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The first time I ever wrote anything about games, it was because I was still brokenhearted about a relationship that had dissolved years ago. PC Gamer edited the 4000 word essay into a six pager about Dota in 2012 and it is still one of the best things I have ever written. But wherever I go, whatever I do, games participate in a meaningful way in many of the relationships I see. Welcome to a special edition of S.EXE: the love letters edition. Brace yourself, you are in for chop. Here are seven stories about falling in love next to a loading screen.
Every Sunday, we reach deep into Rock, Paper, Shotgun’s 141-year history to pull out one of the best moments from the archive. This week, Adam’s 2012 article singing the praises of videogame cities which are more than mere reconstruction, but are built from the bricks and mortar of ideas.>
I’ve been visiting various cities recently, which always fill me with confusion and wonder, then Dishonored made me think about how much I miss Looking Glass. Put the two together and this happens. Join me in a meandering word-search for cohesion and theme in the use of the city across Thief, and the selected works of Rockstar and Charles Dickens. Be warned, there are spoilers for all three Thief games.
A mod removing the mid-level loading from Thief: Deadly Shadows is a good thing. We cooed a bit at the Thief 3 Gold mod before in May when the first beta version arrived–coo!–so now that Version 1.0 is here we’re duty-bound to coo longer, more intensely. CoooOOo! Along with smooshing mission segments into single load-free levels, Gold makes a few other tweaks, including adjusting wonky guard paths and positions.
With Square’s Thief causing a great many of the Looking Glass/Ion Storm faithful to adopt a bulldog chewing a wasp facial expression for the best part of a month (I’m kidding of course – they’ll retain that expression for at least twenty years), interest in Garret’s earlier tealeaf adventures has heightened. Even the series’ former red-headed stepchild, Deadly Shadows, has itself a new moment in the sun. Assorted fixes have long been available, but a newish and very appealing one is the removal of all loading screens from the game’s notoriously chopped-up missions. … [visit site to read more]
Well now, here is a brilliant little surprise. Who’d have thought the best game set in the Thief universe this year would be an itsy bitsy isometric Ludum Dare 29 entry? Maybe that’s a bit of an overstatement, but Beneath The City really is a smart (though sadly brief) execution of a really fun idea. In short (but undeniably stout), it’s a real-time turn-based stealther set in Thief’s City. Each time you dash in any direction with a lithe tap of an arrow key, so too does every guard on the map. There’s also light sources to account for, water arrows to fling, and a mystery to partially unravel. Garrett – the real> Garrett – would be proud.
We tried to play Thief: The Dark Project and chat about it. Honest! But Twitch, the purple scab of a service, wouldn’t cooperate with one of the most storied series starters in gaming history. It’s almost like I shouldn’t have expected a 15-year-old game to be compatible with a crazy space-age cyberfuture streaming platform, but no, that’s just ridiculous. At any rate, today – for real this time – I will be joined by >former Thief: The Dark Project director Greg LoPiccolo and longtime Thief series designer/Thief: Deadly Shadows director Randy Smith. >Expect stories from the dank depths of the first three Thieves development chambers, inside info on what could ve been, and opinions from series vets on Eidos Montreal s reinvention of their storied stealther. >
This will be a pretty special episode, so make sure to tune in. We’re kicking off at 2 PM PT/10 PM GMT. A little late, I know, but come on: only amateur thieves skulk around during the (UK) day. >
Update: We’re done! It went quite well, all things considered. Watch the full thing below.
This week’s episode of A Game And A Chat is very special. Very special indeed. For one, I’ve got two whole guests this time – namely, former Thief: The Dark Project director Greg LoPiccolo and longtime Thief series designer/Thief: Deadly Shadows director Randy Smith. Yes, it is time to talk (and play) all things Thief. Classic Thief, nu-Thief, and everything in between. Expect stories from the dank depths of the first three Thieves’ development chambers, inside info on what could’ve been, and opinions from series vets on Eidos Montreal’s reinvention of their storied stealther. This is one you absolutely should not miss. >
We’ll be kicking off at 11 AM PT/7 PM GMT. Tune in below. >
Update: We’re having some technical troubles. New kick off ETA coming shortly.
Update 2: No end in sight to the technical issues. We’re rescheduling for the same time tomorrow. Apologies to everyone for what was, frankly, an unmitigated disaster.
Update 3: I finally got Thief working with Twitch! So it’s a lock:
tomorrow at 11 AM PT/7 PM GMT. This will finally happen.
Update 4: This feature is cursed, clearly. A scheduling issue has come up, so we’re doing this tomorrow at 2 PM PT/10 PM GMT. A late, spooky night show for Thief. Kinda makes sense I guess.
Update: done, and suitably shamed. Videos below.
I have never played Thief: The Dark Project.
Please stop hitting me.
(I have played Thief 3, at least).
In about half an hour, I’m going to play it at last. Would you like to watch? Join me, live-ish. (more…)
System Shock 2 and Thief 2 are regularly hailed as classics for a reason. They’re meticulously designed, tough but not unfair, and, well, they’ve been around for a gazillion years – at least, in gaming technology time. Unfortunately, our light-speed-traveling future machines take about as well to them as modern automobiles to giant stone Flintstones wheels. In other (pseudo) words, clunkity clunk clunk crash. But now – finally, wonderfully, mercifully – some kind soul’s seen fit to release unofficial patches that bring both games up to speed. And, according to early reports, they make some positively massive improvements.