Thief: Deadly Shadows | |
---|---|
Developer(s) | Ion Storm Austin |
Publisher(s) | Eidos Interactive |
Director(s) | Randy Smith |
Producer(s) | Denise Fulton |
Designer(s) | Jordan Thomas |
Programmer(s) | Ian Dunlop |
Artist(s) | Sergio Rosas |
Writer(s) | Randy Smith Terri Brosius |
Composer(s) | Eric Brosius |
Series | Thief |
Engine | Unreal Engine 2 |
Platform(s) | Microsoft Windows Xbox |
Release | |
Genre(s) | Stealth |
Mode(s) | Single-player |
Aggregate scores | |
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Aggregator | Score |
GameRankings | (PC) 84.21% (Xbox) 81.51% |
Metacritic | (PC) 85/100 (Xbox) 82/100 |
Review scores | |
Publication | Score |
GameSpot | 8.3/10 |
GameSpy |
Thief: Deadly Shadows is a stealth video game developed by Ion Storm for Microsoft Windows and Xbox that was released in 2004, on May 25 in North America and on June 11 in Europe. It is the third video game in the Thief series.
In Thief: Deadly Shadows the player takes the role of Garrett, a master thief. It is set in a fantasy world resembling a cross between the Late Middle Ages and the Victorian era, with more advanced technologies interspersed. One of the game's major new features was the ability to explore the City. While previous games sent Garrett straight from mission to mission, Thief: Deadly Shadows allows him to walk the City streets between missions where he can steal from passersby, spy on the townspeople's daily lives, and search for sidequests in addition to major story missions. The game also introduced an ability to switch between first and third person views, and to flatten against walls.
Development for both platforms started simultaneously. Like its predecessors, Thief: Deadly Shadows has received almost globally positive reviews. The level "Robbing the Cradle" received particular praise for its horror design. A follow-up to Deadly Shadows, Thief, was released by Eidos Montréal in 2014.
Thief: Deadly Shadows is a first-person and third-person 'sneaker', similar in gameplay to the previous games in the series. The player takes the role of Garrett, an independent master thief who aims to steal his way through the City, using stealth, devices and weapons, in order to complete objectives and make profits on the side. The player may steal from or mug innocents for loot, and avoid, distract, attack or knock out guards. Loot and weapon ammunition may be stolen simply by 'touching' it, when close enough. Locked rooms and chests can be broken into after completing a lock-picking minigame.