Monday, October 20, 2008

Zombie Panic a fun and FREE Half Life 2 mod that offers an alternative to Left 4 Dead

Its feeding time!

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I've never been a big fan of zombie movies. I've always found them so depressing. They're a tale of hopeless and despair as humans futilely try to stave off legions of hungry hordes. Come to think of it, I don't really like most horror movies. I seek entertainment and escape from reality. I like it when good beats evil, not the reverse as is the case for the vast majority of horror movies, since its a too painful reminder of what happens in real life.

So surprisingly, I have loved playing as a zombie in the Half Life 2 mod, Zombie Panic. The premise is simple, yet brilliant. A team of human survivors is pitted against a small handful of zombies. As the humans die off, they return as the living dead, and hunt their old teammates. This has been a tried and true formula in many mods, and its refined in Zombie Panic.

The humans have many advantages. They can run faster than the zombies. They can wield weapons and use items such as first aid kits. They have flashlights to help see in the dark. They start off with superior numbers. Their disadvantages are that ammo is limited and it does not respawn.

The zombies on the other hand, can respawn. They have a feed-o-meter that allows them to sprint. They can regenerate hit points. They have zombie vision that amplifies light to help them see in dark areas. Mobile humans will glow red under zombie vision. Even humans in hiding will glow red after a while.

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The carrier zombie, aka whitey, distinguished by its pale white skin, has 50 more hp, and has a 10% chance to infect victims. However, they are much slower than humans and only have a simple meelee attack.

Both humans and zombies can manipulate objects such as beds, sofas, carts, crates, and so on to form barricades. Both can communicate via microphone. Zombies can see a list of whose a zombie and whose not, whereas humans have no clue. This leads to creepy situations where those who are still alive will start to ask "is anyone still out there?" as the human numbers start to dwindle.

And creepiness is a big draw for this game. The levels radiate with menace and are intended to disturb. The power is often out, and even when its on, the lights are dim and flicker. Cars are abandoned in the middle of the street, blood splatter and corpses are strewn across the empty streets. Missions cover a wide variety of areas such as the subway, a biotech lab, a police station, an insane asylum, and even a tanker for good measure.

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This is a multiplayer only mod with two types of game play. You have your standard objective based missions. This is exactly what it sounds like. Humans have a set of goals they need to accomplish in a fixed order. Zombies have an unlimited number of respawns to stop them. The other mode is last man standing, which pits humans against zombies (who have a limited number of respawns). In my experience, the objetive missions heavily favor the zombies. The unlimited respawns means they can throw themselves at the humans with reckless abandon, forcing them to use up their ammo. On the other hand, in the last man standing, competent humans who are good with head shots can use up all the zombie respawns quite easily by camping in certain easily defensible areas. For example, the police station level has a great camp site. The ONLY way through this narrow hallway...

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is through this boring shooting gallery here.

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The dynamics of the game are such that they mirror that of a horror movie. Those who split up and go solo are quickly picked off. Nothing like going out on an ammo hunt only to get brutally taken down. Nothing is scarier than going out with a group of people who fan out, only to realize you've been left behind. Or being the last survivor after a wave of zombies decimated your group. But its not so scary that you can't also laugh at the situation, which is one of the mod's goals. One hilarious moment in the game involved a guy asking for help in the church. Everyone else was camped out by the gas station. One other player commented: "Yeah, that guy's dead". Everyone had a good laugh about that one. The guy was soon killed, as he had no backup.

It was an example of how vital teamwork is in this game. Teams who coordinate their moves and actions do far better than those who don't. Sharing of ammo and weapons is encouraged. The more weapons and items you take, the slower you walk. Its an invitation for zombies to feast on your brains. Luckily, a useful "panic" button drops all your stuff and lets you run faster. Good for when you need to run for your life. Different weapons take different ammo, and its relatively easy to drop ammo for others to use. Hence you have teammates asking via the mic coordinating who needs what ammo.

