A blog examining official missions, fan missions, and themes of the 'Thief' series of games.
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Showing posts with label B.) Thief 1-Official Missions-Part 1. Show all posts
Showing posts with label B.) Thief 1-Official Missions-Part 1. Show all posts
Thursday, June 11, 2015
Introduction to missions from 'Thief: The Dark Project'
This project will begin with overviews of the missions I want to highlight from the first Thief game: Thief: The Dark Project. To begin, here are a couple videos that, while not essential to the project, do help to set up the context of the story. They are of the training mission, which sets up the story of the game with Garrett being recruited by the Keepers and subsequently turning to the thief's life.
Mission #1: Lord Bafford's Manor
Thief: The Dark Project starts
off with a simple, straightforward and brilliantly designed mission that sets
the tone for the adventure the player is about to begin. Our cynical antihero,
Garrett, has gotten word from his fence that Lord Bafford is out of town. The
time is ripe to break into Bafford’s manor house and steal the lord’s jeweled
scepter.
From the get go, the player is introduced to the design and atmosphere elements that make Thief special. The mission starts with the player dropped just outside
the front gate to Bafford’s manor. From this point, the player may travel left or
right, and from those directions other ways, including down into the sewers. The
plan is to enter a well house which leads into a water system that connects
with Bafford’s manor.
Stepping forward into the shadows of the
front gate to the manor, the player can overhear two of the guards engage in conversation.
Overhearing conversation between AI characters is a key element in this series—Thief lets the player be a fly-on-the-wall.
As the player walks around towards the back of the manor house, wind blows
through the city streets, broken only by the occasional chatter that comes from
the closed windows of lit, crowded taverns. Environmental sound effects and
audio is something the developers at Looking Glass got perfect in the first two
Thief games.
Audio
continues to set the mood as the player sneaks into the interior of the manor. As the player explores the manor house, more guards converse; notes hang pinned to the
walls; journals lie scattered about. The player can engage in all these
‘narrative pockets’, or just continue on to nab the jeweled scepter.
The manor’s design is brilliant and
well-balanced. The player first enters the cellar, then proceeds to the outer areas
and then, finally, into the inner areas. Audio cues and changes in the balance between
lighting and shadow set the mood for each section.
*Note: In my gameplay recordings, I am playing Thief under the 'ghosting' style. This is a style created by the Thief fan community under which one uses little to no weapons or items while playing. So, in my videos, I'm mostly just sneaking around and soaking things in. There are other ways to play, though; I could be pulling out my blackjack to knock out guards, which I rarely do in these videos. I include this note just so you know that the way I play Thief in these videos is not the only way to play Thief.*
*Note: In my gameplay recordings, I am playing Thief under the 'ghosting' style. This is a style created by the Thief fan community under which one uses little to no weapons or items while playing. So, in my videos, I'm mostly just sneaking around and soaking things in. There are other ways to play, though; I could be pulling out my blackjack to knock out guards, which I rarely do in these videos. I include this note just so you know that the way I play Thief in these videos is not the only way to play Thief.*
Once the player reaches Bafford’s throne
room—“How pretentious can he get?” Garrett asks—the scepter is in plain sight,
hanging on the wall. Players nab it. On Normal, the mission ends. On higher
difficulties, players must get back out, and they will need to have been
nabbing other loot from the manor. On Normal, players can be murderer as much
as thief; on higher difficulty settings, Garrett’s a professional, so no
killing. The Thief games’ gameplay
design and player experience changes substantially between each difficulty
level.
Bafford’s Manor sets the stage for the rest of the game. The elements
introduced here are used to memorable, fantastic effect as the game proceeds.
Every time I replay Bafford’s manor, and it numbers in the thousands by this
point, I’m definitely ready for another adventure through Thief.
Mission #2: Break from Cragscleft Prison
Cutty,
Garrett’s fence, has been locked up by the Hammerites. He’s incarcerated in the
religious group’s compound at Cragscleft. The place contains the prison in
which Cutty is being held as well as a factory and a mines. As Garrett notes, the
Hammerites don’t venture much into the mines as they’re supposedly haunted, but
that’s exactly the way Garrett’s going to take to get into the compound to get
Cutty out.
*Note: The voice actor who voices Garrett, and many of the other characters and monsters in the Thief games, is Stephen Russell. He's a great voice actor and still acts in games today. His voice work is an integral part of the original Thief experience.*
*Note: The voice actor who voices Garrett, and many of the other characters and monsters in the Thief games, is Stephen Russell. He's a great voice actor and still acts in games today. His voice work is an integral part of the original Thief experience.*
Things don’t go as planned.
