Not everything’s as it seems in Thief.
This is especially the case in Thief: The Dark Project. From the very
beginnings of the game at Bafford’s manor, I knew there was more to this game’s
story than being a thief. At face value, you’re just a thief going to steal
some loot. But what a dark world! The Keepers lurk somewhere in the
background; hints of ancient magics, past darkness, and the Pagans show in art
and readables; AI converse about the “walled-off section of the City”; and so forth. Together it all works subtly to remind you, the player, that you are moving about in a world with its own history and culture.
There’s a sense of unease under
everything. It seeps up through the cobblestones of the City streets and
through the heavy stone of the nobility’s manors. It can’t be escaped. The
technology of the City and the riches of its upper crust can’t contain the past which seeps through the darkness.
In Thief II, this is not so much the case, though darkness can occasionally
be seen with such examples as the catacombs in Eavesdropping, the mage’s home in Life of the Party, and the haunted library in Casing the Joint. But the Mechanist’s twisted technology takes the
show.
Thief
III’s story, like the original Thief game's, is ultimately about an ancient evil
lurching forth from the past. But even when the story does not explicitly
thrust some long dormant monster into the modernized world of the City, there
is the sense that something is wrong. There is some evil creeping about everywhere, at any point during most of the first and third Thief games.
Indeed, a major theme in the Thief games is that there is stuff going on in the background. You
think this is just about a thief stealing loot? There are greater forces at
work here. And poor Garrett always, unwittingly, gets caught up in them.
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