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.
It had a physically based sound engine I think?
The 3D Software Rendering Technology of 1998's Thief: The Dark Project (2019)
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Re: The 3D Software Rendering Technology of 1998's Thief: The Dark Project (2019)
#22Re: The 3D Software Rendering Technology of 1998's Thief: The Dark Project (2019)
#23People 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 think what modern games have lost, that some of these late 90s titles absolutely nailed (Thief in particular), is the sound design and ambiance, which is just so dang evocative. Even the smallest incidental sounds had so much character. Picking up an item, pulling a lever, footsteps on the floor.
Modern games use such flat sounds for everything. Sure it's more realistic, at the cost of character and vibe.
Re: The 3D Software Rendering Technology of 1998's Thief: The Dark Project (2019)
#24Never 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…
But I remember Unreal being unreachable for me at that time because I couldn't even dream of getting a graphics accelerator and it won't even start with out a one, or was it the sound card requirement that was the blocker?
Re: The 3D Software Rendering Technology of 1998's Thief: The Dark Project (2019)
#25Hundreds of missions, an amazing Radiant fork maintained by the team, as well as an active and passionate community. They are awesome.
Re: The 3D Software Rendering Technology of 1998's Thief: The Dark Project (2019)
#26It'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.
Re: The 3D Software Rendering Technology of 1998's Thief: The Dark Project (2019)
#27"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'd love to see a modern interpretation of Terra Nova or Heavy Gear. There are few games about infantry equipped with powered battle suits and heavy weaponry, which I find sort of odd given how cool the concept is.
Also I suppose almost the entire Halo franchise was always about that.
Re: The 3D Software Rendering Technology of 1998's Thief: The Dark Project (2019)
#28To 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, weird universe, new story with cutscenes and voice acting. https://www.ttlg.com/forums/showthread.php?t=152429 I am not affiliated, just a fan.
Re: The 3D Software Rendering Technology of 1998's Thief: The Dark Project (2019)
#29The 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.
Re: The 3D Software Rendering Technology of 1998's Thief: The Dark Project (2019)
#30To 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, weird universe, new story with cutscenes and voice acting. https://www.ttlg.com/forums/showthread.php?t=152429 I am not affiliated, just a fan.