Playing as the zombies is fun too. You are here to reenact a horror movie, but from the point of view of the blood thirsty horde. Your job is give a good challenge to the humans that ai could never do. Because of the speed and reach disadvantage, a different set of tactics must be employed. A zombie must master is to bait the humans into wasting ammo. Zig zagging, darting in and out of hallways, feinting a rush, all induce trigger happy fools to expend those precious clips. In addition, zombies can hit objects, which sends them flying. This includes weapon and ammo. Zombies who "hide" weapons and items in this manner make life that much harder for humans. After a while, a party of survivors holed up in an area must eventually leave to forage for new ammo. That leads to the next tactic - ambushing. Most head on attacks will fail miserably to head shots. The best way to score kills is to hide in various areas, block off the retreat of the humans, and attacks from multiple angles. On well designed maps, there are multiple entrances to a given position, making it hard for the humans to hold. I remember one time when we all assaulted a cabin, pouring in from the front door and all the windows. It was just like a scene from the movies. The humans shit themselves and we ate them.

This is a great game that still has some balance issues. The zombies are pretty weak in the last man standing and fall prey to camping. There are a couple of things that I think should be improved. Zombies should be rewarded damage bonuses for ambushes. An attack from behind should do more than a frontal charge for example. Ideas being thrown around in the forums include giving the carrier zombie a short ranged attack (that could infect humans) that would help discourage camping. Then again, the humans are pretty weak in objective missions and fall prey to endless rushing. The unlimited respawns are what gets them here. One good suggestion thrown out is that the next objectives are always displayed, even for the zombies. This makes it all too easy for zombies to set up ambushes in the next objective area. For example, in the bio lab level, one of the objectives is to restore power down in the basement. Humans are usually too scared to go down and for good reason. By the time they get there, there's a zombie infestation. A good change to make would be to display the next objectives only to humans. The scoring system also needs work. It is still entirely kills based. Zombies and humans however, should get at least partial credit for kill assists. Zombies who regenerate wounds should be rewarded some points for their patience. Humans who give ammo to one another should be given some points for their teamwork. And so on.

The mod will obviously need further tweaking. After seeing how fun the premise is though, I can't wait to try Left 4 Dead.

In the mean time, here's some advice for newbies who want to play as the survivors. Finding ammo and weapons is critical in this game. If you want to learn where they spawn, its good to play a couple of practice rounds on your own. Here are the simple steps to do so:

1. Go to options, and click the box for enabling console commands.
2. Create a server
3. Pick a map you want to learn
4. Once it loads, bring up the console (hit the tilde ~ key)
5. Type "sv_testmode 1" (without the " ")
6. Press F1 to join Survivors.
7. Learn where all the weapons and ammo spawn

Sunday, October 12, 2008

Kane's wrath

Command and Conquer 3: Kanes Wrath is a fun little expansion to Tiberium Wars. It features a new NOD campaign with 13 levels, new sub-factions with corresponding unique units, three faction specific epic units (and yes, they are epic), and a Global Conquest game mode.

The campaign is more of the same found in C&C3, although it is much shorter. The story is told from the NOD perspective, covering events before, during, and after the Tiberium Wars. The difficulty is slightly more challenging, since as an expansion it doesn't need to bother with any of the boring tutorial levels. It jumps right into the action. The game follows the same formulaic design of its predecessors, which means if you loved Tiberium Wars, you'll love Kanes Wrath. Joseph Kucan stars in yet another masterful reprisal of his role as Kane, with a supporting cast of cheesy actors, cheesy dialog, cheesy sets, in addition to laser beams, giant robots, explosions, high body counts, and nukes. What more could you ask for?

How bout some EPIC UNITS?!!?!?111!1 Each faction now gets to build a big, gigantic behemoth to rampage across the tiberium infested wastelands. Granted, they are huge moving targets that crawl along at a snail like pace and fire equally slowly. But they add another level of tactical depth to the game. They can be garrissoned with infantry, and have special abilities. Groovy! There are also two new sub factions for each of the three factions, for a total of six "new" factions. They each have strengths and weaknesses and represent tweaks to the original. I wasn't a big fan of them and preferred plain vanilla, but it was a nice touch on their part.

