The Downfall of the Thief Series
Via Kotaku, an interview at Evil Avatar about the bad end of the Thief series. They discuss the game series with designer Randy Smith, who details the fine points of the early games and the ignoble end for the trilogy of games. From the article: "I view Thief 3's more action-inclined gameplay as being more than necessary for a mass-market acceptance. The problems with Thief 3 were the same as the problems that plagued Deus Ex: Invisible War - it was the tech. The team scaled back the freeform design, incorporated loading zones, not to mention the unstable frame rate and other misc. issues derived from the technology. The gameplay was relatively solid by comparison."
Ugh. Everytime I hear about Invisible War I can't help but cringe.
:(
I really don't know what they were smoking when they decided to make that game and call it a sequel to perhaps one of the best FPS/RPG games ever made (IMO).
I almost cried when I played it, I was that disappointed.
At least Thief 3 kinda kept to the theme of the Thief series. Though I still think Thief 2 was the best - The city level when you're heading across rooftops etc was awesome...
Damn, I gotta dig that game out and play it now.
Thief 1 + 2 were great games. Just spectacular.
:P Total destruction of any immersion there.
So when 3 came out and I snagged it, I was a bit disappointed. For starters, the memory limitations of doing a dual pc/console development, meant that the levels felt... cramped. This was in sharp, sharp contrast to the previous two games that were famous for larger, more sprawling/free form level design. Was a big *ouch* to say the least.
Secondly, the first two games had quite a few places where you could swim under water for a variety of reasons. It was fairly important as a gameplay bit. In the 3rd one, I walked into ankle deep water, and the game promptly informed me that I had died/passed out, and put me straight into jail
And lastly, the climbing gloves... First two games had you using what were called 'rope arrows'.(Arrow, rope tied to it, you get the idea) Also was a fairly useful/important gameplay feature, for a variety of designed for and not designed for puzzles/situations. Was an awesome feature. In the 3rd? They scrapped it entirely, citing issues getting it to work with the new physics engine. So we got... climbing gloves! Which were only useful in one instance, and pretty much a waste of time for the rest of the game.(The one instance was enforced, you *had* to use them to continue in the game)
The only thing that saved Thief3 from itself, was the Cradle level. If it wasn't for that, I'd say it was a waste of money. But, I still have a copy, just for that level really.
Just my 2cents.
As a fan of the series since the first game, I enjoyed Thief 3 despite the problems with it. The story was fun (the Cradle was easily the highlight of the game), Garrett was still Garrett, and being able to roam the city was fun. I honestly didn't mind the loading zones so much. And without giving away any spoilers, I found the ending to be a perfect "full circle" moment for the series.
But ask any fan of the series and you know that T3 is not 'the end' of the Thief games. Look up the phenomenal T2X fan game based on Thief 2. It has new characters, new movies, great new missions, and feels like a natural addition to the series. There is also an extensive network of fan mission builders and modders out there still creating new content for these games.
We're still sneaking around out here. :)