“Break From Cragscleft Prison” has a couple twists, which is a trend in the
official Thief games and many of its
fan-made missions. “Cragscleft” also contains a contrast between the two main
themes of Thief: The Dark Project’s
fiction: the well-lit, industrious, civilized world of the Hammerites, as
experienced in the Factory and prison sections (though, perhaps, a prison isn’t
truly civilized), and the dark, mysterious, decayed world of the undead, as
experienced in the haunted mines. Thief:
The Dark Project has throughout an underlying darkness, rising explicitly
in the game’s haunted segments. The story, in general, is one of
technology versus magic. And, again, in Cragscleft, with its industrious factory
and haunted mines, one can see this contrast in demonstration.
On to the mission.
“Cragscleft” begins with the player plopped outdoors in a crevice of the mountain that the mines, factory, and
prison complex are carved in to. The blue sky and chirping birds are an ironic
prelude to the dark mines the player must enter at the start of their journey
through Cragscleft. Garrett leaves the cheery outside by diving into the water
and swimming through a passage and up into the cold embrace of the mines.
Zombies are a big staple of the
original Thief game, and here the player meets their first one. It’s lying dead, for now, but will rise if alerted. The
undead’s groans and moans horrified me when I first played through Thief as a kid. And these zombies are
one of the elements that make Thief: The
Dark Project such a unique stealth game. You don’t just sneak past guards,
but also the undead. And giant spiders—one of which lurks in the depths of
these mines. (There are also dinosaur-like “Burricks”, whom we’ll meet in the
next mission.) Though sneaking past guards has its thrills, there’s something
about creeping past zombies that’s all the more spine-tingling.
The literal darkness of the mines
coupled with the zombies make walking through them a daunting trek. A great deal of the atmosphere comes from the audio. The distant moans, the scurrying and
squeaks of rats, and the creak of wooden beams fill the player with dread and give them a sense of the decay in these mines.
The player empathizes with Garrett. The players’ palms sweated as Garrett broke in to
Bafford’s manor, but now poor Garrett has to deal with the supernatural.
Relaying such dread through atmosphere is done really well in Thief, which allows the player to
identify all the more with Garrett.
Little narrative pieces heighten the
dread. A flickering light above a broken keypad for an elevator conveys the
ruined nature of these mines. This elevator once would have served as a quick
link to the light world of the factory above, but now it can’t be called, not
to this level. The player will have to find another way up. A glance down the elevator shaft reveals the dim outline of a very large spider—the player certainly doesn't want to
go down.
Using Thief’s sometime awkward mantling maneuver, the player can make their
way upwards to a higher level of the mines. The factory should be nearby—but
for now, Garrett is still stuck in the mines. One of my favorite moments from Thief: The Dark Project lies on this
level of the mines. The player may find a tucked-away Hammerite sanctuary, long in
ruin, with benches, an altar, and some religious décor. In here, there are also
a couple holy water fountains. Using these will give the player Holy Water
Arrows for a brief time, which for now is the only sure way to destroy the
undead. (Of course, this option is not always the best to take. For Garrett,
sneaking is always better.)
The soft hum of the Holy Water fountains
and the secluded nature of this sanctuary give the player a feeling of safety. This sanctuary is a
respite from the creepy mines all around. As a kid first playing this game, and
even today, I'll sometimes crouch in a corner of this sanctuary. I like feeling
safe from the haunted horrors of the mines. But eventually, the objectives—or,
specifically, the need to find my imprisoned fence—come calling, and it’s back
into the fray.
Finally, the player sights a signpost that
reads “Factory.” The way out of these creepy mines! But around a corner—a
genuine jump moment—lies one last fright: a floating skeleton, that shoots its
skull forward and falls apart as Garrett approaches.
Okay. Enough of these mines.
A few scattered zombie parts and faint
noises of humans—living ones—humming and whistling give the player indications that civilization is nearby. Take a peak around a corner, and you'll see a stairway up. There are also some nice torches, lit ones. And at the base of the stairs are a
couple of guys in some funny red, chainmail armor getup—and they’re carrying big sledge-hammers. Oh—these must be Hammerites! Their conversation gives the player a peek
into their story and place in Thief’s
world.
