To Thief heads who played I and II and want more of it: play The Black Parade, an enormous mod 7 years in the making that is actually an entire new game.
New gigantic maps full of secrets, style faithful to the original, new story, new art and voice acting. https://www.ttlg.com/forums/showthread.php?t=152429
I am not affiliated, just a fan.
Also worth mentioning for Thief fans: The Dark Mod started as a Doom 3 mod, but now is a completely standalone, free and open source game: https://www.thedarkmod.com/main/
Hundreds of missions, an amazing Radiant fork maintained by the team, as well as an active and passionate community. They are awesome.
People talk about the graphics, but it was the crescendo and decrescendo of guard sounds/singing/footsteps in Thief that made it one of the most immersive games I’ve ever played.
I'd love a black mesa style recreation of thief. I played it recently (its older than me) and I enjoyed it a lot, but its pretty rough in parts for me and my modern sensibilities.
The Dark Project is really cool as a platform, and seems like it'd be ideal for that sort of recreation, but the community seems pretty nervous of the legalities of such a project which is a shame.
Never played Thief, but I logged a lot of hours in Unreal, 1998. I was (and still am) amazed at how full-featured the software renderer was. I always wished I could peek at the code behind it.
If memory serves, the only thing my 3dfx Voodoo3 could do that software-only mode could not was surface reflections. Maybe something with colored lighting too, it's been a long time. Point is, it was a decent enough substitute for dedicated graphics hardware.
I think I played Thief 1 & 2 over 15 times in total, no hyperbole. I really, really like the atmosphere, the world building and Hammerites old-english and tenets (https://youtu.be/1gnGITh1cw8)... all of it. I even created a question to understand a specific phrase construction: https://english.stackexchange.com/q/588796. Good times.
I really hope the author of this article can read this comment:
I want to thank you from the bottom of my heart for the excellent games that you all built in that era. Thief 1 and 2 are part of my formative games. I played it when I was a teen. The lore, the ambient, the thrill of playing a non combat game (well, at least until you get the sword to beat the bad guys in the last stages, in Thief 1). I could never like mainstream games to the same extent all my friends did after playing Thief 1 and 2. They may have had better graphics, but they did not have the same soul, passion and love that those games had.
It was with a lot of sadness that I read about the demise of Looking Glass studio.
To add a funny anecdote to this, I enjoyed the game even though I barely understood the dialogue and text, being a Spaniard. But it was one of those games that sparked my interest to learn English (alongside Zelda, A link to the past xDD)
"Terra Nova: Strike Force Centauri" Oh my gosh, I remember that game. I picked it up at a computer swap meet, and it was awesome!
I was amazed at the immersive nature of the thief game play. Used to love the game and it was quite different from the other FPS type games of that era.
5-hour interview with Sean Barrett where he also talks about the technical details of the Thief engine:
It's interesting to see parallel development of certain features in the early 3D era and how they were used. The original Prey by 3D Realms was shown in demos in 1997/98 with portal tech including rotating it in a level prop, so it's interesting and ties into the game fiction instead of being only functional to stitch map areas together. There's likely more examples during that period when licensing an engine was less common.
I loved Thief 1/2, these games were way ahead of their time and defined the genre for years to come.
For reference, the surface cache referred to in the article is similar to the one in Quake. Basically, you have a bunch of regular textures that you want to use when rasterizing your polygons. On top of that you want to blend low resolution lightmaps. These lightmaps need filtering (typically bilinear) to appear smooth when blended on top of the original texture.
It's wasteful to do this expensive filtering and blending every frame since the player typically sees those blended textures for a large number of frames when they're traversing the environment, so you keep a LRU cache of blended textures around. That's the surface cache.
Even cooler is that Entity-Component System was literally invented to create this game, in the form of the Dark Object System.
It's one of the most successful patterns in game dev and it's remarkable it came from 90s game dev where "composition over inheritance" was not at all a virtue like it is today
This is one of my all-time favorite page.
Zero effort in presentation but the pure gold content proves that the fluff does not matter the slighest.
In 1999/2000 I worked on my own Thief levels using the dromed editor - it was both really fun to work with, and utterly frustrating - in a time before open source engines - there were so many small annoying bugs in the editor that would cause it to crash, so you SAVED often and even learned to version files as it was easy to screw up.
But the geometry that could be created was stunning - from courtyards to cathedrals, levels allowed clever use of light and shadow.
On a related note, I believe the the engine they developed for the first two Thief games and System Shock 2, the Dark Engine, was also the first to use an entity-component system.
It’s wild how much Thief achieved with pure software rendering. The lighting and atmosphere aged better than a lot of early hardware-accelerated games—especially how darkness was integral to gameplay, not just visuals. Constraints really pushed smarter design.
Whaat, I started replaying the game literally a few days ago, and now I see this on HN! The graphics and obviously didn't age well, although there are some higher res texture packs, which help when you play it in 4k. The Steam version worked for me almost out of the box, after patching it with TFix
The gameplay is okay-ish, probably due to nostalgia, but the AI is not the smartest, which creates a lot of fun situations - two guards trying to hit a giant spider inside a locked prison cell with swords, hitting only the cell door, instead of pressing a button next to them to open it, while calling the spider by name of the protagonist. But I remember that it was one of the scariest games for me as a kid, when it suddenly turned into dark fantasy horror from "just a thief game". I really had to push myself to walk past some of the undead and absolutely needed to make sure I cleaned the level thoroughly to be able to walk around comfortably.
The world building, sound design (especially the ambient sound loops) and the aesthetics/general visual style is something really unique that keeps drawing me to this game and it's really telling by how well I remember some of the places, despite having not played the game for 10 years or so.
Really a shame they gutted the franchise with the 2014 game and the very recent VR one.