"Despite
the technical issues, Thief: Deadly Shadows does more than just a few
things right..."
One
glance at Thief: Deadly Shadows, and you might possibly mistake it for a
medieval Splinter Cell. That description might not be too inaccurate –
instead of shooting out light bulbs, you extinguish torches with water
arrows. Instead of a visibility bar, you have a "light gem".
Outside of an optional first person mode, even the controls are the
same. But beyond the surface, there's a lot more to Thief: Deadly
Shadows. This makes sense, as the
series has been around for a little while. Although previously confined
to the PC, master thief Garrett has been pulling his sneaky tricks back
when Ubisoft was still making nothing but Rayman games.
The
best feature is the pure freedom you have. Deadly Shadows still has a
linear structure of levels, but they're all built around the central hub
city that you inhabit. The levels themselves are far more expansive as
well, allowing multiple entrance points and lots of different nooks,
crannies, and lofts to aid your infiltration -- vaguely reminiscent of
Hitman. There's a lot to explore too, and exploring is what you're going
to want to do. Thief doesn't hand you your weapons and give you a slap
on the back. No, you've got to work for every arrow you sling, every
land mine you toss, every health drink you imbibe. If you don't find
them lying around in chests, you can just steal some of the precious
jewelry lying around and sell it on black market, earning you some nice
cash to outfit yourself with more pointy objects. Obsessive
completionists
can also amuse themselves by trying to complete each level with 100%
loot stolen.
Most
of the time, you're not even given a map to a level – you have to go
out and find it yourself. They aren't always entirely useful, as they
are crudely drawn, and there's no magical "You Are Here"
indicator, so you still spend a lot of time trying to identify your
surroundings. As you progress in the game, you even meet up with two
different factions, of whom you can complete various subquests for. They
don't drastically alter the outcome of the game or the levels you play
through, but it does make the game feel less stringent.
Speaking
of player freedom, if you're used to the sparsely placed checkpoints,
Thief refreshingly lets you save anywhere. It's not that the game is
easy - certainly not. The AI guards are smart enough to hunt you down
and alert others to your presence, although dashing into a dark corner
for a few minutes will usually lose them. Garrett has quite a pair of
running legs, but that's about it -- put him in combat with pretty much
anyone and most likely you'll find yourself being carried swiftly to the
"restart" screen.
Like
most great stealth games, the game rewards you for executing some sneaky
maneuvers over random smashing.You can creep up to anyone and either whack 'em over the head
with a blackjack for a silent knockout, or simply stab them in the neck
for a loud and violent death. Water arrows let you wash off blood
stains, and moss arrows let you walk over loud platforms without being
heard. You can even pickpocket certain characters, taking either their
money or weaponry. It is a lot of fun stealing a shaman's staff and
watching as he runs chaotically, completely defenseless. Garrett also
has a mechanical eye that lets him zoom in on distant objects, but it
lacks the feature it needs most: night vision. Approximately 90% of the
game is spent with the lights off, and while characters are given a
vague glow-in-the-dark aura so you can see them in the pitch black, more
often you'll either have to turn up the brightness or simply stumble
through the darkness. Even just a portable torch would've make
navigation a little easier.
Ion
Storm has had the very ambitious concept of launching their games on
both the PC and console at the same. Unfortunately, the result is an
interface that is clearly not meant to be navigated with a controller.Working your way through the text briefings in an unnecessary
pain, and the inventory management is awkward too. And for a game where
you constantly need to refer to a map, it's not the best idea to bury it
two screens deep in the menu, especially with the lack of a shortcut
button.
Since
Deadly Shadows shares the same engine as Deus Ex: Invisible War, you get
the same gorgeous visuals, amazing lighting and incredible physics. And,
alas, it once again seems that the mighty Xbox just simply cannot keep
up. The game runs steadily enough during regular sneaking (despite some
irritating screen tearing), but once you alert any number of guards, the
framerate drops dramatically. Don't even try playing around with the
ragdoll physics too much, as it tends to drop the frames into the single
digit range. The load time is also quite exasperating, taking at least
thirty seconds to load new areas (or restarted after dying) and
sometimes as long as a minute. There's even a few bugs, the worst of
which resets the difficulty level back to normal when you enter a new
area. I'm all for seeing PC games come to the Xbox, as it's a great
alternative to expensive gaming computers, but they definitely need to
be optimized for the platform better.
There's
a lot of lessons other stealth games could learn, especially in its open-endedness
and staunch anti-checkpoint agenda. Despite the technical issues, Thief:
Deadly Shadows does more than just a few things right, and more games
could learn some lessons from it.