Category Archives: Eidos

Play it now — Thief

Before there was Sam Fisher, there was Garrett.

An orphan in a sprawling ancient city that teeters on the uneasy knife-edge of steampunk technology and magic, Garrett grew up on the streets picking pockets and cutting purses. One day, he tried to cut the purse of a Keeper.

The Keepers are a secretive organization that strive to maintain a balance of the various forces and factions, their own powers revolving around mysterious, powerful glyphs, and a jumbled series of prophecies foretelling what is to come. The Keepers have a substantial complex within the city, but it is guarded by their glyphs, and nobody ever notices that it is there.

Likewise, a skilled Keeper may pass unseen through a crowd, not invisible, but unnoticed. So, that Garrett saw the Keeper at all, let alone got close enough to try to snatch his purse, it was remarkable indeed.

The Keeper lured Garrett with the promise of a better life, and Garrett became an acolyte in the Keeper order.

There, he was trained, was subjected to the Keeper’s strict rules, learned little of their secrets, and heard much of their lies.

Garrett abandoned the Keepers and returned back to the streets, exercising his new skills as a professional thief. An amateur steals for themselves, a professional steals for another, and the decadent old city was full of intrigue, and jealousy, and all manner of things that people with money wanted for themselves, but that could not be bought.

Garrett delivered. When he was hired to acquire something through his network of fences and contacts, that thing softly vanished from its place. Walls and guards and locks and hiding places did not stop him.

He was, as some said, the greatest thief the city had never seen.

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Game 2: Return of the Game

When there’s something I really enjoy, be it a book or a movie or a game — things I particularly liked — and I hear that there’s going to be a sequel, my immediate reaction is largely one of disappointment.

Sure, I’m intrigued, but suspicious … and with good reason. Nowhere does the immediate bitter taste of disappointment come so strongly than with games.

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Play it now: Project Eden

The Earth has become overpopulated. Cities just grow up and up and ground-level is something that most people — the lucky ones — never get near. Even the rundown and decrepit levels just below the clean, shiny, and urbane upper-city are the turf of the homeless, the hopeless, the diseased and the gangers. And things get just get worse further down.

But there’s something brewing. Something calling. A piece of the past that refuses to sleep.

Core Design, which was established in 1988, is a design studio I think of fondly, although the studio is essentially gone these days. The name is still the property of Eidos Interactive who acquired them as a part of CentreGold back in 1996. Core Design was responsible for Tomb Raider, but Project Eden was probably their finest PC game.

You can still find Project Eden in game-store budget bins for just a few dollars (skip the console version, the PC version is vastly superior, as usual). The game scored above average reviews, except for Computer Gaming World who gave it a miserable 1.5 out of 5. CGW’s influence was fairly widespread then, and coupled with some launch bugs and an astonishing lack of advertising, Project Eden barely sold through at retail despite shipping a lot of copies, making it one of the best games that you’ve never played.

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