4.25.2014

The Material and Medieval Book in Eidos Montreal's Thief


Like several works of entertainment in the “steampunk” genre, Thief is a cacophonous combination of medieval and Victorian—or even, possibly, Victorian ideas of the medieval combined with 21st century ideas of the Victorian and Victorian ideas of the medieval…or something. From the technologies, art design, cityscape, to the characters and their lifestyles. Another recent title also emphasizes this blend of the medieval, Victorian, and modern technology (see The Order 1886). Of course, the Final Fantasy series blazed trails in this regard, with Final Fantasy VI (FF3 for SNES owners in the US) even featuring an epic storyline that pitted magic (the medieval) versus technology (the modern). You can guess which force was labeled most dangerous and untrustworthy.  Why these two periods, of all periods, should go together is an interesting question, and one that, among other authors and texts, takes us back to the Victorian poet who revived the Arthurian saga. Lord Alfred Tennyson sought a return of a chivalric ideal, not unlike Malory did in his own time. But Tennyson had his own intents and purposes, and wasn’t merely resurrecting the medieval.


Thief itself is scarcely medieval. As you move through the levels, only the mood evokes a vague sense of the Middle Ages. For everywhere there is technology—electricity is evident even in the alleys—that breaks the fantasy one is inclined to have of navigating medieval streets. In some places, the streets are lit by electric powered streetlights. In others, there are torches. Still sometimes you find the two sources of light in the same space—this is a world in transition or stuck between two eras.


Electricity in Thief's otherwise medieval streets


The torch-lit (medieval-powered) alleyways combined with electricity.
Yet there’s a kind of darkness that is also pervasive and that calls to mind the biased pejoratives associated with the West’s repressed era. In a sense, this is very much the dark ages, despite the advancements in technology. Indeed, the technology itself has been put to use by a criminal mastermind in order to engineer a new kind of plague – the medieval returns, bolstered, rather than tamped down, by technological futurism (a theme found in Final Fantasy VI as well).

Thief presents a hodgepodge of contemporary ideas about Victorian and Medieval England. The player-avatar navigates a Dickensian London with medieval elements and gameplay. At a critical stage in the story, the player descends underneath this city into the ruins of a scriptorium the architecture of which is clearly inspired by that of the Anglo-Saxons. It is as though the makers of the game are conscious of the historical layering they are performing: they make it clear that they are building their steampunk world atop the medieval.

You come to discover that these ancient ruins (replete with runic inscriptions in the Anglo Saxon mode) underlying the city structure the central narrative of the game. Your avatar, the master thief Garrett, is first sent there to recover a book. What he finds is a medieval scriptorium and tons of books, even remarking in monoloque on how his work is cut out for him because he only needs one—but which one? Bibliophobia in an age that has moved beyond the book? This quip by the avatar would certainly appeal to many of my undergraduate students, who, in the required lit class all liberal arts students must take, usually let me know that they don’t like to read (excepting facebook, twitter, and whatever other fangled social media sites they frequent; “reading” for some reason is only associated in their minds with that very ancient medium of the book). Reading, 
At the entrance to the ruins/medieval scriptorium.
however, becomes important in many games, and Thief is no exception: it is a combination of hermeneutics and map tracing that pulls Garrett through to finish the job. For instance, you must decode the significance of rune-like graphemes in order to progress through, and solve the primary puzzle of, this ancient space.  This ties together with the spatial layering of the game insofar as it suggests a palimpsest: the game’s designers have included this relatively authentic medieval space as the substrate to their steampunk neomedieval city—explicitly acknowledging the palimpsest-like nature of their work, and allowing the player to explore the layers beneath to find a less mixed presentation, and even going so far as to include in the gameplay the need to translate an ancient writing system. Mastering what is written and in place beneath Thief is the key to successfully navigating the surface world.

Just some brief thoughts on this game.

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