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** Also, one of the many ambitious GameplayRoulette sections originally planned for System Shock II, but ultimately scrapped, was a section involving a zero-G walk through the interios, or a spacewalk through an area exposed to vacuum. Newer games like '''VideoGame/DeadSpace'' or ''VideoGame/AlienIsolation'' arguably pay homage to this abandoned idea, both being space survival horrors with spacewalk sections. A bit of a remnant of the concept for ''Shock II'' is a part of the game where you reverse the artificial gravity aboard and walk on what was once the ceiling of several rooms.

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** Also, one of the many ambitious GameplayRoulette sections originally planned for System ''System Shock II, II'', but ultimately scrapped, was a section involving a zero-G walk through the interios, interiors, or a spacewalk through an area exposed to vacuum. Newer games like '''VideoGame/DeadSpace'' or ''VideoGame/AlienIsolation'' arguably pay homage to this abandoned idea, both being space survival horrors with spacewalk sections. A bit of a remnant of the concept for ''Shock II'' is a part of the game where you reverse the artificial gravity aboard and walk on what was once the ceiling of several rooms.
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* GenreBusting: A very creative and innovative studio for their time, often leaving professional game critics and theorists outright ''stumped'' by some of their latest titles. This trope got to the point that they were at the founding of at least two different game genres that still exist today: The first-person 3D RPG and the ''especially'' the stealth game.

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* GenreBusting: A very creative and innovative studio for their time, often leaving professional game critics and theorists outright ''stumped'' by some of their latest titles. This trope got to the point that [[GenreLaunch they were at the founding of at least two different game genres genres]] that still exist today: The first-person 3D RPG and the ''especially'' the stealth game.
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* DoingItForTheArt: They genuinely focused on making fresh, innovative and fun games, even at the expense of making loads of money of them (to their regret).

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* DoingItForTheArt: They genuinely focused on making fresh, innovative and fun games, even at the (all too reoccuring) expense of making loads of money of off them (to their regret).
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* AcclaimedFlop: Sadly, something of a curse that dogged LGS games, in no small part because they were often ahead of their time when it came to game design ideas, and also didn't always have the best luck when it came to publishers and advertising.
** The first ''System Shock'' was a subversion. It received some excellent and praise-filled reviews, developed something of an early fanbase, and only sold some 170 000 copies, a ''moderate'' commercial success at the time. Rather infamously, ''System Shock 2'' did ''worse'' upon its release (some 58 671 copies sold between August 1999 and April 2000), despite being even better received than the first game. Many blamed EA for providing the game with basically no marketing. Among the accolades, the first game won about a dozen awards after release, and via word of mouth and greater sales is nowadays generally seen as VindicatedByHistory.
** The ''Thief'' series has been, surprisingly, more of an ''aversion''. It was not only highly acclaimed by critics and gamers, but also earned a hefty amount of money compared with most other LGS projects. Some LGS devs were even quite serious when they mentioned that the first game probably helped save the studio from premature bankruptcy (after a period in the mid 1990s, when a cancelled ''Star Trek'' game development deal cost them a lot of lost time and money they invested into it).


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* DoingItForTheArt: They genuinely focused on making fresh, innovative and fun games, even at the expense of making loads of money of them (to their regret).
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Added DiffLines:

* GenreBusting: A very creative and innovative studio for their time, often leaving professional game critics and theorists outright ''stumped'' by some of their latest titles. This trope got to the point that they were at the founding of at least two different game genres that still exist today: The first-person 3D RPG and the ''especially'' the stealth game.
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* AssociatedComposer: Eric Brosius, their own dev team member.

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* AssociatedComposer: Eric Brosius, their own dev team member. He was also the sound designer for the majority of their games.

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* ''VideoGame/UltimaUnderworld II: Labyrinth of Worlds'' (1993)
* ''VideoGame/SystemShock'' (1994)

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* ''VideoGame/UltimaUnderworld II: Labyrinth of Worlds'' (1993)
(1993)
* ''VideoGame/SystemShock'' (1994)(1994) - One of the earliest and then most advanced RPG/shooter hybrids. Kicked off the shortly lived series of the same name.



