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THIEF 2 is one of the very best adventure games I've ever played. The only trouble is, it's not an adventure game. THIEF 2 is one of the very best role-playing games I've ever played. The only trouble is, it's not a role-playing game. THIEF 2 is easily the best action game I've ever played. But it's not exactly an action game, either.
When first released at the end of November 1998, the original THIEF: THE DARK PROJECT wowed the critics by turning the conventions of the first-person shooter on its head. Even though it was built with the structure of a shooter, the point in THIEF was to avoid confrontation. Your protagonist, Garrett, had many talents at his disposal, not the least of which was the ability to become almost invisible if his shadowy hiding place was dark enough. Your goal was to avoid confrontation, to achieve your goals by stealth and finesse. The game drew a lot of attention from adventure gamers because of its strong story and lack of blood-and-guts violence. I was a huge fan of the game, but felt the designers lost their nerve in the last act, when the story devolved into a much more traditional "kill the monsters" action game.
Once again the main character is the world-weary superthief Garrett, whose talents always seem to lead him into trouble. Once again the story takes place in a mysterious unnamed city, a curious place where medieval style and architecture live alongside growing technological improvements. The events of the first game are not too long past, and the dominant religious group The Hammers have been reduced to a powerless remnant. The first few missions of Thief 2 serve as a sort of warm up to what's coming: helping a pair of young lovers get together, and sneaking around a dockside warehouse. Soon, however, the plot begins to insinuate itself. There's a new influence in town, and it's the Mechanists. The Mechanists install all sorts of devices that make Garrett's job harder: electric eyes, primitive robots, and even creepy androids. Once again the genius of the game is in the gameplay itself. A small green jewel at the bottom center of the screen shows you how well protected you are by shadow. A bright green jewel and you're exposed, baby. A dark jewel and you're virtually invisible.
I don't think I've played another game in which the vicarious thrill of the experience was any more real. When you finish a mission in a Thief game, you feel like you've accomplished it physically. Now let me address some of my bald statements from the beginning of this piece. Of course Thief 2 is not an adventure game in the traditional sense. But if you think of an "adventure" as a game in which there's a very strong backstory, plot, puzzles, mysteries, intrigue, and even character interaction, then you could think of Thief 2 as a rip-roaring adventure. The story of the game is richer, more exciting and more imaginative than the story of most "pure" adventures that I've played in recent years.
So what the heck is Thief 2, anyway? Technically it's an action game with elements that make it far more interesting than most action games. Graphically, the game is gorgeous. Garrett gets to explore many different environments, from the dark city streets to lush mansions to banks to eerie woodland areas. As mentioned above, sound-wise, the game is masterful as well, as every under-the-breath grumble of a just-out-of-sight guard, every footstep on every different type of floor, and every mechanical watchdog add immeasurably to the intense atmosphere of the game.
Despite the very sad fact that the spectacular Looking Glass Studios is no more (thank you, Eidos), it's an extremely fortunate fact that Thief 3 is currently being developed by Warren Spector's branch of Ion Storm. Thief 2 is purely and simply a Hall of Fame title that every computer gamer should experience. Final Grade: A+ System Requirements: PII 266
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