Probably the coolest part of this game is the new Global Conquest mode. Its gameplay style loosely analogous to Total War. Its essentially a turn based game played out on a huge strategic map of the world, with real time combat. The basic gist is that you have a huge long running campaign with tons of real time strategy combat missions. Each player takes turns building bases, upgrading shit, and fighting one another. Its innovative but a bit rough around the edges. For example, you can build bases anywhere on the map, which I feel detracts from the strategy involved. While this might work for a purely turn based game like Civilization, it doesn't for a mode that emulates Total War style of play. The problem is that all the RTS combat essentially all feels the same as a result. The maps are based on a set of templates. Once you've played on a few maps, you've literally played them all. If instead, there had been preset base locations that factions had to fight over, and each city had a certain layout, look and feel, it would have made every fight unique. All in all though, the new mode is sweet. You can upgrade your bases each turn, spending money to increase power plants, revenue, and so on. As bases get upgraded, they advance in tier, which allow them to create better units. Each base can create custom strike forces. These have a certain number of movement points per turn, which you can use to attack or defend. In addition, you can also call in air strikes / super weapon attacks /reinforcements and etc, and each of these has their own recharge timer. The mode is incredibly fun, has a lot of potential, and adds a lot of replay value. I was disappointed to see that it wasn't in Red Alert 3. Hopefully they keep it in future versions.

Saturday, September 20, 2008

Classic Gaming on Steam

Being the slow adopter of technology that I am, I started using Steam. I was lured into their online store after hearing about the Id Super Pack being sold on there. What's more, as I was browsing around, I stumbled across the XCOM Complete Pack as well. I couldn't pass up a chance to get in on some classic gaming, so I purchased both packs.

The XCOM Complete pack was only 14.99$ and contains:
  • UFO Defense
  • Terror From the Deep
  • Apocalypse
  • Enforcer
  • Interceptor

The Id super Pack was a monster package. I was able to purchase it for only 34$ as part of a special limited time deal. It currently sells for 69.99$ and has:
  • Quake III Arena
  • Wolfenstein 3D
  • Ultimate DOOM
  • Final DOOM
  • DOOM II
  • QUAKE
  • QUAKE II
  • QUAKE II Mission Pack: The Reckoning
  • QUAKE II Mission Pack: Ground Zero
  • QUAKE III: Team Arena
  • HeXen
  • HeXen: Deathkings of the Dark Citadel
  • Heretic: Shadow of the Serpent Riders
  • Spear of Destiny
  • Return to Castle Wolfenstein
  • QUAKE Mission Pack 2: Dissolution of Eternity
  • QUAKE Mission Pack 1: Scourge of Armagon
  • DOOM 3
  • HeXen II
  • DOOM 3 Resurrection of Evil
  • Master Levels for Doom II
  • Commander Keen

The importance cannot be understated. When you play old games, you often have to jump through multiple hoops just to get things to work. Right off the bat, when I tried playing terror from the deep, I found that the mouse scroll speed was way too fast on the battlescape screen. I googled various forums, and found that others had this problem too, especially those with a laser mouse. Workarounds were avaiable, such as downloading Turbo and slowing down the effective CPU speed. The other XCOM games ran fine, as they were set up with DOSBOX (a DOS emulator that is a godsend for anyone who wants to play their beloved DOS games) - the config files and ISO images of the game CDs were already set up too. This was a nice touch by Steam. Unfortunately, DOSBOX did not have support for Terror from the Deep, hence the scroll speed problems.

In addition, I found that many of the games did not come with the game manual. Terror from the Deep did contain the manual in PDF, but others did not. I do not know if this is for legal reasons, but the XCOM games have always had a steep learning curve, and having a manual to refresh my memory after not having played these games in years would have been nice. Luckily, the various faqs on the internet were able to get me back up to speed.

I ran into a few hitches with the ID Super Pack as well. When I tried launching the Doom 3 expansion pack, Ressurection of evil, it gave me an error saying that my Doom 3 key was invalid. Confused, I launched Doom 3 first, and then launched Ressurection of Evil, which then worked. Games like Quake 2 and Hexen 2 do not allow you to change the resolution in game, and require you to do so from the command line. It was not immediately apparent how to launch these games from Steam to set the appropiate resolution. After experimenting around, I found that by right clicking the game from Steam, selecting properties, general tab, set launch options, and typing: "-width 1280" I was able to get it to work. Probably the worst problem I encountered is that the really old games such as Doom were run in Dosbox, and not being able to set the resolution made it look absolutely horrendous. Why didn't they include their Doom95 engine instead? Or better yet, package it with some of the newer open source Doom engines out there, such as Doomsday? Luckily, I can access the wads and launch them via the previously mentioned enginers, so its a moot point.