* ''Flight Unlimited III'' (1999)
* ''VideoGame/SystemShock II'' (1999) - Co-developed with their then-recently founded sister studio, {{Creator/Irrational Games}}.

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* ''Flight Unlimited III'' (1999)
(1999) - The last major flight sim developed by LGS.
* ''VideoGame/SystemShock II'' (1999) - Co-developed The now-legendary sequel toCo-developed with their then-recently founded sister studio, {{Creator/Irrational Games}}.



* TheDevTeamThinksOfEverything
* WhatCouldHaveBeen: Many of their games action-adventure or roleplaying game concepts were ditched in favour of different ones as engine testing and development went on over the years. The predecessors of ''Thief'' alone went from [[AffectionateParody a comedic tongue-in-cheek]] [[ItMakesSenseInContext action game about communist zombies]] to an action roleplaying game set within a DarkerAndEdgier version of the ArthurianMythos to what would eventually become a prototype for the first game in the series.


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* TheDevTeamThinksOfEverything
TheDevTeamThinksOfEverything: The amount of details and clever alternative side-solutions that players could discover and utilise in many of their games are a testament to this trope. LGS was almost infamous for their great attention to detail and thinking deeply about how gameplay mechanics, the game world and the player's personal experience all play off each other and complement each other.
* WhatCouldHaveBeen: Many of their games action-adventure or roleplaying game concepts were ditched in favour of different ones as engine testing and development went on over the years.
**
The predecessors of ''Thief'' alone went from [[AffectionateParody a comedic tongue-in-cheek]] [[ItMakesSenseInContext action game about communist zombies]] to an action roleplaying game set within a DarkerAndEdgier version of the ArthurianMythos to what would eventually become a prototype for the first game in the series.

series.
** ''System Shock II'' wasn't even originally planned as a sequel, at all. It was supposed to be an unrelated survival horror RPG aboard a starship at first, until the devs changed their opinion and worked on tying the earlier game and this sequel together into the same universe.
** Also, one of the many ambitious GameplayRoulette sections originally planned for System Shock II, but ultimately scrapped, was a section involving a zero-G walk through the interios, or a spacewalk through an area exposed to vacuum. Newer games like '''VideoGame/DeadSpace'' or ''VideoGame/AlienIsolation'' arguably pay homage to this abandoned idea, both being space survival horrors with spacewalk sections. A bit of a remnant of the concept for ''Shock II'' is a part of the game where you reverse the artificial gravity aboard and walk on what was once the ceiling of several rooms.
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* AssociatedComposer: Eric Brosius, their own dev team member.
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* ''{{VideoGame/Ultima Underworld}} II: Labyrinth of Worlds'' (1993)
* ''SystemShock'' (1994)

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* ''{{VideoGame/Ultima Underworld}} ''VideoGame/UltimaUnderworld II: Labyrinth of Worlds'' (1993)
* ''SystemShock'' ''VideoGame/SystemShock'' (1994)



* ''Terra Nova:Strike Force Centauri'' (1996)

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* ''Terra Nova:Strike Nova: Strike Force Centauri'' (1996)



* ''VideoGame/{{Thief}}: The Dark Project'' (1998) - A groundbreaking FantasticNoir action adventure which introduced the world to master thief Garrett and the {{steampunk}} metropolis called The City. Highly praised, frequently appearing in various "Best Game" ladders to this day. Along with ''Franchise/MetalGear'', '''the''' TropeMaker / TropeCodifier for all modern [[StealthBasedGame stealth games]]. Runs on the the Dark Engine, later used in ''Thief II'' and ''SystemShock II'' as well.
** ''VideoGame/{{Thief}}: Gold'' (1999) - An UpdatedRerelease / collector's edition of the original, with the main attraction being three brand new levels.

