Serious_Business
Best Poster on the Codex
Here's a random thread for some praising of the Thief series. I just recently booted TDP, been a couple of years since I played it, watched the intro vid, got goosebumps as always. I just love this shit so much I felt like I had to put all those emotions into words and share them with mah bros.
Now, I am an original Thief faggot, I played the game back into 1998. I had very little experience with computer games at the time, I remember a friend (this friend became a cop, I'm not sure if that's supposed to mean something) telling me about it, and I remember being in awe at how much interactivity the game offered, how much it seemed to be alive. Now of course, coming from a console background and being a teenager that doesn't know anything about coding or game engines, any kind of PC game which is non-linear will do that impression on you. Still, I think it's fair to say that as far as stealth games go, the Thief series are unsurpassed in their non-linear design.
What I want to talk about here is not the game design, even though I could write quite a lot on that - so here it is, story faggotry incoming. What grapples me the most about the Thief series is its sense of mystery that it managed to create. You'd think what Thief did right was primarly the gameplay - here's a bunch of old school designers with ideas and solid, no-nonsense programming skills - and I would agree with that, sure (the AI is still pretty much on par with any stealth game out there!). But think about how much flair the games had. It's just incredible how they pulled off this unique world, this unique atmosphere. First thing to point out is the emphasis on sound - has there been a game that experimented so much with sound since and then, that explored and exploited that rich continent as much as the Thief series did? I doubt it - and this is somewhat revolting, because I have no idea why hearing should be deemed less important than sight in our experiences.
And this is exactly what Thief is - an experience. Think about how the world is introduced to the player, the texts at the beggining of each missions, the cynical commentary of Garrett, isn't that pure genius right there? Doesn't that just emanate style? Now if you want to be a faggot, you might want to tell me that this good shit was only the result of lack of technological means at the time. All the cool little movies at the beggining of a mission - just trash them, here comes the cutscenes. Oh yeah baby. Now here's the realisation that we all make today - technology doesn't equal progress, this is what the "jews" want you to believe.
As far as main characters go, can you think of a cooler guy than Garrett? I find that, as a teenager, Garrett was my personal hero. Maybe he still is. Think about it - a loner, cynical, angry, stuck between different raving groups of fanatics, finding no solace in either civilization (Hammers), nature (Pagans), or knowledge (Keepers). He is the ultimate individual, and thus the ultimate anti-hero.
I could go on and on about this good shit, and then I would do just that because I am a man of bad form, bad taste and crude intelligence, but I will refrain here for the sake of the lady. Now I know the Thief 2 storyline and general gameplay was weaker, and Thief 3 was new shit (the story was still fairly good though, a nice conclusion to the series I feel, and there was that hospital mission)... to me TDP is still the standard, although I am not enough of a faggot to say that TMA isn't just as good (we must prize all the gold that Looking Glass left us). What's even more amazing about all of this is probably how much of an old standing, brick solid fan community the games spawned even after all those years. I mean just listen to me rave about the series 12 years after the fact - I guess I can say they changed my life, sure, I'll put the hyperbole there, that's how I feel about those games. And those mods, man. The funny thing is, doing a Thief mod is probably fairly complex (I never tried it, maybe someone wants to fill in the blank) - look at how much mods there is, and how much quality stuff was done too. A beacon in the darkness, to be sure. Or perhaps rather - something that thrives even through the horrors and the darkness? Well, enough of the shitty metaphors
So yes :
Now, I am an original Thief faggot, I played the game back into 1998. I had very little experience with computer games at the time, I remember a friend (this friend became a cop, I'm not sure if that's supposed to mean something) telling me about it, and I remember being in awe at how much interactivity the game offered, how much it seemed to be alive. Now of course, coming from a console background and being a teenager that doesn't know anything about coding or game engines, any kind of PC game which is non-linear will do that impression on you. Still, I think it's fair to say that as far as stealth games go, the Thief series are unsurpassed in their non-linear design.
What I want to talk about here is not the game design, even though I could write quite a lot on that - so here it is, story faggotry incoming. What grapples me the most about the Thief series is its sense of mystery that it managed to create. You'd think what Thief did right was primarly the gameplay - here's a bunch of old school designers with ideas and solid, no-nonsense programming skills - and I would agree with that, sure (the AI is still pretty much on par with any stealth game out there!). But think about how much flair the games had. It's just incredible how they pulled off this unique world, this unique atmosphere. First thing to point out is the emphasis on sound - has there been a game that experimented so much with sound since and then, that explored and exploited that rich continent as much as the Thief series did? I doubt it - and this is somewhat revolting, because I have no idea why hearing should be deemed less important than sight in our experiences.
And this is exactly what Thief is - an experience. Think about how the world is introduced to the player, the texts at the beggining of each missions, the cynical commentary of Garrett, isn't that pure genius right there? Doesn't that just emanate style? Now if you want to be a faggot, you might want to tell me that this good shit was only the result of lack of technological means at the time. All the cool little movies at the beggining of a mission - just trash them, here comes the cutscenes. Oh yeah baby. Now here's the realisation that we all make today - technology doesn't equal progress, this is what the "jews" want you to believe.
As far as main characters go, can you think of a cooler guy than Garrett? I find that, as a teenager, Garrett was my personal hero. Maybe he still is. Think about it - a loner, cynical, angry, stuck between different raving groups of fanatics, finding no solace in either civilization (Hammers), nature (Pagans), or knowledge (Keepers). He is the ultimate individual, and thus the ultimate anti-hero.
I could go on and on about this good shit, and then I would do just that because I am a man of bad form, bad taste and crude intelligence, but I will refrain here for the sake of the lady. Now I know the Thief 2 storyline and general gameplay was weaker, and Thief 3 was new shit (the story was still fairly good though, a nice conclusion to the series I feel, and there was that hospital mission)... to me TDP is still the standard, although I am not enough of a faggot to say that TMA isn't just as good (we must prize all the gold that Looking Glass left us). What's even more amazing about all of this is probably how much of an old standing, brick solid fan community the games spawned even after all those years. I mean just listen to me rave about the series 12 years after the fact - I guess I can say they changed my life, sure, I'll put the hyperbole there, that's how I feel about those games. And those mods, man. The funny thing is, doing a Thief mod is probably fairly complex (I never tried it, maybe someone wants to fill in the blank) - look at how much mods there is, and how much quality stuff was done too. A beacon in the darkness, to be sure. Or perhaps rather - something that thrives even through the horrors and the darkness? Well, enough of the shitty metaphors
So yes :