So while it is true that I was able to work around these minor issues, they really detract from the user experience. If there had been some minor patches released that allowed these packs to work better with Steam, that would have been great! Naturally, there are probably legal reasons and other issues that prevented this from happening. After all, the original Microprose has long since been disbanded, so not much could have been done there. Still, attention to detail seperates the excellent products from the good. Issues such as this should have been addressed or dealt with in some way. Having the games preconfigured via Dosbox is a great step in the right direction. As I said previously, perhaps when companies see how well loved these games still are, they will have financial incentive to provide some more support for them in the future.

Steam does have forums for each of the games, which is nice. However, they fall short there too. For some reason, the forums are not integrated with the steam accounts. I soon that I had to register seperately for their v-bulletin forums. This is pretty inexcusable. But whatever, I'm having too much fun with XCOM to continue complaining. Cydonia and T'leth await!

Thursday, July 31, 2008

Quake 4 - Just like it did with Hexen and Heretic, Raven manages to improve on Doom engine

Since the first Doom game, Id and Raven have always had a special relationship. Id would come out with a new game engine, and Raven would make some improvements to it and release a game of its own. When Doom was released, Raven made Heretic and gave players the ability to fly, use items, power up their weapons, and look up and down. Doom 2 brought Hexen, which had doors that could open sideways, inward, and outward, moving walls, rotating objects, and destroyable objects. Quake -> Hexen 2, and Quake 2 -> Soldier of Fortune and so on. So it was only natural that when the Doom 3 engine was released, Raven would work on Quake 4.

The biggest criticism of Doom 3 was that it was essentially the world's longest linear and indoor corridor. True, the game did create a scary atmosphere that was straight out of a hellish nightmare, but it didn't really showcase the engine, nor was the gameplay terribly revolutionary.

So, the goal with Quake 4 was to show off what the Doom engine was truly capable of. The game would involve waging an epic war with your fellow Marines against the Strogg in vast open terrain complete complete with tanks, walkers, space ships, and gigantic monsters. At least, that's what I remember reading years ago when the game was first announced.

Years later, as I get around to finally playing all these games and crossing them off my list, I found Quake 4 to be an enjoyable single player FPS, albeit with a forgettable and completely un-noteworthy multiplayer (death match only). I guess if QuakeWars had a single player campaign, it would be Quake 4. I thought that the game did start out capturing the feeling of fighting in a war really well. But then as the levels progressed it would often degenerate into Doom 3 solo corridor crawls. I thought, "damn, if only they had stuck to keeping this as a squad based FPS with vehicles". But they didn't and its a shame. Hell, I remember feeling the exact same thing when I played Command and Conquer Renegade back in the day. The entire game feels like its struggling to figure out what it's supposed to be.

Sometimes I feel like I'm playing a horror game. In the Strogg medical facilities, I fought off hordes of zombies in a dimly lit blood drenched medical waste processing facility that store the mutilated corpses of the botched Strogg experiments. My heart was pounding and I was having some serious Doom 3 flashbacks.

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Other times, it felt like more of a feel good shoot em up, ie serious sam. On the tram rail level, I'm riding a tram car outside in a big bright canyon and mowing down legions of pursuing enemy Strogg with a mounted turret. A casual, fun and mindless shoot em up mission! The general trend appeared to be that anytime there was indoor fighting, there would be very little lighting and plenty of tense and scary moments, and anytime the fighting was outdoors or when it involved vehicles, it was a lot less frightening.

Not surprisingly, the story is pretty forgettable, but that's ok. Its a sequel to Quake 2 and a simple tale of good (Humans) vs evil (Strogg). Sadly, you do not get to play the hero from Quake 2 who destroyed the Big Gun and defeated the Makron. Instead you are Matthew Kane, of the elite Rhino Squad. Neither Kane nor Rhino squad are mentioned in Quake 2, but soldiers seem to be in awe and reverence of you for your past exploits - kinda like how everyone kissed Gordon Freeman's ass in Half Life 2 - except you have no idea what these exploits are. The opening scene starts off with a zoomed in view of a marine's face. It slowly starts to pan out and you realize the marine is missing half his face. After some more panning you see he's missing the lower half of his body as well. This lovely scene is a taste of the gore to follow. A bunch of drop ships then begin their descent to the Strogg homeworld, only to get shot down by the anti air defenses, a scene that has played out before in Quake 2 and its various mission packs before. Those silly humans never learn.

