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Thief II: The Metal Age is a stealth video game developed by Looking Glass Studios and published by Eidos Interactive in March 2000. Like its predecessor Thief: The Dark Project, the game follows Garrett, a master thief who works in and around a steampunk metropolis called the City.
Thief was released by Eidos Interactive on December 1, 1998 in North America and on December 4 in the United Kingdom. [2] [1] An expanded edition of the game, Thief Gold, was released by Looking Glass and Eidos on November 2, 1999. [65] [66] It features three new missions, and improvements to the original 12.
Thief II uses a revised version of the Dark Engine, and therefore it is difficult to open levels created for Thief with DromEd for Thief II. ShockEd is not compatible with any Dark Engine games aside from System Shock 2. However, basic level geometry can be moved between editors using a geometry export feature called "multibrush".
Strategy Guide Table of Contents Starting the Game General Tips Mini-games and Puzzles Chapter 1-A New Friend Chapter 2-The Watchers Chapter 3-Blacklore's Scrolls Chapter 4-The Secret Room Chapter ...
Tips Section -. Co-Op. In the bare-bones way of putting it - PayDay 2 is a co-op game, which means that to get maximum fun out of it, you need to get online or connect with friends.
[1] The series consists of Thief: The Dark Project (1998), Thief II: The Metal Age (2000), Thief: Deadly Shadows (2004) and Thief (2014). An expanded version of Thief: The Dark Project, titled Thief Gold, was released in 1999 and features three extra maps and a number of bug fixes. Looking Glass Studios developed both The Dark Project and The ...
The Book Thief is a historical fiction novel by the Australian author Markus Zusak, set in Nazi Germany during World War II. Published in 2005, The Book Thief became an international bestseller and was translated into 63 languages and sold 17 million copies. It was adapted into the 2013 feature film, The Book Thief.
Using theories of interactive horror design developed by Smith in 2000, the team sought to create the scariest level ever to appear in a game. They took influence from works such as House of Leaves , Session 9 and the Silent Hill series, and they studied mental asylums and reportedly haunted buildings for inspiration.