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* ''VideoGame/{{Thief}}: The Dark Project'' ''VideoGame/ThiefTheDarkProject'' (1998) - A groundbreaking FantasticNoir action adventure which introduced the world to master thief Garrett and the {{steampunk}} metropolis called The City. Highly praised, frequently appearing in various "Best Game" ladders to this day. Along with ''Franchise/MetalGear'', '''the''' TropeMaker / TropeCodifier TropeMaker[=/=]TropeCodifier for all modern [[StealthBasedGame stealth games]]. Runs on the the Dark Engine, later used in ''Thief II'' and ''SystemShock ''VideoGame/SystemShock II'' as well.
** ''VideoGame/{{Thief}}: ''Thief: Gold'' (1999) - An UpdatedRerelease / collector's edition of the original, with the main attraction being three brand new levels.



* ''SystemShock II'' (1999) - Co-developed with their then-recently founded sister studio, {{Creator/Irrational Games}}.
* ''VideoGame/{{Thief}} II: The Metal Age'' (2000) - The succesful sequel to the first ''Thief'' game. Unfortunately, it was also Looking Glass Studio's swan song. The Gold edition never materialized and the third installment (''Deadly Shadows'') was eventually developed with the help of former LGS staff at Ion Storm Austin.

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* ''SystemShock ''VideoGame/SystemShock II'' (1999) - Co-developed with their then-recently founded sister studio, {{Creator/Irrational Games}}.
* ''VideoGame/{{Thief}} II: The Metal Age'' ''VideoGame/ThiefIITheMetalAge'' (2000) - The succesful sequel to the first ''Thief'' game. Unfortunately, it was also Looking Glass Studio's swan song. The Gold edition never materialized and the third installment (''Deadly Shadows'') was eventually developed with the help of former LGS staff at Ion Storm Austin.
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* ''{{Thief}}: The Dark Project'' (1998) - A groundbreaking FantasticNoir action adventure which introduced the world to master thief Garrett and the {{steampunk}} metropolis called The City. Highly praised, frequently appearing in various "Best Game" ladders to this day. Along with ''Franchise/MetalGear'', '''the''' TropeMaker / TropeCodifier for all modern [[StealthBasedGame stealth games]]. Runs on the the Dark Engine, later used in ''Thief II'' and ''SystemShock II'' as well.
** ''{{Thief}}: Gold'' (1999) - An UpdatedRerelease / collector's edition of the original, with the main attraction being three brand new levels.

to:

* ''{{Thief}}: ''VideoGame/{{Thief}}: The Dark Project'' (1998) - A groundbreaking FantasticNoir action adventure which introduced the world to master thief Garrett and the {{steampunk}} metropolis called The City. Highly praised, frequently appearing in various "Best Game" ladders to this day. Along with ''Franchise/MetalGear'', '''the''' TropeMaker / TropeCodifier for all modern [[StealthBasedGame stealth games]]. Runs on the the Dark Engine, later used in ''Thief II'' and ''SystemShock II'' as well.
** ''{{Thief}}: ''VideoGame/{{Thief}}: Gold'' (1999) - An UpdatedRerelease / collector's edition of the original, with the main attraction being three brand new levels.



* ''{{Thief}} II: The Metal Age'' (2000) - The succesful sequel to the first ''Thief'' game. Unfortunately, it was also Looking Glass Studio's swan song. The Gold edition never materialized and the third installment (''Deadly Shadows'') was eventually developed with the help of former LGS staff at Ion Storm Austin.

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* ''{{Thief}} ''VideoGame/{{Thief}} II: The Metal Age'' (2000) - The succesful sequel to the first ''Thief'' game. Unfortunately, it was also Looking Glass Studio's swan song. The Gold edition never materialized and the third installment (''Deadly Shadows'') was eventually developed with the help of former LGS staff at Ion Storm Austin.
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* WhatCouldHaveBeen: Many of their games action-adventure or roleplaying game concepts were ditched in favour of different ones as engine testing and development went on over the years. The predecessors of ''Thief'' alone went from a comedic tongue-in-cheek [[ItMakesSenseInContext action game about communist zombies]] to an action roleplaying game set within a DarkerAndEdgier version of the ArthurianMythos to what would eventually become a prototype for the first game in the series.