After crash landing on the planet, you receive your first objective from Sergeant Morris, who tells you to rendezvous with the rest of the squad. From here on out, you will be assigned missions in game from various people. The more epic missions are explained via cutscenes, but the large majority of them unravel in real time, which is great for pacing. I'm not a big fan of cutscenes advancing the story anyway, especially after playing the Half Life series and seeing how it could be done without any at all. Anyway, everything is just a thinly veiled excuse to start killing stuff. Hey, no complaints here!

There is plenty to kill. You've got all your standard enemy types in an FPS. In addition to the standard humanoid Strogg soldier armed with a machine gun, you've got short, fast and heavily armored grunts that engage in meelee. These are joined by tall, fast and heavily armored berserkers that engage in meelee. Their slower counterpart, the gladiator, are tall and heavily armored as well, armed with a shoulder mounted railgun and protected by an energy shield. There are quite a few more baddies in the game, and they will all give you a run for your money, to speak nothing of the boss fights. These involve epic battles against giant monstrosities that tower above you.      




The harvester is a giant arachnid robot that shoots homing missiles at you.     Ouch.



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The Network Monstrosity is a hideously deformed beast that stalks you for the last levels in the game, before engaging in a final showdown with you on the top of the Strogg processing towers.

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And the Markon, who was defeated in Quake 2, reprises his role as one of the final bosses. Good times!


Luckiy, you will have the same bread and butter weapons from Quake 2 to help you defeat the bad guys. You even get access to the lightning gun from the original Quake! Better yet, at certain points in the game, various squad mates will mod your weapons for you. For example, you are able to lock on to targets with your nailgun after a technician upgrades it. Taking a cue from the complaints about Doom 3 about having to switch between the flash light and the weapon, your standard machine gun has a duct tape mod - no more fumbling about in the darkness for a light.
Unfortunately, the BFG does not make an appearance in this game. A shame. Its replaced by an anti matter gun which shoots out this black ball that sucks in surrounding enemies and then explodes.

Squad mates surprisingly are useful. I did not play at the hardest difficulty, so they seemed to be fairly resilient. Hell, they even know how to use cover. Medics even heal you and technicians repair your armor. Perhaps they die quicker in the harder difficulty levels, but I did not have any issues. Hence the escort missions are actually enjoyable, instead of becoming the horrifying babysitting nightmares they become in other games. I would have liked it, however if I had squad mates with me for most of the game. As is, you spend more time alone than you do in a team. Your buddies will often be separated from you for a number of contrived reasons: they are recalled back, you are recalled back, they need you to go off on your own to investigate something, etc. It seems kind of silly that with a major war going on, that they'd let soldiers go solo. I mean, I'll go through all this effort in an escort mission, and then they'll recall me back, and leave him there all by himself? and this is after we had just fought through a legion of bad guys, indicating that this is an unsafe area with a large number of hostiles? WTF?

The vehicles in the game are great and give the levels variety. Its definitely a nice change of pace. There is a set of back to back levels where you get to use the tank, and a set of levels where you get to use the mech. Both have regenerating shields and hit points. In other missions, you ride in vehicles such as an APC or a tram car and control the mounted gun turret, and get to blast away with impunity at the bad guys. Unfortunately, you don't get to control any flying vehicles, but given the restrictive feel of the levels, I'm not surprised.

After playing the game, I'm not really convinced the Doom 3 engine is good at large outside areas. The outdoor levels still felt confined and small, and you can't help but notice all the boundaries and borders that restrict exploration. This is due in part to the linearity of the level design. You're presented with very few choices in terms of places to explore or how to beat a mission: there is only one path from point A to point B. However, because the game is so enjoyable, it really isn't really an issue here. So at the end of the day, it was a great game, but its not something I would probably play again anytime soon. The replay value is especially limited given the lackluster and unimaginative multiplayer.

Wednesday, June 25, 2008

Thief: Deadly Shadows - the long hiatus and transition to console went over well

I finally got around to playing Thief: Deadly Shadows. Its been on my backlog of games to play for a while now. Being a huge fan of Thief: The Dark Project, and Thief 2: The Metal Age, it came as no surprise that I enjoyed the third one just as much. True, Looking Glass Studios, the company that made the first two critically acclaimed games had gone out of business, and thus would be unable to make the sequel. However, the torch was kept burning by Austin branch of Ion Storm (not the crappy Dallas ofice which released the infamously and horrifically bad Daikatana). The founder, Warren Spectre, had worked on System Shock and Ultima. Ion Storm already had the critically acclaimed Deus Ex under its belt. Not to mention Stephen Russell, the voice of the main character Garrett in the first two games, would be returning for yet another masterful performance. So the game was in pretty good hands - and it shows. Some tweaks to the original gameplay was made, but all in all it remained faithful to the original.

