Looking Glass Studios released the sequel to Thief in 2000. Utilizing the same DARK engine that powered the original Thief, Thief II had an almost identical look and feel, with only minor graphical and programming improvements. The basic gameplay was also fundamentally similar to the original Thief, but many new elements had been added, including technological gadgets such as a remote eye camera. Other changes include an increase in the number of A.I. behaviors, and the addition of female guards and soldiers. Responding to criticisms of the original Thief, the missions in Thief II were designed much more around typical thief-like behavior, and much of the game is spent robbing the rich denizens of the City rather than battling monsters. In fact, the player encounters almost none of the monsters from the original Thief except for burrick heads mounted as trophies in some of the mansions, and a few zombies and apparitions.

Description

Garrett has been collaborating with his old friend Brenner about robbing the castle of a local Count. Security is tight on the outside but Brenner had an idea. A contact of his at the local docks told him about a large shipment of fine wines and foodstuffs which were being shipped to his large and unguarded cellar from there later that night. The plan was for Garrett to sneak into the docks and hide in one of the larger crates in order to get a free ride into the Count's estate. Once inside, Garrett would clean the place out and make his escape-which would be made easier by the fact that the guards wouldnt be expecting a break-in from the inside. A couple of hours later, after a unusually rough ride and overhearing what sounds like Mechanist voices (perhaps wiring up some Watchers for the Count?-Garrett wonders) he makes a cautious exit from the crate...............only to find out he's not in the Count's basement! He's somewhere else, and if he doesnt find a way out .. deep trouble

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Deep Trouble: City Under the Sea v3
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