Up into the Factory, the player discovers a
different world. Here the hum of machines, the clank of gears and levers, and
the mumbling of Hammerites replace the haunted noises of below.
Something else the player, myself included,
find out real fast is that it was much easier sneaking past zombies in the
darkness of the mines than sneaking past Hammerites in this brightly-lit
factory. These guys are alert, move fast, and have big hammers. Holy Water
doesn’t work too well on them, either.
But persistence, good use of quick saves
and quick loads, and a few Moss and Water arrows should have the player successfully transport Garrett through the factory and to the prison. In the
prison, the player gets a mix of the other two sections: the prisons are still
civilization, with lights and Hammerites, but throughout them echo the moans of
starving prisoners. Hmm…I could go back to the zombie moans now, maybe.
But, I can’t—not yet, because I need to
rescue Cutty. And, if I’m playing on Hard, I need to recover Freddie’s “hand of
glory.” If I’m playing on Expert, I need to do both those things and rescue Basso the Boxman. I always
play on Expert now, so, time to get to work!
The prison is divided into four cell
blocks: cell blocks 1 and 2 on one side, and 3 and 4 on the other. On each
side, a security hub with a Hammerite guard lies before the entrance to the
cell blocks. Cells 3 and 4 must be 'higher maintenance’ because the security
hub is more well lit. This drives me, and would likely drive any player,
towards cell blocks 1 and 2, putting off cell blocks 3 and 4 for later. However, a conversation between two Hammerites indicates that Cutty is in cell block 4. Thankfully, a central room, that can only be accessed
from within the cell blocks, gives the player an easier route to cell blocks 3 and 4. Given
how many hundreds of playthroughs I creeped through the well-lit hub before
finally discovering this easier route is one of many testaments to the fact that
Thief always has new secrets to discover, even for a veteran player such as myself.
After some sneaking, some reading of who’s
who in the cells, some knocking out of guards, and some flipping of levers,
Garrett can nab Freddie’s hand of glory, pick up the unconscious body of Basso
to carry back to the surface, and meet with Cutty. Unfortunately for Garrett,
who is owed by Cutty, Cutty is dying. In his last, choked-out words, Cutty
gives Garrett the only payment he can now—a tip. Turns out another prisoner
here, named Felix, broke out of his cell. He had a map of some place called “the
Bonehoard”, and in this Bonehoard lies a valuable treasure, the “Horn of
Quintus.”
Okay—interesting. But the player now has another task. Cutty’s fallen down dead, so scratch him—it’s time to find Felix
and his map.
From cell block 1, the player can access the
Barracks. From here, the player can then access the higher offices. This is where,
according to Cutty, the Hammerites had locked up Felix’s map in an ‘evidence
vault’. But a perusal of the area and the reading of a journal lets players
know that Felix was able to steal the map back out of the evidence vault. Oh
well. The walk through the barracks and offices did give the players a chance
to see some pretty décor and nab some more loot, though.
Felix was able to nab the contents of the
Hammerites’ evidence locker, but he wasn’t able to make it out of the complex. The player finds his body, with the map of the Bonehoard beside it, in a secret
area off from one of the security hubs. Discovering secrets like this is one of
the great parts of Thief—in this
case, the sound of running water alerts the player to there being an underground
river. This sound is coming from the entrance to the secret area.
Once Garrett has the map, he must go back
through the mines to leave. There are several transition areas between the
Factory level and the haunted mines. This is another example of how Thief can scratch the exploring itch.
Even on recent playthroughs, I discover a way to approach this mission that I
hadn’t before. In this case, a running stream with a waterfall downwards, an
elevator shaft, the stairs noted above, or a secret passage through a cavern
will each connect the player back to the mines. These paths don’t all present
themselves, and the player may only ever be aware of one. It’s always satisfying
and fun to discover new passages.
“Cragscleft” is a great example of how to
put two different worlds together, in this case the haunted mines and the
Hammerite factory and prison complex. Both are blended together, and can be jumped to and from throughout the mission. Both have different atmospheres, and the
ascent from the haunted mines into the factory, and then back, gives the player a
sense of adventure.