The story basically picks up where the last two left off. Garrett, the main character and master thief of the first two games, had played the role of maintaining balance between the two diametrically opposed religions - the Hammerites and the Pagans. The latter worship the Trickster, and revel in the chaotic freedom and primal anarchy of nature. The former worship the Builder, and delight in civilization and order. In the first game, the Trickster manages to return to earth, by duping Garrett into helping him. Garrett loses an eye for his efforts. The Trickster wants to unleash his tree hugging, nature loving minions upon the earth and destroy civilization as part of his "dark project" to bring humanity back to its original chaotic and primitive state. By defeating the Trickster in the first game, Garrett weakens the Pagans, swings the balance in the other direction, and unwittingly triggers a new era, a metal age. Thus in the second game, Garrett allies with the Pagans in order to defeat the Mechanists, a cult that splintered off from the Hammerites. The leader of the cult, Kharas, wants to wipe out organic life in order to create a mechanical paradise. Garrett foils Kharas' plan and saves the day yet again.

In Deadly Shadows, Garrett must once again play the role of the hero. This time the problem stems from the Keepers. The Keepers are an ancient faction that Garrett had originally apprenticed under. Fed up with their ways, Garrett left them in order to put the thieving skills he learned from them to more practical use. The Keepers represent neutrality and maintain balance. Unfortunately for them, one of their order is a brethren betrayer, who is trying to usher in a dark age. Figuring into all of this is a creepy old woman known only as the hag - a boogeyman type monster that performs unspeakable acts upon her victims. If this all sounds terribly plain and generic, it really isn't. Thief games all have a way of immersing you into their worlds.

A quick side note here. The game is named Thief: Deadly Shadows, not Thief 3: Deadly Shadows, even though it is technically a sequel to the metal age. The reason being that Deadly Shadows was released for consoles as well as PC. Not wanting to alienate players who had never heard of the first two games, they decided to just call it Thief Deadly Shadows. I'll just refer to the game as Thief 3, since it is the third installment of the series in everything but name.

In fact it was so similar to the first two that it shared the same glaring flaw as the first two, despite being developed years afterward: Since the game is a bit old, it could not handle my dual core processor! It caused the game to be stuck in an infinite loop where it played the opening movie over and over again. This was solved by permanently setting the affinity of t3main.exe and t3.exe to one of the processors.

I downloaded imagecfg.exe and created a batch file in my C:\Program Files\Thief - Deadly Shadows\System directory with these lines:

imagecfg -u t3.exe
imagecfg -u t3main.exe
imagecfg -a 0x1 t3.exe
imagecfg -a 0x1 t3main.exe
pause

and that fixed the problem, allowing me to actually play the game.

And what a great gameplay experience it was! As I said earlier, some tweaks to the original formula were made. The basic idea remains the same though. You play through a series of missions as Garrett, a master thief who favors stealth over strength. Each mission involves burglarizing various locales. Each area will be swarming with guards, servants, and various other NPCs. You won't get very far by going in guns blazing. In fact, you don't even have a gun, let alone a rocket launcher. You have a dagger and a bow. No, instead the idea is to use stealth. Light and sound are your main enemy. You will prefer to hide in the shadows and be careful of where you tread, as certain surfaces make louder noises than others. When you do strike, it will be fast, quick, and painless; your enemies will not see you coming. It will be your best interest to clean up the evidence. People will take notice of blood stains, missing items (stolen by you), and bodies.

The missions run the whole gamut and present a diverse variety of challenges. Among the places you will be robbing are a museum, a church, a mansion, and a castle. They managed to capture the magic of the original thief games. The levels are nonlinear, huge, offer plenty of places to explore, hide, and steal. The NPC conversations are hilarious as usual, and bits and pieces of lore can be found everywhere that really flesh out the world and mythology. For example, in the sunken citadel you learn the history of the kurshoks, who were banished deep beneath the sea by the Trickster for their pride. Really, my biggest complaint is that the loading zones between areas were lame. The other nitpick is the level: gamall's lair. It wasn't quite a full blown mission, and it occurs right before the final level, so its kind of anticlimactic and sort of throws off the pacing. You're expecting a showdown with the final boss, but you don't even encounter her in her lair. And when you finally do, that too feels anticlimactic, since it takes place in the city, and not in a level of its own.

