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Thief: The Dark Project : ウィキペディア英語版
Thief: The Dark Project

| genre = Stealth
| modes = Single-player
}}
''Thief: The Dark Project'', also known as ''Thief 1'' or simply as ''Thief'', is a 1998 first person stealth video game developed by Looking Glass Studios and published by Eidos Interactive. Set in a medieval steampunk metropolis called the City, the game follows Garrett, a master thief trained by a secret society. An expanded edition of the game, ''Thief Gold'', was released in 1999.
''Thief'' was the first PC stealth game to use light and sound as game mechanics. Its use of first-person perspective for non-confrontational gameplay challenged the first-person shooter market, which led the developers to call it a "first-person sneaker". The game combines complex artificial intelligence with simulation systems to allow for emergent gameplay. ''Thief''s influence has been traced to later stealth titles such as ''Tom Clancy's Splinter Cell'' and ''Hitman''.
The game received critical acclaim and has been placed on numerous hall-of-fame lists. With sales of half a million units by the year 2000, it is Looking Glass' most commercially successful game. ''Thief'' was followed by a series of three sequels: ''Thief II: The Metal Age'' (2000), ''Thief: Deadly Shadows'' (2004) and the reboot ''Thief'' (2014). Looking Glass closed after ''Thief II''s release, and so the latter two games were developed by Ion Storm and Eidos Montreal, respectively.
==Gameplay==

''Thief'' takes place from a first-person perspective in a 3D environment. As a stealth game, it emphasizes evasion over confrontation, and the player character has limited combat proficiency and damage resistance. Shadows may be used to avoid notice; a monitor on the heads-up display (HUD) indicates the player character's visibility level.〔 The player character may lean, crouch, climb, swim and run, among other actions.〔 Surfaces cause varying amounts of noise; for example, carpet is quiet and ceramic tiles are very loud. The player receives information about non-player characters (NPCs) through sound,〔 such as the surface on which they are walking, their proximity and suspicion level.〔 The player may use sound, such as a thrown object, to distract NPCs. Each of the game's 12 levels has objectives, such as the theft of a specific item, that must be completed before another level is reached. The game's three difficulty settings alter objectives, paths through the level, and other aspects.〔 Levels are largely unscripted, and allow for emergent gameplay.
The game's NPCs feature artificial intelligence (AI) systems that detect unscripted visual and aural cues; if a NPC sees or hears the player character, it becomes suspicious. Depending on its level of suspicion, a NPC might ignore the cue or begin to actively seek the player.〔 NPCs detect clashing swords, other NPCs' voices,〔 and changes to their environment, such as blood stains, opened doors and fallen bodies.〔〔 The game contains both "guard" and "servant" NPCs, who vary in their reactions to the player character: guards call out an alert and attack, while servants will run for help. If a guard is significantly injured, it will try to escape.〔 The game features non-human characters, such as zombies, and certain levels contain survival horror elements.〔
The player character possesses a blackjack and a sword, which incapacitate and kill NPCs, respectively. The game features a sword-combat system for direct confrontations; it contains three directional attacks and the ability to parry.〔 Fallen bodies may be picked up and hidden.〔 The game's bow may be used for ranged attacks or as a tool; for example, "water arrows" extinguish torches while "rope arrows" lower a climbable rope.〔 Other tools include lockpicks, "flashbombs" and speed potions, among other things.〔 Weapon and item inventories are displayed in the bottom corners of the screen; the player cycles through them to select objects. Equipment may be purchased between levels.〔

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
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