by Constantine to recover a magic stone eye, which sends him to various locales to recover artifacts needed to enter the cathedral where it’s housed and recover the eye. He is betrayed by Constantine however (which is heavily foreshadowed and not really much of a surprise), and sets out to stop him from unleashing the eye’s power. I normally wouldn’t even elaborate because it’s such a standard video game plot, but the story actually does play with some interesting themes on the role of nature in the face of an increasingly technologically advancing society. Constantine isn’t necessarily looking to accrue power for himself, he seems to sincerely believe that humanity is drifting to a cold, unimaginative future and wants to bring back a sense of fear and discovery that stimulated people’s mind back before the rise of machines. It’s not particularly convincing, and isn’t explored too thoroughly but compare the drab housing and gloomy prisons of the mechanically-focused Hammerites to Constantine’s imaginative and emotionally stimulating manor, intermingled with plants and wonderfully weird design. It’s a small touch, but it did resonate with me and is a particularly good example of subtle, visual storytelling that makes the main plot feel just a bit more engaging. [ /spoiler]

While it does often rely on inconsistent level design, I really enjoyed Thief, and, at its best, it’s easily one of the best stealth games I’ve played and I would recommend it to anyone who’s a fan of the classic Looking Glass and Ion Storm titles of the 90s and early 2000s, and of course, fans of the stealth genre as a whole. You’ll likely have some serious hang-ups of your own on certain levels and design choices, but Thief is fondly remembered for a reason. It’s innovative, ambitious, and often stumbles on its many experimental (at the time) gameplay mechanics and applications, but when it succeeds, it’s an incredibly unique and engaging experience.
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Title
Though I never attempted to pickpocket someone in real life, I frequently indulged in sneaking around where I shouldn't be as a kid and teenager. With the act comes a thrill from the tension of being caught and getting away with something you shouldn't be able to. It's a thrill that defined the stealth game genre with titles like Metal Gear Solid, Tenchu: Stealth Assassins [立体忍者活劇 天誅] and Thief. This thrill soon disappeared with the advent of combat-focused, low risk stealth games like Batman: Arkham Asylum and Assassin's Creed, which are enjoyable in their own way but fall more in-line with the power fantasy you get from your typical shooter or action-adventure. Returning to Thief now reminds of how it feels to be helpless, afraid and yet only a few inputs away from gaining back control. Each action and step taken is one harder to take back and get away from. Returning to Thief also reminds of how much better its sequel and the original Tom Clancy's Splinter Cell trilogy executed on the concept, rendering this original entry only for the curious and perhaps masochistic.

Few games of its time have the atmosphere and unique setting of Thief; it's no wonder games like Dishonored still take inspiration from its blend of steampunk, Dark Ages and gothic fantasy. Ken Levine did a fantastic job of making a world, levels and setting that fit the core mechanics of avoiding combat via Garret's arsenal of arrows, gadgets and his sword for the occasional one-on-one fight (surviving a 1v2 or more fight is rarely an option).

While its cinematics, narrative and top-notch voice acting feel far removed from the '90s, its level and objective design is often representative of the worst practices of the time. A strong narrative draws the player forward, but the objectives that send the player searching every corner for treasure, guidance on how to progress or a well-hidden item frustratingly grinds the pace to a halt. This wouldn't be so bad if the levels offered details, nice aesthetics, additional narrative or unique challenges. Maps like "Lost City" and "The Haunted Cathedral" are a dimly lit mess of indistinguishable landmarks and repetitive encounters with the undead, comparing unfavorably to the game's better maps.

Thief gets worse as it goes, culminating in some of the worse level and objective design I've seen: fetch quests, levels that encourage combat instead of hiding, vague objectives and paths, and a seemingly endless array of ugly, dimly lit corridors. Before Thief takes a turn for the worse, there are some amazing moments and maps that are some of the best I've come across. "The Sword" is a wonderfully surreal journey through a madman's house with imaginative, physically impossible design that continues to surprise until it's end. "Song of the Caverns", one of the three additions in Thief Gold and the only worth playing, is the one long map that takes advantage of its space with varied challenges, environments and NPC encounters. The rest of the game is hit-and-miss. Some missions like "Assassins" are great until you need to hunt for an objective with no hint; some missions like "The Haunted Cathedral" are a spooky, Tomb Raider-inspired adventure in the dark that outstays its welcome. When Thief is great, it often slips up on the pacing and dwindles into mediocrity. And when Thief is bad, the long-winded, labyrinthine nature of the maps will make you want to quit.

Behind the story and levels is a timeless game full of smart, economic design decisions like using your one bow for many different functions: make grappling points you can climb, extinguish light sources so you can hide better, shoot a noise-making distraction across the map and, when the game plays nice, fire a good old-fashioned one-hit-kill to an enemy's back. Climbing and basic movements have their quirks but it feels comfortable once you get adjusted. The game even performs very well with a console controller when you map the inputs via a third-party program like Xpadder.