My favorite mission by far is the Robbing the Cradle level. To put it bluntly: it scared the shit out of me. Judging by other people's responses, I am not alone. What makes it so unique is that the Thief Series is not a "horror" game, like Clive Barker's Undying, or Silent Hill. But it always has elements of horror in it. There will be a hint of it here and there, and then BAM, it hits you hard in the head with it. Anyone who has played through the Return to the Haunted Cathedral level in the original Thief knows what I'm talking about. The Cradle manages to capture that same creepiness and intensity that made the Cathedral such a chilling experience. Its really hard to put into words but I'll try anyway.

The Shalebridge Cradle is an orphanage that was later converted to an insane asylum. The kids, who remained behind in the nursery, started disappearing. Then the place caught on fire and much of it was destroyed and abandoned, left to rot in decrepitude. An atmosphere of gloom pervades the whole area, and it fills players with a sense of foreboding and dread.

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The ambient sound effects really contribute to the feelings of unease: Groans, whispers, tortured shrieks punctuate the silence. Even the steady ticking of the clock and the crackle of a flickering light seem sinister in such an environment. Probably the best moment of the game was when I first began to hear the barely perceptible sound of someone knocking on the door. It was quite subtle and I wanted to dismiss it as yet another harmless, albeit frightening, noise. But it didn't seem quite right and felt out of place, so I investigated. I began to head towards the sound, and sure enough it grew louder. It led me up some stairs, and to a door. This then, was where the noises were emanating from. It was at this point that the knocking was not so slow and subtle anymore, but had suddenly become a furious pounding noise. I opened it of course, but not before being completely freaked out.

I thought the former patients that populate the Cradle made for a great monster. They were every bit on par with the Hammer haunts in the Haunted Cathedral. For me, the key thing that made the haunts so horrifying were the sound effects: the slow and steady rattling of their chains, their hoarse and sepulchural groans to "join us", and their hideous laughter is enough to test a man's nerves. The patients in the Cradle tend to be far more quiet, save for the occasional hiss. This too is effective, but in a different way. You never know when they're just around the corner. And they are every bit a terror to behold as the haunts. They appear to be little more than rag dolls, with barely any vestige of humanity left in them. Their bodies are covered from head to foot in decaying restraints, a metal cage is bolted to their heads, and they walk with an unnatural and awkward shambling motion. This inhuman limp is the essence of the monster, so in this case, a picture is not worth a thousand words, as it cannot do this monster enough justice:

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You know a monster has been designed well when you can barely suppress a shudder every time you encounter it. You also know a level is scary when you are glad to be done with it. Funny enough, that's also one of the criteria used to determine when a game sucks. But I was glad to be done with the cradle in a good way; my heart beat could finally stop beating so fast.

The Cradle level really steals the show, but the whole game manages to shine. Thief: Deadly Shadows is a great game that did justice to the legendary Thief legacy. For my own notes and reference, here are the main differences between Thief 3 and Thief 1/2:

1. Lock picking mini game
In the first two thief games, you had two lockpicks which you alternated between to bypass any locks. The more complex the lock, the more you had to alternate between the two picks. In Thief 3, they have added a lock picking mini game which involves you moving the mouse to various "sweet spots". The more complex the lock, the more sweet spots. I didn't care too much for it, but didn't mind it either.

2. Blackjack handles far differently
In the original game, you used the blackjack to club people unconscious without killing them. You simply ran up behind them and swung the thing and down they went. You could do this in rapid succession and take out a whole bunch of people in a room at once - providing they all did not see (or hear) you coming.

In Thief 3, the blackjack now has some startup and recovery time. Now you must be positioned directly behind your victim, which will then cause Garrett to lift the blackup over his victim's head. If the blow is not made in this position, it will not knock them unconscious. Furthermore, once the blow is made, there is some recovery time where Garrett is unable to move.

I liked this change, as it made it more challenging and slightly more realistic. After all, to deliver a knockout blow, you would need some time to gather up the necessary power, and of course you would need to follow through with it and recover.

3. You cannot knock someone out once they have been flashbombed.
In Thief 1/2, you could toss a flashbomb, and then club everyone with your blackjack to take them out as they fumbled about blindly. In Thief 3, the second you hit them, they are able to see once more and attack you immediately.