Mission #3: Down in the Bonehoard
A
great thing about the Thief games and
their fan content is that they are not always ‘standard stealth fare.’ This is
especially true of the first Thief,
in which, as has been explored, there is an underlying ‘dark’ or ‘mystic’
theme. While “Cragscleft” had some horror elements, the first full-on ‘haunted’
or ‘undead’ mission in Thief is this
one: “Down in the Bonehoard.” What makes this mission great is not just its
creepy atmosphere, but also its labyrinthine design. On Expert mode, especially,
the designers have the player exploring every bit of this mission’s location: a
large underground crypt, or catacomb—whichever term you prefer. It’s a pretty
abstract design, and is a kind of catacomb structure that could not possibly
exist in our real world. And as Garrett explores it, he's not so properly a
thief, as he is a...grave robber. This mission is much less on the sneakster
side and more on the ‘Indiana Jones’ side, though there’s certainly sneaking to
be had. So grab your hat and whip—or, in this case, your cloak and rope
arrows—and let’s explore the Bonehoard.
In Thief, difficulty setting
can radically change the playing experience. The changes are not just in terms
of the awareness level of the AI or in the amount of health the player has
versus the damage the player takes, though these are affected by difficulty
level. The changes are also in the amount of objectives and, more importantly,
in the very structure of the level. On the ‘Normal’ difficulty, “Bonehoard” is
simple: Get the Horn of Quintus. That’s it, and the design is as simple as the
single objective (though still brilliant). This is good for a player’s first
time through Thief. But on ‘Hard’ and
especially ‘Expert’, “Bonehoard” becomes a very different experience. More
areas are open to explore and there are many more objectives, including returning
to the surface once all the objective items have been acquired. It makes for a great
adventure, and this write-up is based on the ‘Expert’ version of “Bonehoard.”
The player starts out in front of a
small crypt entrance. It’s a small opening into a cornucopia of Thief-y fun.
Garrett begins his descent towards
the legendary Horn of Quintus by climbing down a rope into one of the tomb
areas. Here a solitary zombie walks around. Creepy art styles decorate the
wall—the air is thick with a sense of isolation. You’re down here all alone.
But other thieves have tried to rob the dead, as evidenced by the corpses
Garrett finds with journals lying beside them, detailing the final days of these
late explorers’ lives.
As Garrett moves through this early tomb
section, he crosses a few booby traps, such as a falling boulder, and treasure
chests that trigger shooting arrows when opened. There are quite a few more of
these throughout the tomb. Once Garrett reaches the caves that will lead him to
the main area of “Bonehoard,” the mission really opens up.
“Bonehoard’s” open-ended design makes
it highly re-playable. I’ve played it hundreds of times (literally, no hyperbole) and even still will
suddenly feel the itch to dive back into the Bonehoard for a fix. It’s great
design and lots of fun.
The tunneled caves, with Burricks
(large lizard-like creatures), and the large crypt areas, with the undead, make
up the main area of this mission. Both weave in and out and soon enough the player will find they are going in circles. But this a good feeling here—one with lots
of discovery and the joy that comes from it. Discovering new areas, or new
passages to old areas, is crux to the Thief
experience.
Acquiring the Horn of Quintus is one
of the most memorable moments from the Thief
series. When the player first step out of the Burrick-infested tunnels and then
enter the large, main catacomb area, they will hear, echoing from the distance, a
piped-tune playing. Garrett mutters, “Tombs with piped-in music. How classy.”
It is the Horn of Quintus, and it will keep playing until Garrett nabs it,
giving players a signal to follow to the treasure they seek.
The main section has several areas
to access, each one of them filled with tricks and traps. The tomb of
the Quintus family is located past a cavern filled with Burricks. These, however, are standing still and do not attack Garrett as he
walks by. The tune coming from the Horn of Quintus is what is keeping them
still. So, once Garrett steals the Horn, he won’t have as easy a time getting back
past these Burricks as he had getting into the Quintus’ tomb.
Climbing up the large corridor to
the Horn, its tune becoming louder as Garrett progresses to it, is magical.
Once in front of it, Garrett says, “The Horn of Quintus, I presume.” A sound of
distant rumbling plays. Thief’s use
of audio, both Garrett speaking out loud to himself and the atmospheric ambiance,
is brilliant at creating atmosphere, and it shines in this ‘Quintus’ experience.
Either before or after grabbing the
Horn, the player may explore all the other areas of the crypts and get all the
other artifacts. “Bonehoard” is a fun, well-designed grave-robbing adventure
that fuses the world of Thief with
the classic dungeon-crawling vibe. Like many of Thief’s levels, it’s a great non-linear, open-ended mission that
encourages exploration and rewards this with discovery.
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