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* WhatCouldHaveBeen: Many of their games action-adventure or roleplaying game concepts were ditched in favour of different ones as engine testing and development went on over the years. The predecessors of ''Thief'' alone went from [[AffectionateParody a comedic tongue-in-cheek tongue-in-cheek]] [[ItMakesSenseInContext action game about communist zombies]] to an action roleplaying game set within a DarkerAndEdgier version of the ArthurianMythos to what would eventually become a prototype for the first game in the series.

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* ''Flight Unlimited'' (1999)

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* ''Flight Unlimited'' Unlimited III'' (1999)
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!!Tropes associated with Looking Glass Studios:
* TheDevTeamThinksOfEverything
* WhatCouldHaveBeen: Many of their games action-adventure or roleplaying game concepts were ditched in favour of different ones as engine testing and development went on over the years. The predecessors of ''Thief'' alone went from a comedic tongue-in-cheek [[ItMakesSenseInContext action game about communist zombies]] to an action roleplaying game set within a DarkerAndEdgier version of the ArthurianMythos to what would eventually become a prototype for the first game in the series.

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[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/lgslogo_9064.jpg]]
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For a detailed history of Looking Glass Studios, [[http://gambit.mit.edu/updates/audio/looking_glass_studios_podcast/ visit this excellent podcast]], which features detailed interviews with the former developers.

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For a detailed history of Looking Glass Studios, [[http://gambit.mit.edu/updates/audio/looking_glass_studios_podcast/ visit this excellent podcast]], which features detailed interviews with the former developers. \n To see some rare videos showing early concepts of their famous games, go to their [[http://www.youtube.com/user/TheLookingGlassVault official rememberance channel]].
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* ''{{Thief}}: The Dark Project'' (1998) - A groundbreaking FantasticNoir action adventure which introduced the world to master thief Garret and the {{steampunk}} metropolis called The City. Highly praised, frequently appearing in various "Best Game" ladders to this day. Along with ''Franchise/MetalGear'', '''the''' TropeMaker / TropeCodifier for all modern [[StealthBasedGame stealth games]]. Runs on the the Dark Engine, later used in ''Thief II'' and ''SystemShock II'' as well.

to:

* ''{{Thief}}: The Dark Project'' (1998) - A groundbreaking FantasticNoir action adventure which introduced the world to master thief Garret Garrett and the {{steampunk}} metropolis called The City. Highly praised, frequently appearing in various "Best Game" ladders to this day. Along with ''Franchise/MetalGear'', '''the''' TropeMaker / TropeCodifier for all modern [[StealthBasedGame stealth games]]. Runs on the the Dark Engine, later used in ''Thief II'' and ''SystemShock II'' as well.
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A legendary game development studio of the 1980s and especially the [[TheNineties 1990s]], creator of many [[GenreBusting revolutionary and groundbreaking]] game titles, especially first person action adventure games. It was based in Cambridge, Massachusets. Its former staff members include major game design personalities like Ken Levine. Most of the former staff found a home at {{Creator/Irrational Games}}, formerly an affiliate developer studio of LGS.

to:

A legendary game development studio of the 1980s and especially the [[TheNineties 1990s]], creator of many [[GenreBusting revolutionary and groundbreaking]] game titles, especially first person action adventure games. It was based in Cambridge, Massachusets. Its former staff members include major game design personalities like Ken Levine.Levine, Warren Spector and others. Most of the former staff found a home at {{Creator/Irrational Games}}, formerly an affiliate developer studio of LGS.
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A legendary game development studio of the 1980s and especially the [[TheNineties 1990s]], creator of many [[GenreBusting revolutionary and groundbreaking]] game titles, especially first person action adventure games. It was based in Cambridge, Massachusets.

For a detailed history of the company, [[http://gambit.mit.edu/updates/audio/looking_glass_studios_podcast/ visit this excellent podcast]], which features detailed interviews with the former developers.

to:

A legendary game development studio of the 1980s and especially the [[TheNineties 1990s]], creator of many [[GenreBusting revolutionary and groundbreaking]] game titles, especially first person action adventure games. It was based in Cambridge, Massachusets.

Massachusets. Its former staff members include major game design personalities like Ken Levine. Most of the former staff found a home at {{Creator/Irrational Games}}, formerly an affiliate developer studio of LGS.

