Striking vertical brushwork with a great sense of scale and depth. The city feels large, tall and foreboding. It's great to look up and see just how tall everything is and then notice an open window or two for loot. Nice amount of grappling/jumping around. Lighting is decent.
The quality of writing throughout the mission is excellent. My own writing ability is flawed and rusty, but it's nice to play a mission with English that is written fluently with a fun vocabulary. The story itself is subtle enough to be easily missed but if you make the effort to read everything it does create a satisfying picture.
The one thing that kept taking me out of the experience was the amount of dead ends. Obviously a Thief map has to have limitations in scope. However, a good map will also create the illusion of a larger space by interconnecting areas and signposting/designing the brushwork so as not to make it seem like there are too many invisible walls. The larger main paths/layout does this well enough, but many areas just stop with dead doors or no way to loop back round. They feel tacked on/half-baked and breaks the illusion of scale.
Fan missions like Into the Odd and Alcazar manage to get around this by cleverly interconnecting/overlapping/stacking rooms and designing the visuals so it rarely feels like you get led down a windy path only to hit a completely dead end and have to walk all the way back with only a single piece of loot to show for it.
Apart from that issue, this is a fine mission. A good city romp with some nice gameplay gimmicks.
thumb_up thumb_down Votes: 1
star 7 / 10
Löschen bestätigen
Möchten Sie das gesamte Thema löschen?