| Thief
2X: Shadows of the Metal Age
Review by Steerpike
July 2005
Mea Culpa
The official Thief
series could be represented as a line moving progressively,
diagonally down. The numinous glory of The Dark Project gave
way to the clumsier but still excellent Metal Age, which
in turn handed the reins to the passable but ultimately mediocre
Deadly
Shadows. The Gold Star I gave Deadly Shadows last
year has been the cause of much pain and self-doubt, and the truth
is I cut that game more slack than it deserved. The mission design
ranged from very good to astounding, it's trueand the technology
was highly impressive. But the story, while well-written, was nonsensical,
the villain comical and the closure unsatisfying. Moreover, what
had been billed as a major selling pointfree access to the
Citywas so disastrously implemented that it cast a pall on
the game's many redeeming qualities. I was overly forgiving, and
I was wrong.
But there's more than just the official Thief series out
there. Jumping onto the fan community bandwagon begun with Quake
and Unreal, in 1999 Looking Glass Studios shipped its
DromEd level editor with Thief 2: The Metal Age. DromEd is
one of the most fantastically buggy, obtuse, thick, frustrating
and cantankerous development tools ever to grace the PC. It is the
Battlecruiser 3000AD of level editors. Even Looking Glass
developers admitted that DromEd was not a valued tool, but a reviled
arch foe with its own malicious sentience that attempted to thwart
them at every turn. But such was the passion for Thief that
hordes of fan-made missions, and even whole new games, soon appeared.
Five years after the all-amateur Dark Engineering Guild announced
its intention to create a full-length original game set in the same
world, Thief 2X: Shadows of the Metal Age was released and
is available for free download here.
You'll need a complete install of Thief 2 patched to version
1.18 in order for 2X to work; this is available in assorted bargain
packs, and the patch can be found online. Amateurs or not, these
people know their stuff, and Thief 2X is a great game. It's
faithful, technically sound, well-written and fun to play. If you're
a Thief fan, it deserves your attention.
When Something's Going Wrong, You Must Glyph It
Garrett, that curmudgeonly antiheroic cat burglar of near-miraculous
obfuscational ability, is not to be found in Thief 2X. This
game takes place parallel to the events in The Metal Age. It
tells someone else's story and introduces a new perspective on the
City and its powerbrokers. The City is as much a character in the
Thief universe as any speaking role. It's difficult to find
words that aptly describe it, that nameless, immense urban gulf
where twisted magic and lumbering technology exist in wary partnership.
There's a novel by Paul Auster called In the Country of Last
Things, and it has always reminded me vividly of the Cityor,
rather, what the City would be like if it were even more grim and
menacing. In Thief 2X, we're awarded a perspective on the
place from a true outsider.
This time you'll play a young woman named Zaya, a visitor from
a sunlit country as far removed from the City's looming tenebracity
as you could possibly imagine. Zaya's the favorite daughter of a
wealthy merchant family and, having just come of age, is dispatched
with a ship full of goodies bound for the City, where she's to hook
up with her cousin Kedar upon arrival at the wharf. It doesn't work
out; on the way back to Kedar's shop, some Very Bad Men bonk him
on the head with a club and Zaya has to run away.
The first minimission is great; dodging Kedar's attackers, Zaya
inadvertently seeks refuge in a haunted house. It's no Shalebridge
Cradlenothing compares to that two-hour ecstasy of terror
from Deadly Shadows, a mission so relentlessly petrifying
I'm surprised it hasn't killed someone yetbut it's quite unsettling.
As she picks her way from room to rotting room, it seems that someone
is leading her in a very specific direction. After lots of tension
and more than a few jump-out-of-your-skin scares, she bumps into
a gentleman named Malak, who insists that she must seek revenge
on the men who squished Kedar's skull and offers to train her in
the art of stealth.
Malak, who is a little too over the top in his creepy-lookingness,
may or may not be a Keepera member of one of the City's most
powerful factions. The Keepers were thoroughly explored in Deadly
Shadows; they employ ancient Glyphs that only they can read
to predict and meddle in the future. There are some Glyphs that
even the Keepers don't understand, and others are so powerful that
in the wrong hands they would be nightmare weapons. There's also
the matter of the missing Last Glyph, the final symbol with power
over all of the others. The Last Glyph is the primary plot thread
of Deadly Shadows, and when you finally realize what it is,
it's pretty cool. Zaya has no idea who the Keepers are and wouldn't
care anywaybut they know her, as they know everything that
goes on in the City.
