First map is beautiful in it's architecture but it suffers from a certain linearity. The city and the rooms feel big in a good way, and it's aesthetics reminds me more of Calendra's, The Sword, Bafford's Manor, the magic aspect of Thief 1. Started ghosting but it was too narrow for me. Any time you come across an obvious detour, it is not an alternate route but a small alcove or distraction that ends up very shortly with always a reward in the form of an arrow or some loot; one of them has what I call a "storytelling reward" in the form of the corpse of a guy with a huge sword on his back... but the note by the body says he's a thief that can't go out now because there's a guard outside, and the place the body's in would barely allow someone swinging a sword like that. It's an inconsecuencial detail but it feels poorely thought out. On the other hand, in the pub's basement you find not one but two readables that outright say that if you steal a single wine bottle, the guard will get sacked. It reminded me of Widow's Moira from T3 and the "fix" fans modded because they felt guilty having to take her money, and the detail of morality contradicting non-essential gameplay is not something you see that much in FMs. I took three bottles.
Second mission I didn't really like. I find it incredibly hard to point out why. You're in a hammerite compound but it doesn't feel like it somehow. There's a mansion way to little for it to be, connected to halways to something that's part of the compound but feels like streets but they clearly aren't, connected to a crypt. It's great at the details; the way shadows are painted, or the little detail of the security lights at the basement. But it doesn't coalesce into somethig that makes sense.
Started the third and once again, the city feels pointlestly big. Having trouble finding reasons to continue.
(Will continue?)
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