But the geometry that could be created was stunning - from courtyards to cathedrals, levels allowed clever use of light and shadow.
Also I suppose almost the entire Halo franchise was always about that.
If memory serves, the only thing my 3dfx Voodoo3 could do that software-only mode could not was surface reflections. Maybe something with colored lighting too, it's been a long time. Point is, it was a decent enough substitute for dedicated graphics hardware.
I think what modern games have lost, that some of these late 90s titles absolutely nailed (Thief in particular), is the sound design and ambiance, which is just so dang evocative. Even the smallest incidental sounds had so much character. Picking up an item, pulling a lever, footsteps on the floor.
Modern games use such flat sounds for everything. Sure it's more realistic, at the cost of character and vibe.
re: the graphics - I don't remember being particularly underwhelmed by the graphics, but I didn't play many contemporary titles to compare it to. I was drawn-in by the System Shock franchise, but otherwise didn't really game.
For me the horror element came from the voice acting on the audio journals, the voices of "the many", and those goddamned cyborg assassins.
Compare:
SS2 unmodded: https://imgur.com/psb30TT
Deus Ex unmodded: https://imgur.com/TWjoNSV
Obviously neither game is a marvel of graphical fidelity, but SS2 has these distorted proportions that make the characters look like inflatable sex dolls that were stored in the same supply closet as the Necronomicon and now they're all weird and whispering of incomprehensible horrors. Like the polygons don't really correspond to the anatomy of the character at all, which is something that contemporary games were beginning to figure out.
I really like SS2 (and Thief 1 & 2, and Deus Ex for that matter), and I don't really mind them not looking that great. But man they did not look that great by late 90s early 00s standards..
https://www.filfre.net/2025/10/a-looking-glass-half-empty-pa...
New gigantic maps full of secrets, style faithful to the original, weird universe, new story with cutscenes and voice acting. https://www.ttlg.com/forums/showthread.php?t=152429
I am not affiliated, just a fan.
1. The essentials: TFix (https://www.ttlg.com/forums/showthread.php?t=134733) and T2Fix (https://www.ttlg.com/forums/showthread.php?t=149669)
2. The best place to find Fan Missions (FMs) is https://www.thiefguild.com/fanmissions/ , and the best GUI to manage & play them is https://github.com/FenPhoenix/AngelLoader .
3. For a good “enhanced, yet true to the original” visual textures + models pack, grab https://github.com/NamelessVoice/Thief-Enhancement-Pack
4. These days even Thief III is enjoyable, thanks to the https://www.moddb.com/mods/thief-3-sneaky-upgrade megapatch doing crazy things like stapling back together maps that had to be cut-with-loading-screen due to Xbox limitations!
- The Black Parade is a single experience: one campaign with a beginning and end, on the oldschool Thief I foundations. Nothing more, nothing less.
- The Dark Project as of today is more of a “platform”: a modern base engine for creators and players who want a shinier Thief, and who acknowledge that with today’s graphical standards comes extra effort to create a satisfying map/campaign (need bigger assets, less “blunt” architecture, etc). To add to the “platform-ness”: as of today, out-of the box TDP has only a couple built-in missions and no meaty story arc. There are many excellent 3rd-party Fan Missions (maps in Thief lingo, go visit https://www.thiefguild.com/fanmissions/ ) for TDP, but it’s not “a game” the way Black Parade is clearly a game. This is not a judgement call and I had an excellent time with many TDP maps, and community members do discuss expanding the campaign & story... but for now it’s more of a technical foundation to download maps and tinker with, than “a game” :) . You can do some spelunking on the TDP forums if you want more details, the maintainers make no mystery of this.
The above post -which I can no longer edit- compares The Black Parade / TBP (a mod for Thief I / The Dark Project / TDP) to The Dark Mod (TDM, a mod for the doom3 engine). Phew :D
As for the original question of comparing TBP to TDP: I’m personally not fond of Thief I and prefer Thief II, as it focuses on what works: stealth! Thief I is wildly creative, but also full of muddy combat with unconvincing monsters & zombies, and annoying maps / missions. So, to me, TBP (which is pleasingly weird and avoids TDP gameplay pitfalls) kinda beats its parent game TDP at its own game.
Hundreds of missions, an amazing Radiant fork maintained by the team, as well as an active and passionate community. They are awesome.
It's wasteful to do this expensive filtering and blending every frame since the player typically sees those blended textures for a large number of frames when they're traversing the environment, so you keep a LRU cache of blended textures around. That's the surface cache.
The gameplay is okay-ish, probably due to nostalgia, but the AI is not the smartest, which creates a lot of fun situations - two guards trying to hit a giant spider inside a locked prison cell with swords, hitting only the cell door, instead of pressing a button next to them to open it, while calling the spider by name of the protagonist. But I remember that it was one of the scariest games for me as a kid, when it suddenly turned into dark fantasy horror from "just a thief game". I really had to push myself to walk past some of the undead and absolutely needed to make sure I cleaned the level thoroughly to be able to walk around comfortably.
The world building, sound design (especially the ambient sound loops) and the aesthetics/general visual style is something really unique that keeps drawing me to this game and it's really telling by how well I remember some of the places, despite having not played the game for 10 years or so.
Really a shame they gutted the franchise with the 2014 game and the very recent VR one.
For the rest, you're limited by supplies you buy or find but I believe it's possible to clear mostly everything if you don't miss. I know because I found myself running around the entire map to find the remaining 1% of the loot goal
I can't recall if they're in Thief 1, but in Thief 2 at least there are guards with helmets which are immune to the blackjack, but afaik none of them are immune to gas arrows/mines.
I don't know though if it would be as good to someone who's played it first before the main game(s)
You probably meant The Black Parade (a mod for Thief I), not to be confused with The Dark Mod (a standalone thief-inspired game based on the Doom3 engine)
TFix also brings back the spatial audio / EAX support that was broken by Vista, which is a huge part of the experience IMO. Highly recommend installing and configuring OpenAL Soft for this game.
The Dark Project is really cool as a platform, and seems like it'd be ideal for that sort of recreation, but the community seems pretty nervous of the legalities of such a project which is a shame.
It's one of the most successful patterns in game dev and it's remarkable it came from 90s game dev where "composition over inheritance" was not at all a virtue like it is today
I want to thank you from the bottom of my heart for the excellent games that you all built in that era. Thief 1 and 2 are part of my formative games. I played it when I was a teen. The lore, the ambient, the thrill of playing a non combat game (well, at least until you get the sword to beat the bad guys in the last stages, in Thief 1). I could never like mainstream games to the same extent all my friends did after playing Thief 1 and 2. They may have had better graphics, but they did not have the same soul, passion and love that those games had.
It was with a lot of sadness that I read about the demise of Looking Glass studio.
To add a funny anecdote to this, I enjoyed the game even though I barely understood the dialogue and text, being a Spaniard. But it was one of those games that sparked my interest to learn English (alongside Zelda, A link to the past xDD)
Zero effort in presentation but the pure gold content proves that the fluff does not matter the slighest.