The game's 13 missionsit's actually longer than The Dark
Projectsee Zaya performing tasks intended to first identify
the men who attacked Kedar and then shove their clubs somewhere
painful. It turns out (natch) to be a more complicated proposition
than she'd originally assumed. A great number of City bigwigs are
involved, and much of the activity deals with the ongoing rivalry
between the Hammer Church and Mechanist seceders. It's a good story,
rich in Thief mythology and well-spiced with personality
and occasional bits of well-placed humor. The narrative takes a
bizarre turn at the end, and much of the main plot is predictable,
but all in all it's gripping enough to keep you interested.
Honor Among ... Well, You Know
Built in the same mission-based structure as Dark Project and
Metal Age, Thief 2X is a first-person sneaker game that calls
for stealth, careful observation and patience. Some people just
don't see the appeal in lurking quietly in a dark corner, waiting
for just the right moment to break cover. Sneakers aren't for everybody,
and like the game on which it is based, 2X is very unforgiving
in combat. Zaya is no more a fighter than Garrett, and she is hard
pressed when toe-to-toe with an armed opponent who knows she's there.
Luckily, the game is designed in such a way that you're only likely
to face that situation if you get impatient or clumsy. Zaya has
learned Garrett's art of vanishing completely in dim light and can
remain invisible as long as she's careful. Your equipment is designed
to facilitate this stealth, though she is able to use deadly force
when necessary. Zaya's hammer, used to knock unsuspecting opponents
out, is her most important tool.
2X also includes several new pieces of equipment, such as
EMP grenadesuseful against the howitzer-carrying Mechanist
robots. Elemental Catalysts, provided now and then by Malak, are
exceptionally useful tools. The right Catalyst will turn your water
arrows into ice arrows, able to freeze an opponent in place or create
little icebergs as stepping stones across deep water. Stuff like
this, along with the fact that all the original weapons have been
remodeled, are signs of how hard the Dark Engineering Guild worked
on this project.
There is one serious flaw in the gameplay, though, and it's the
reason that Thief 2X isn't getting a Gold Star: level design,
while artistically beautiful, is frustrating to say the least. Structures
are labyrinthine, showing no particular respect for architectural
logic or traffic flow. In some of the larger levels, it's nearly
impossible to find your way around. You just blunder from place
to place until you've achieved all the objectives, hoping you didn't
miss anything really valuable. It didn't by any means ruin the game,
but it's quite an irritant.
That's just architecture, though. The missions have layered and
complex goals, they're well-balanced and often very creative in
style and settinga Mechanist "Iron Carriage" (that's
a train), posh museum, even a brothel. You will find yourself not
only on City streets but those of a nearby suburb as well. There
is almost always more than one pathsome of them very creativeto
any goal, and you'd be wise to explore and plan carefully. There
are no "bad" missions, it's just annoyingly hard to find
your way around in them.
Hello Darkness, My Old Friend
Thief 2 is now six years old, and 2X employs the
same basic technology with some tweaks and new art. Yet the Dark
Engine that powers these games has somehow aged more like David
Bowie than Jon Voightit still, at six, looks surprisingly
good. There's something about its angular, stylized appearance that
holds up where other engines don't.
Pretty much anyone will be able to run 2X at 1600×1200unlike
the other Dark Engine games, it supports this maximum resolution
in the video menu. This not only further improves the graphics,
it slows down the game enough to make it playable without other
tweaks on a modern system. Users with certain ATI cards may notice
some misbehavior in fog effects, but otherwise the expansion performs
admirably and is very stable.
Thief 2X is no half-assed cobble. Its production values
are as good as those of a studio game. The creators added dozens
of new 3D models, along with myriad new textures, art pieces, sprites
and effects. More than 3,000 lines of original dialogue were recorded
for 2X, along with many thousands of words of narrative.
