Thief: Deadly Shadows
is the third game of the Thief
series. It was developed in 2004 by Ion Storm, with many Looking Glass
employees moving there, and published by Eidos Interactive. A new sequel didn't emerge until a decade later
Along with missions like in the first two
games, you can now control Garrett through The City
to go between areas and missions, pickpocket occasional passersby and obtain additional sidequests. It also included perspective switches and the ability to stand against walls as a stealth mechanic.
The same year also saw a mobile phone tie-in.
This game includes examples of:
- Ascended Fanboy: By this time, Garrett seems to have a lot of admirers among co-workers as well as foes. One petty crook tries to pass himself off as Garrett to a possible customer (and fails). A female example that occurs is Marla Madison, a young fence that is basically Garrett's "greatest fangirl". Predictably, Garrett has a good laugh at the impostor's expence and is fairly annoyed by Marla's ditzy advances.
- Bedlam House/Abandoned Hospital: The Shalebridge Cradle was this before it became an abandoned wellspring of evil, but after it was an orphanage. Notes left around the place tell how bad it was. Word of God (Jordan Thomas, overall director and designer of the level) was that its creators honestly meant well and were quite forward-thinking, but tremendous costs, the class divide, primitive techniques and a series of disasters turned the place into a nightmarish cage. For example, a clockmaker checked himself in after a nervous episode, was treated, and pronounced fit to leave. Due to a mix-up, he was then accidentally given extremely painful electroshock therapy, turning him into a massive headcase who had to be locked up with the most dangerous patients.
- The Blank: The Shalebridge Cradle has the staff of the orphanage-turned-asylum, shadowy silhouettes created from the memory of the Cradle, representing the faceless authority of the adults keeping order between the children and patients.
- Body Horror: Pretty much anything to do with The Hag. She does much worse than eat children alive. In fact, eating a child alive would be kind compared to what she does to at least one. Then there's her body, which is a vaguely humanoid mass of flesh studded with eyes and mouths, most of which do not appear to be under her control.
- Book Ends: Ends the same way that The Dark Project began, only Garrett stated Artemus' lines at this time.
- Cute Ghost Girl: Lauryl from the infamously haunted Shalebridge Cradle isn't all that scary once you get to know her. She's a subversion of sorts, since she appears as a ghostly blob of light with the shadow of a small girl. She's helpful and kindly, showing Garrett various clues about the Cradle's dark past and guiding him out. After both of them leave the Cradle and enter the alleys of Old Quarter, the guards start fleeing in terror at the sight of Lauryl's ghostly appearance. For once, Garrett can take it easy with stealth in the City's streets. Funny stuff.
- Lockpicking Minigame: Tumblers are represented by three to six rings (depending on the lock complexity) that appear in the bottom-right corner of the screen when picking a lock. Each ring has an opening on it that is invisible at first and has to be located with the mouse-controlled pick based on subtle clues (like sounds made by the lock). Once the opening on the outermost ring is found, its tumbler is set, and Garret moves on to the next one; setting all tumblers opens the lock.
- Fertile Blood: The intro for the first mission dealing with Pagans shows a Pagan cutting his palm in order to "water" a plant, which then grows exponentially faster than normal.
- Title Drop: A Keeper prophecy talks of "deadly shadows" rising.