What Thief 1 does well, its sequels did better. And what it does poorly, its sequels rarely do at all. This makes the game a hard recommendation, especially considering how terrible the final hours of it become. Even the horror and exploration elements rear their head in its sequels, just in a different and more fitting way. The long-winded levels, awkward pacing and frustrating objective design might prevent someone from playing Thief 2, which would be a shame. As such, Thief 1 is best played after completing Thief 2, a superior game in every facet that made good on the original's promise.
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SUPER_Lonely_Panda 2016-04-04T20:37:49Z
2016-04-04T20:37:49Z
4.0
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Map Reviews

Lord Bafford's Manor - An inoffensive, average start that functions well as an introduction to the games' mechanics with varied surfaces and room sizes. It works as a starting playground but its lack of flair makes it not a rewarding map to explore. 3.5/5.0

Break from Cragscleft Prison - The real Thief begins here. You get your creepy tunnels with zombies, tight corridors with guards and the reward of an actually enjoyable level once you reach the prison area. You also get a fantastic, atmospheric introduction to the Hammerites. Despite the slog of the beginning, it captures the feeling of an epic adventure. Though it does feel poorly balanced by introducing the toughest human enemies in only the 2nd level. 3.5/5.0

Down in the Bonehoard - A giant pain in the ass. The crowds of zombies in tight areas are lame; as are maze-like caverns with acid-spitting creatures. The most difficult thing was climbing ladders and finding my way back out; the rest is just tedious. This is one of the maps where I'll allow myself bunnyhopping through it to get it over with. At least it has some great atmosphere, traps and conceptual rooms when you go off-the-beaten path. 3.0/5.0

Assassins - One of the most varied and exciting maps in the game, soured by some pesky objective hunting near its end. It introduces the lockpicking and gives you opportunities to test out flashbombs. The mansion is believable and interesting and the end sequence adds a nice twist. Would be one of the best if not for the one objective that is delivered with no hint or guidance, ending up with you searching every corner of the mansion, ruining the wonderful pace it had going for it. 3.5/5.0

Thieves' Guild - Thief Gold's first new addition, which starts promising but gets worse as it goes. It wasn't so bad until I realized the item I needed was in the house I just left on the other side of the map. Which wasn't so bad in itself until I got stuck in an area outside Randall's home. I quicksaved after taking out a guard in this sewer area only to then realize there is no way out. I guess the idea is that if you opened the sewer grate on the other side you'd be met with an ambush. The sewers are a drab location, the objectives are as muddy as the environment and the map just goes, and goes, and goes... 2.0/5.0

The Sword - Thief hits its stride starting with this map. I wonder how many people would feel more positive about the early game if this mission came after the prison and there was no Thieves' Guild. This map nails everything great about the game. I love how different every level of the mansion is, the perspective tricks (perhaps the first time a 3D game attempted this), using rope arrows, the unpredictability of every room, the traps, and the sword room at the end. Climbing up to grab it with a rope arrow before the guards saw me was awesome. Love it. 4.5/5.0

The Haunted Cathedral - This one gets mixed responses but I was surprised by how much I liked it after not enjoying the first undead level. The exploration aspect of the game shines as you need to use your compass, follow directions, do tricky platforming and use critical thinking to solve an awesome puzzle. On the other hand, this map highlighted things I hate about the game like the lack of clarity, polish and the worst gold requirement in the series (playing on Hard). Instead of having a great climax to the level, I spent 20 minutes hunting down a little extra gold. The gold requirement on this level was ridiculous. I had to search every hidden area. And then on the next map the gold requirement on Hard is a joke. I reached it within a couple minutes. The difficulty balance and pacing on this game is one of its worst aspects. I was so frustrated at the end I decided to play the rest of the game on Normal to avoid the occasional high gold requirement. As much as I enjoyed the map before the painful last minutes with it, I can see how it could be extremely frustrating if you weren't well-equipped or missed certain items that guide you toward your objective. I could very easily have hated it. 3.5/5.0

The Mage Towers - The setting is cool but there isn't all that much going on until you get into the towers and wish there was a lot less going on. Once you get into the Earth Tower, I hated it as much as Thieves Guild. It at least has a cool concept and atmosphere at parts so it's not as bad, but it's still a terrible map and at 90 minutes I wouldn't wish it on my worst enemies. Do yourself a favor and skip Thieves Guild and Mages Tower. This is like one of those Extended Cuts of movies that ruins the entire thing they are so bad. That they put out two maps of this quality alongside Song of the Cavern is baffling. If the map were half it's length, it'd be a good addition. 2.5/5.0