I liked this change as well, since it definitely made the game more challenging. The flashbomb has been nerfed so that it is no longer an offensive weapon, but rather a getaway device. Actually that's not entirely true, flashbombs still damage the undead (thankfully, or else the Cradle level would have been that much more nightmarish - more on this later).

4. No more speed potions

5. Oil potions
These cause enemies to slip, slide and fall on contact. Admittedly, being an old fashioned Thief player, I never actually used these.

6. No more rope arrows
In Thief 1/2, these were the equivalent of grappling hooks. Simply shoot an arrow up onto a wooden surface, and a rope drops down for you, which you can then use to climb up to that surface. In this case there is no rope arrow, but instead you get to purchase these broken climbing gloves, which allow you to pretty much climb up any surface. This means no epic jumping puzzles such as the Lost City pharaoh's tomb where you had to traverse a whole section of lava by shooting multiple rope arrows in succession.

7. The city
This is probably by far the biggest change to the game. In Thief 1/2, you played the missions one after the other. In Thief 3, the game is divided up into "days". On each day, you have two missions to complete, and in between each mission you get to explore the city, pick pocket civilians, rob stores and homes, sell your goods to fences, purchase equipment, and complete extra side quests.

The city where Thief takes place is quite large and is divided into different sections. There is plenty to see, do, and explore here. It adds additional replay value and provides a great open ended and immersive experience that supplements the gameplay of the missions, which are themselves already quite open ended.

8. Factions
In Thief 3, you can ally yourself with either the Pagans or the Hammerites. You start off as enemies of both and they attack you on site. You can improve your standing with them by doing favors/quests for them in the city. This will cause them to become neutral toward you. You can continue doing favors and become allies - at which point they will fight alongside you, as well as allow you into their base. Note that your standing is only relevant in the city. Even if they are your allies, when you perform the actual missions themselves, any allied pagans or hammerites will still attack you. In the end, it doesn't make a huge difference on the game ending which side you ally with. In fact you don't even have to ally with either side. But it definitely makes the game more interesting.

9. Loading areas
I did not like this and blame it on consoles. Every mission in the game (Except the training mission at the start) is now divided into two parts. To travel in between parts you step into a misty portal that takes you to a loading screen where you wait for that section to load. It totally ruins the game immersion and feels lame. It makes every level feel the "same", because you know there are going to be two sections. In thief 1/2, even though the levels were huge, they were not divided into different sections. I understand that the city needs to be broken up into different loading areas - after all - they are pretty big, but the missions? Come on now. And at the very least don't use the same misty fog type portal to indicate a new area. In Oblivion, at least they used doors and gates that didn't feel out of place.

10. Generic objectives
This is a nitpick, but the objectives in this game aren't nearly as descriptive or interesting as those in the previous games. True, every mission will have some unique objectives, but it will also tell you to steal x% of the loot, and steal y amount of special loot. These same plain objectives will appear on every level.

Compare this to Thief, where instead of the same bland "steal 90% of the loot", it instead says: "The Opera House is filled with precious adornments and attracts the city's wealthiest patrons, so don't leave without at least 2000 worth of loot." And instead of "steal y amount of special loot", each piece of special loot will have a description that really fleshes out the game world. This is also taken from the Song of Caverns level:

"When he was alive, your informant Giry often bragged about the cash take in just a single evening at the opera house. Find out if he was telling the truth - get to the ticket office and steal the contents of the cash box."

Its the attention to the small details such as this that distinguishes a good product from an excellent product. So it was a bit disappointing to see they skimped on the mission objectives.

11. Loot that glows in the dark. In this game, the loot glitters and sparkles, so its easier to spot and steal. I'm guessing the justification for this is that finding the necessary amount of loot at the harder difficulty levels was a problem. On the one hand it kind of ruins immersion and feels like the game was dumbed down, but on the other, I understand the need. On more than one occasion I had to reference a walkthrough to find some loot that I had missed in the original Thief games.

Well that about covers it. Unfortunately, Ion Storm has also gone out of business, so at the moment, it doesn't seem like there will be any new thief games. But between Dark Project, Metal Age, and Deadly Shadows (to say nothing of fan made mods such as T2X: Shadows of the metal age), there's more than enough gaming goodness to satisfy Thief lovers everywhere.