For a detailed history of the company, Looking Glass Studios, [[http://gambit.mit.edu/updates/audio/looking_glass_studios_podcast/ visit this excellent podcast]], which features detailed interviews with the former developers.
Is there an issue? Send a MessageReason:
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A legendary game development studio of the 1980s and especially the [[TheNineties 1990s]], creator of many [[GenreBusting revolutionary and groundbreaking]] game titles. It was based in Cambridge, Massachusets.

We're working on a better description of the studio's long and rich history, so please be patient.

to:

A legendary game development studio of the 1980s and especially the [[TheNineties 1990s]], creator of many [[GenreBusting revolutionary and groundbreaking]] game titles.titles, especially first person action adventure games. It was based in Cambridge, Massachusets.

We're working on For a better description detailed history of the studio's long and rich history, so please be patient.
company, [[http://gambit.mit.edu/updates/audio/looking_glass_studios_podcast/ visit this excellent podcast]], which features detailed interviews with the former developers.
Is there an issue? Send a MessageReason:
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* ''{{Thief}} II: The Metal Age'' (2000) - The succesful sequel to the first ''Thief'' game. Unfortunately, it was also Looking Glass Studio's swan song. The Gold edition never materialized and the third installment (''Deadly Shadows'') was eventually developed with the help of former LGS staff at Ion Storm Austin.

to:

* ''{{Thief}} II: The Metal Age'' (2000) - The succesful sequel to the first ''Thief'' game. Unfortunately, it was also Looking Glass Studio's swan song. The Gold edition never materialized and the third installment (''Deadly Shadows'') was eventually developed with the help of former LGS staff at Ion Storm Austin.Austin.
----
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* ''SystemShock II'' - Co-developed with their recently founded sister studio, {{Creator/Irrational Games}}.

to:

* ''SystemShock II'' (1999) - Co-developed with their recently then-recently founded sister studio, {{Creator/Irrational Games}}.
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* ''{{Thief}}: The Dark Project'' (1998) - A groundbreaking FantasticNoir action adventure which introduced the world to master thief Garret and the {{steampunk}} metropolis called The City. Highly praised, frequently appearing in various "Best Game" ladders to this day. Along with ''MetalGearSolid'', '''the''' TropeMaker / TropeCodifier for all modern [[StealthBasedGame stealth games]]. Runs on the the Dark Engine, later used in ''Thief II'' and ''SystemShock II'' as well.

to:

* ''{{Thief}}: The Dark Project'' (1998) - A groundbreaking FantasticNoir action adventure which introduced the world to master thief Garret and the {{steampunk}} metropolis called The City. Highly praised, frequently appearing in various "Best Game" ladders to this day. Along with ''MetalGearSolid'', ''Franchise/MetalGear'', '''the''' TropeMaker / TropeCodifier for all modern [[StealthBasedGame stealth games]]. Runs on the the Dark Engine, later used in ''Thief II'' and ''SystemShock II'' as well.
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* ''[[Ultima Underworld]] II: Labyrinth of Worlds'' (1993)

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* ''[[Ultima Underworld]] ''{{VideoGame/Ultima Underworld}} II: Labyrinth of Worlds'' (1993)
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* ''Ultima Underworld II: Labyrinth of Worlds'' (1993)

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* ''Ultima Underworld ''[[Ultima Underworld]] II: Labyrinth of Worlds'' (1993)
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* ''Ultima Underworld'' (1992)

to:

* ''Ultima Underworld'' (1992)Underworld II: Labyrinth of Worlds'' (1993)
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A legendary game development studio of the 1980s and especially the [[TheNineties 1990s]], creator of many [[GenreBusting revolutionary and groundbreaking]] game titles.

We're working on a better description, so be patient.

to:

A legendary game development studio of the 1980s and especially the [[TheNineties 1990s]], creator of many [[GenreBusting revolutionary and groundbreaking]] game titles.

titles. It was based in Cambridge, Massachusets.