Each mission is preceded by the same style of animated briefing
we saw in Dark Project and Metal AgeZaya's narrative
punctuating a choreographed mélange of hand-drawn stills
and Photoshopped effects.
There are also new rendered cutscenes. While attention to detail
is simply excellent in these, and the directorial skill is unmatched,
the cutscene team might have done well to study human kinetics more
carefullypeople don't walk or move in a natural fashion. But
that's nothing, and overall the cutscenes are great, with a keen
eye for the camera and the play of light and shadow.
One thing that Thief 2X does suffer from is a distinct lack
of Eric Brosius, the mad genius sound designer for the official
series. While much of Thief's environmental audio can be,
and is, recycled into 2X, the new stuff they created just
can't compete. The choice to include a musical score in some levels
was also ill-advised, as environmental noise is so crucially important
in Thief that any distraction creates a problem. The music
also gets very repetitive after a while. Additionally, many conversations
are too faint to hear, while action and audio in scripted sequences
are often wildly out of sync.
They didn't skimp on voice talent. While it might be going too
far to call the voice work exceptional, it's certainly good.
The lead roles are very well played for the most part, stumbling
at times on a script that more than once crosses the line into melodramatic
but is generally pretty tight. Malak, as I said, is a little much,
but otherwise there's a lot of skill on display here. Heck, most
professional studios still don't bother with good voice talent.
I do have a minor, subjective issue with Zaya. April Lurty's quavering
alto is a far cry from Stephen Russell's wryly menacing Garrett.
It's occasionally difficult, when listening to Zaya speak, to imagine
that this girl is capable of the sort of thing Malak is asking of
her. She seems persistently close to tears. Now, the actress is
pretty goodshe falls flat only the really hammy stuff (which
is more common than it should be); it's just the tone she chose
doesn't fit the milieu. We needed someone more bemusedly sinister,
like Russell's Garrett.
2X Time Is the Charm
A lot of people, five years into an exhausting project for which
they'd receive no recompense and possibly no recognition, would
have called it quits. Especially when one considers how far technology
has come from the Dark Enginesure, it holds up really well,
but it is obviously old, and that's got to be discouraging. That
this team chose to stick it out says a lot about their tenacity,
dedication, drive and ambition to create something genuinely worthwhile.
The people who really get Thief stop being players and become
disciples, fiercely defending it and sometimes so philosophically
embroiled in the opulence of its mythology that we must seem weird
to those who haven't played or didn't like the original game. These
developers are true disciples.
Even if this game were mediocre, which it is not by any stretch
of the imagination, it bears recommendation because it's free, and
complete, and seems so professional in its exhibition of itself
that I think the Dark Engineering Guild could go to any publisher
right now, ask for funding to do an original game, and expect to
get it. Shadows of the Metal Age, while not precisely a Thief
game, fits snugly into the Thief universe, and it's a
welcome addition.
The other major Thief conversion project is called The
Circle of Stone and Shadow. It's been in development for more
or less the same amount of time, and it may or may not be released
episodically over the next few months or years. You can track these
things, and all things Thief related, at Through
the Looking Glass, a site dedicated to eulogizing Looking Glass
Studios.
Thief 2X is getting a lot of mainstream gaming press attention
and has been positively reviewed elsewhere. With luck, this will
encourage other creative souls to get behind steam shovels of their
own, to really go for broke on an independent project that truly
matters to them. The Dark Engineering Guild did pure good for the
industry in releasing something so professional, so enjoyable and
so obviously a labor of fervent passion: they proved that independents
can make magic too. 
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|
The Verdict
The Lowdown
Developer: Dark Engineering Guild
Publisher: Dark Engineering Guild
Release Date: May 15, 2005
Available for:
Four Fat Chicks Links
Player
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System Requirements
Thief 2 installed; patched to v. 1.18
Thief 2 specs:
266 MHz Pentium II or equivalent
Windows 95/98
48 MB RAM
DirectX 7.0 compliant 3D accelerated video card
DirectX 7.0 compliant sound card
DirectX 7.0 or higher (included)
4X CD-ROM drive
250 MB free uncompressed hard drive space
Keyboard and mouse
Where to Find It
Thief
2X site (free download)
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