The Lost City - My favorite exploration map in the game and a welcome change of pace after Mages Tower. Climbing the building at the end was cool. It seems I'm alone in enjoying the platforming so I imagine it's not for everyone but I'm a fan. One of the better maps, even though it outstays its welcome and has some annoying areas. 3.5/5.0

Song of the Caverns - Although my favorite will remain The Sword, I think this is a better map that highlights everything Thief does well. It covers so much ground and feels like an epic heist. Great atmosphere, level design, and pacing. It's too bad the other two Thief Gold exclusives aren't this good. 4.0/5.0

Undercover - Starts out great and I like the concept but I am disappointed with where it goes. I can't believe they pulled off this crap. As much as Thieves Guild and Mages Tower bored me to tears, this one makes me angry with what it asks you to do. The tedium of Thief's last leg begins here and only gets worse. I can see myself maybe looking favorably on the map if I found the objective instructions, hidden away in a box, but instead I stumbled through clueless until turning to a guide. There was no "A-HA!" moment; only "WTF were they thinking?" 2.0/5.0

Return to the Cathedral - It starts as an intense horror level but devolves into a beyond irritating fetch quest that includes multiple items you need to find across the entire map without any hint. This seems to be a running theme: great premise, promising start and hair-pulling conclusion. This game came before the time developers playtested their experiments and it really shows here. I'm okay with cryptic level design and objectives but there has to be some guide and logic. Give me hints, make me feel smart and accomplished by piecing together the riddle. Instead I get, "go search every corner of the level for this thing and then do it again." 1.5/5.0

Escape! - Somehow just as bad in its own special way. Let's make a level of tight corridors packed with enemies in our stealth game that is supposed to be about hiding. Since the level is called "Escape!" I guess the suggestion is that you are supposed to not even try and just run past everything and there is a LOT of everything -- all while hoping not to run into a dead-end or enemy attack. At least I beat it without cheating. After the great cinematic, this is a really terrible level that kills any momentum. 1.0/5.0

Strange Bedfellows - As bad as the last two. After searching nearly every room for the path forward, I quit the game for a 2nd time. Watching a playthrough on YouTube, I don't think I missed out on much. The narrative is interesting as the level title suggests but the sprawl of bland dark corridors and annoying enemies ruins it all. 1.5/5.0

Into the Maw of Chaos - A flat ending that brings into focus the game's tumultuous development that saw the studio shut down and fire key staff (that went on to make Deus Ex). It's more of the same tight corridors with annoying enemies that doesn't offer the non-linear creativity of the game's best levels. It at least as some great atmosphere and visuals at parts. The final "boss fight" is rather lame. 2.0/5.0
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  • Previous comments (28) Loading...
  • AJM719 2023-12-06 21:28:04.145161+00
    I often think about what could have been for Looking Glass, beyond Thief 2. It's a shame that a studio which was capable of creating such great and (for the most part) successful games following its mid-90s slump had to suffer because of the circumstances it was in. Plus, knowing of the projects that they were working on before the studio's closure (Thief 2 Gold and Deep Cover) makes it hurt even more.

    Still, we have to be thankful for what we have. Happy 25th to one of the best pieces of media to ever exist. Let's all raise a glass of Constantine's finest brandy in honour of its anniversary!
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  • DomMazzetti 2023-12-11 00:58:13.201793+00
    Th1ef
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  • Eikonomachia 2023-12-20 00:49:51.701405+00
    thieves guild is soooo bad
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  • afterceasetoexist_ 2024-01-13 00:35:55.554039+00
    thieves guild is good if you use your map and compass
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  • UncleKippy 2024-01-20 20:51:27.495383+00
    25 years and still the GOAT in audio design
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  • caramellio 2024-02-18 20:03:21.621635+00
    >I played this game with the extra levels and hated it, it ruins the pacing makes the game feel like a total slog. I really enjoyed the first few levels though. I should probably replay this sometime and just skip the new levels.
    thats the thing i hate about gold. love the mage tower mission tho
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  • afterceasetoexist_ 2024-02-23 16:54:24.571848+00
    yeah i cant get behind this take. i love all the new additions. mage towers and song of the caverns are fucking awesome and i will defend thieves guild until the day i die; as stated above, it's a lot easier to navigate if you use your map and compass. i encouraged my friend to do that during his first playthrough a year ago and he loved the mission
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  • Genly_Ai 2024-03-22 08:48:38.44875+00
    Everyone who loves Thief, Immersive Sims, or Stealth in general owes it to themselves to play Thief: The Black Parade, a new campaign released by fans released last year consisting of 10 missions with original art and voice acting.

    Completely blows the original games out the water with some of the best atmosphere and level design I have ever seen.
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