We're working on a better description, description of the studio's long and rich history, so please be patient.
Is there an issue? Send a MessageReason:
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A legendary game development studio of the 1980s and especially the 1990s, creator of many [[GenreBusting revolutionary]] game titles.

to:

A legendary game development studio of the 1980s and especially the 1990s, [[TheNineties 1990s]], creator of many [[GenreBusting revolutionary]] revolutionary and groundbreaking]] game titles.
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* ''{{Thief}}: The Dark Project'' (1998) - A groundbreaking FantasticNoir action adventure which introduced the world to master thief Garret and the {{steampunk}} metropolis called The City. Highly praised, frequently appearing in various "Best Game" ladders to this day. Along with ''MetalGearSolid'', '''the''' TropeMaker/TropeCodifier for all modern [[StealthBasedGame stealth games]]. Runs on the the Dark Engine, later used in ''Thief II'' and ''SystemShock II'' as well.
** ''{{Thief}}: Gold'' (1999) - An UpdatedRerelease/collector's edition of the original, with the main attraction being three brand new levels.

to:

* ''{{Thief}}: The Dark Project'' (1998) - A groundbreaking FantasticNoir action adventure which introduced the world to master thief Garret and the {{steampunk}} metropolis called The City. Highly praised, frequently appearing in various "Best Game" ladders to this day. Along with ''MetalGearSolid'', '''the''' TropeMaker/TropeCodifier TropeMaker / TropeCodifier for all modern [[StealthBasedGame stealth games]]. Runs on the the Dark Engine, later used in ''Thief II'' and ''SystemShock II'' as well.
** ''{{Thief}}: Gold'' (1999) - An UpdatedRerelease/collector's UpdatedRerelease / collector's edition of the original, with the main attraction being three brand new levels.
Is there an issue? Send a MessageReason:
None


* ''{{Thief}}: The Dark Project'' (1998) - A groundbreaking FantasticNoir action adventure which introduced the world to master thief Garret and the {{steampunk}} metropolis called The City. Highly praised, frequently appearing in various "Best Game" ladders to this day. Along with ''MetalGearSolid'', '''the''' TropeMaker/TropeCodifier for all modern StealthBasedGames. Runs on the the Dark Engine, later used in ''Thief II'' and ''SystemShock II'' as well.

to:

* ''{{Thief}}: The Dark Project'' (1998) - A groundbreaking FantasticNoir action adventure which introduced the world to master thief Garret and the {{steampunk}} metropolis called The City. Highly praised, frequently appearing in various "Best Game" ladders to this day. Along with ''MetalGearSolid'', '''the''' TropeMaker/TropeCodifier for all modern StealthBasedGames.[[StealthBasedGame stealth games]]. Runs on the the Dark Engine, later used in ''Thief II'' and ''SystemShock II'' as well.
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A legendary game development studio of the 1980s and especially the 1990s, creator of many [[GenreBusting revolutionary]] game titles.

We're working on a better description, so be patient.

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!!Games developed by Looking Glass Studios
* ''Ultima Underworld'' (1992)
* ''SystemShock'' (1994)
* ''Flight Unlimited'' (1995)
* ''Terra Nova:Strike Force Centauri'' (1996)
* ''Flight Unlimited II'' (1997)
* ''{{Thief}}: The Dark Project'' (1998) - A groundbreaking FantasticNoir action adventure which introduced the world to master thief Garret and the {{steampunk}} metropolis called The City. Highly praised, frequently appearing in various "Best Game" ladders to this day. Along with ''MetalGearSolid'', '''the''' TropeMaker/TropeCodifier for all modern StealthBasedGames. Runs on the the Dark Engine, later used in ''Thief II'' and ''SystemShock II'' as well.
** ''{{Thief}}: Gold'' (1999) - An UpdatedRerelease/collector's edition of the original, with the main attraction being three brand new levels.
* ''Flight Unlimited'' (1999)
* ''SystemShock II'' - Co-developed with their recently founded sister studio, {{Creator/Irrational Games}}.
* ''{{Thief}} II: The Metal Age'' (2000) - The succesful sequel to the first ''Thief'' game. Unfortunately, it was also Looking Glass Studio's swan song. The Gold edition never materialized and the third installment (''Deadly Shadows'') was eventually developed with the help of former LGS staff at Ion Storm Austin.

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