The ultimate cat burglar is back to stake a claim on the next generation of games consoles
Once upon a time, a very bad man stalked the shadows of the video game world. Garrett, the mononymous anti-hero of the Thief games,
presented a uniquely amoral figure compared to the usual selection of
wise-cracking cops and right-thinking space marines. Even as developers
began to experiment with more complex characters, few could compare to
the brooding, cynical swagger of this avaricious figure.
The games themselves – Thief: The Dark Project (1998), Thief II: The
Metal Age (2000), and Thief: Deadly Shadows (2004) – were first-person
offerings that saw the grim protagonist skulk around a quasi-medieval
world, robbing the wealthy for no nobler purpose than lining his own
pockets. As the series progressed, it addressed surprisingly deep themes
of oppression, theocracy and the cost of industrialism, all while
arguably doing more to advance the cause of stealth-based gameplay than
even Metal Gear Solid.
However, with the first two games appearing on PC only (the third ventured onto the original Xbox,
adding an awkward third-person view in places) the series struggled to
expand beyond cult hit status. The original developers, Looking Glass
Studios, folded shortly after the second entry; the third game passed to
Ion Storm before that company suffered the same fate. All of which goes
some way to explaining the decade-long absence of the franchise – an
absence that is soon to end.
With two defunct studios in the game's wake, it could be seen as
something of a poisoned chalice; but this hasn't stopped Eidos Montreal
from shepherding Garrett and his world back to players' hands. Following
the exceptional
Deus Ex: Human Revolution
– another much-loved series of PC games reimagined for a wider and more
modern audience – the Canadian team has more than proven up to the
challenge.
The return was originally announced as far back as
2009, then under the awful moniker of 'Thi4f'. The numeral has been
dropped and the finished product – due for release in 2014 – is simply
'Thief'. Simple and blunt, like its lead character.
"It's 'Thief'
because we want to restart it, to reinvent it," says Stéphane Roy,
producer on the game. "We want it to be part of the future, the next
generation, and not part of the past. It's not a sequel. It's something
new."
Seeing the game in action, it becomes clear that Roy and his
team have actually been very clever in how the game is introduced to
players, reboot or not. An early shot of Garrett sneaking back into the
corrupt, nameless city where he plies his trade opens with the line,
"I've been away… but I couldn't tell you where." It's almost cute – a
wry nod to long-term fans that allows those earlier games to still
count, without alienating the intended new audience with any weighty
continuity. "The big challenge on our side was to adapt the franchise to
the expectations of the modern gamer," Roy adds. "The way we play games
today and the way we played ten or 15 years ago has changed a lot."
As
for Roy's intention to be next generation? That can be considered fully
realised. Currently confirmed for PS4 and PC – and "other
next-generation formats" – Thief is simply a breathtaking sight to take
in, even at this early stage. The city is both towering and expansive, a
blend of baroque architecture, slovenly hovels and booming industry.
It's meticulously planned and designed, a hive of alleys, rooftops and
living shadows for Garrett to exploit. Light effects diffract in real
time through ambient air particles, which sounds jargon-y but produces
striking and atmospheric results as the mists and steam of the streets
swirl around street lamps or torches. Most buildings can be entered,
each representing the lifestyles of its inhabitants. The game world is
frankly gargantuan, inside and out.
For all that the technical prowess and raw power of the impending
hardware cycle can be leveraged to create subtle beauty, perhaps the
most impressive part is how unspectacular it all seems. The detail is
sharper, certainly, and everything looks better than most games can
currently offer, but it's not until you realise that there's no time
wasted on loading screens that you get an idea of the real power at
work.
"Where the next-gen tech gets useful for us is the
immersion. You'll believe in the universe," promises Roy. "You'll look
at something and it'll be like a real object instead of pixels. I think
when people notice that, it feels natural and that's mission
accomplished. There are lots of NPCs in a room and you can go over and
open the window, you go up, down and back with no loading. With another
platform, it might not have been possible."
Story details for the
new Thief game are being kept largely under wraps at present. What is
clear is that the city is undergoing some level of gentrification, with a
wealthy baron profiting from the exploitation of the masses. His
enforcers at the city's Watch Foundation spread and impose his
propaganda, as a seemingly unrelated plague ravages the populace. Easy
comparisons can be made to recent global strife caused by economic
disparity, although Thief wisely seems to avoid lampooning any actual
real-world figures too closely. Garrett's involvement is initially one
of greed, an attempt to relieve the baron of his wanton riches. No
doubt, like the classic titles, that detached resolve will soften
somewhat over the course of the game.
Despite the time away, the
sarcastic, caustic nature of the lead remains intact. As a solitary
figure, there are few opportunities for interaction with others, but
Garrett's biting commentary on the people and situations around him
proves both darkly humorous and important. Besides giving insight into
his own personality, the inner monologues call out aspects of the game
world that may be of importance.
Gameplay seems largely unchanged
from its forebears, with the emphasis unflinchingly placed on the
stealth elements. As a master thief, Garrett owns the night, able to
dart between shadows almost undetected. With the city providing an
almost entirely open environment, objectives can be completed in
numerous ways. A prime target for pickpocketing might be mugged while
walking down side streets, or you may choose to follow him to greater
rewards, for example. Or, tasked with infiltrating an opulent opium den
and taking off with pricey jewels and even more valuable client
information, you could drug the entire building through the air vents to
reduce opposition to a brazen escape. If it's as well implemented
throughout the game as it appears in the build shown to press, the
freedom to explore and experiment could be one of Thief's greatest
strengths…
• Read part two on Tuesday
No comments:
Post a Comment