Thief is not well suited for building forest missions, and most previous attempts have created what seem to be forest-textured corridors with the odd cylindrical tree stuck in to liven things up. This FM is one of those which come close – but if you look behind the façade, the paths still look like corridors. If you accept this (a fault of the engine, not the level designer), you get an atmospheric mission filled with mist, rain, and the mysteries of a forest environment. It also leans on high-resolution assets. These are often used in a clumsy way, but here, everything is tasteful and in place, and as cohesive as the technology allows.
Unlike other contest missions which sought to build upwards, this one is almost curiously flat (which enhances the artificial feeling – I believe it would have been better off as a non-contest release). As a tradeoff, it is sprawling, and features multiple fairly large sites to plunder, any of which could have made for its own mini-mission. The attention to detail, and the range of things you can do, is impressive, with good writing throughout. Some of the gameplay is not entirely fair; this would be a very hard mission to ghost (if it is at all possible), and the cramped, tunnel-like building style is responsible. However, it solves a challenge which most FMs fail at, and makes for a large, satisfying mission in the bargain.
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star 7 / 10
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