Genre: Stealth Action
Platforms: Xbox® video
game system from Microsoft and PC
ESRB Rating: Rating Pending: TEEN targeted
Developer: Ion Storm
Publisher: Eidos
Release Date: Spring 2004
Product Description:
You play Garrett, the master thief. Rarely seen and never caught,
Garrett is the best that ever was. Able to sneak past any guard, pick
any lock, and break into the most ingeniously secured residences, Garrett
steals from the wealthy and gives to himself, making his living in
the dark and foreboding City. World weary and cynical, Garrett wants
nothing more than to be left alone to ply his trade. But things never
work out that way.
Features:
- Brand New Game Perspective - Go to 3rd Person
to see Garrett sneak up on guards, climb walls, fight with his dagger,
peek around corners, and more! Cinematic 3rd Person and classic
immersive 1st Person modes are both fully supported and can be changed
on the fly during gameplay.
- Tension-fueled Stealth – Hide in the shadows,
sneak past the guards, or ambush them from the darkness!
- Action Gameplay - Breaking and Entering, Stealing,
Sabotage, Evasion, Espionage, Combat, Assassination, and Setting
up ambushes.
- Huge Arsenal of Thieves' Tools – Including lock
picks, a blackjack, arrows with numerous purposes , wall climbing
gloves, oil flasks, flash bombs, and a dagger.
- Advanced Artificial Intelligence – AI guards
that see and hear, track evidence and suspiciousness, search for
intruders, fight, give chase, and perform lip synching, facial expressions,
and hundreds of lines of real-time dialog.
- Dynamic Lighting and Shadow System – Every character
and object casts a real shadow that dynamically affects stealth gameplay. Dynamically
manipulate lighting to create your own shadows, but make sure your
own shadow doesn't betray you to those who hunt you!
Storyline:
Life is not easy in Garrett's town. Here crime and corruption are
commonplace, wealthy nobles prey on the poor and each other, and magic
and machinery coexist uneasily. Fanatical priests from the Order of
the Hammer seek to exact their version of justice in the name of their
stern and merciless god, the Master Builder. Primitive Pagans, worshipers
of the ancient Trickster god, seek to return the City to primeval chaos
with their strange and supernatural mastery over nature. Each the other's
sworn enemy.
Attempting to stop the fabric of the City from unraveling are The
Keepers, the secret society that trained Garrett in his youth. Garrett
left the enigmatic Keepers long ago, scorning them for their reclusiveness
and for meddling secretly with the fate of the City. But Garrett still
remembers the Glyphs, the Keeper's mysterious language of magic symbols
they use to remain hidden, powerful, and in control. According to the
Glyphs, a Dark Age is approaching. Once again, Garrett's name appears
in the prophecies...prominently.
The Keepers fear this Dark Age more than any before, and though he
is no longer one of them, they turn to Garrett in their hour of need.
Garrett has experience with Keeper prophecies, enough to know that
maybe this time, he should listen to them. He's determined to stop
this darkness before it comes, before someone loses an eye...or worse.
Reluctantly, Garrett begins a cautious collaboration with the Keepers.
They supply the tomes and prophetic Glyphs he needs to avert the approaching
doom, and he supplies the raw nerve, caustic wit, and artistic thievery
that they lack. He sneaks his way through castles, mansions, prisons,
cathedrals, dungeons, and museums, past armed guards, hired muscle,
angry thugs, hideous monsters, and much worse. He's out to steal the
City's oldest treasures - treasures that can help stop the darkness
foretold in the prophecies.
But things quickly go awry. Disaster looms closer with every step
Garrett takes. In his efforts to prevent the Dark Age, he has inadvertently
roused an ancient hidden evil. To make matters worse, the Keepers,
sworn to protect the City and maintain the balance, instead find themselves
decaying from their very core. In their desperate search for the One
who will betray them, their eyes turn to Garrett.
Once again, Garrett finds himself without allies, standing alone between
the City and the forces that would crush it. Will his skills be enough
to save the dying City? Can he survive betrayal, assassins, and war
in the labyrinthine city streets? Will he destroy or be destroyed by
the evil he awoke? And finally, what must