The sequel to "Bad Debts" is everything that mission was and more.
The City in this mission is even more dark and grungy, and the extra gothic touches increase the atmosphere. It is more immersive, haunted, creepy.
The layout, pathing, and map are much improved. The twisting, interconnected streets feel very natural, like the way loosely-planned city streets feel in real life, yet the fact that the city is situated on gradually sloping terrain provides a natural orientation. Indeed, the fact that the very begins at the highest elevation and must descend into the city's "depths" is an appropriate image.
But this is a "Thieves Highway" mission, so you'll be spending a lot of time in the city's heights, crawling on ledges and pipes and suspended chains. Compared to "Bad Debts" this is much more satisfying, with more connecting branching paths, and a greater sense of spectacle. While "Bad Debts" was mostly memorable for a few hidden and side areas, "Disorienation" grabs you with areas out in the open. The "Thieves Highway" that takes you over the canal and its many waterfalls is one of the most impressive routes I've taken in a Thief FM, and the way it connects to both the streets and the sewers provides a satisfying sense of urban exploration. And this is not to say the mission skimps on hidden areas. Aside from the requisite Keeper sanctuary, there are at least a couple truly macabre chambers of horrors I won't be forgetting soon, one of which I discovered for the first time on my second playthrough. And there's still more I missed: truly a great Thief FM is one that keeps you coming back to discover more.
The story is also a step up from "Bad Debts." The main mission is a little revenge scheme, but before you can break into your target's estate you have to play a practical joke on someone, by stashing a body in their bed... all this is explained digetically by a note in your inventory, which is a nice touch. The mission therefore can involve a bit of backtracking, but it covers a much smaller area than in "Bad Debts." And aside from the main plot, there is plenty of extra detail about the city hidden throughout the mission, both in the form of texts and in other forms, that really make this mission's world come alive.
It's a bit unfortunate, then, that completing the final goal is almost trivial. Your target's estate is almost empty of life, so as long as you're not trying to ghost the mission, it shouldn't be hard to pull off, making it a bit of an anticlimax if you've saved it for last. And on the subject of criticisms, there are at least a few ways to climb outside of the playable area—kind of breaking the immersion in an otherwise excellently-designed vertical city mission.
But those issues aside, "Disorientation" is one of the most classic city missions in the annals of Thief, a must-play for anyone who's a fan of the game.
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star 9 / 10
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