Battle Studies: Thief: The Dark Challenge’s signature sneaking pretty much didn’t work


Older PC gamers who had been enjoying video games within the late 90s and early 2000s probable have a soft spot of their hearts for Looking Glass Studios. The agency’s two ultimate-commonplace houses are Thief and Method Shock, however Taking a look Glass changed into additionally liable for the visually unbelievable Flight Limitless and, for sure, Ultima Underworld. Even if economic troubles at writer Eidos Interactive (triggered in facet via the advance of the hilarious dollars pit that become Daikatana) ended in the eventual dissolution and sale of Looking Glass, the studio left a large footprint on the heritage of PC gaming through its astonishing video games.

The Thief sequence principally—or no less than the first two games—resonated with audiences. The phrase “ingenious gameplay” is a laughable cliché in 2018, but Thief truely did have ingenious gameplay when it was launched—other FPS titles had explored stealth-targeted gameplay before, but none had managed to so thoroughly trap the event of sneaking. More, Thief took the exceptional (for FPSs at the time) process of incentivizing the participant to now not homicide anybody and every part inside the degree—brutality, in reality, become actively punished via the game’s scoring technique. Sneaking because of an entire level without detection become a greater remarkable aim than wiping out guards.

However it seems the tightly coupled gameplay mechanisms that enabled avid gamers to so without difficulty be mindful how hidden they have been from the CPU’s prying eyes became nowhere close to as intuitive to design because it became to make use of. We sat down with Having a look Glass founder Paul Neurath, who turned into involved heavily in Thief’s design and building, to get the scoop. And even if he did not take any rips from a wolf bong, he did have some juicy tips on how Thief and its signature sneaking activity to be.

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