Can I just say; Garrett should totally just buy a second set of lockpicks. Seriously, they cost him one horn of quintus, and with how many FMs involve re-stealing it, just... get some futureproofing already.
Or maybe he has done that, and Garrett has just left a trail of lockpicks across the entire city already because he is so clumsy with them.
Speaking of seeing though, this mission looks awful. You see, in thief there are a set of building assets that are used to create the impression of a city beyond the mission limits. These buildings look terrible up close, so they are placed in such a way that the player never gets close, or even has a reason to look at them.
Here these distant buildings are used liberally for the player to walk up to and around. Saves a lot of brushes, but looks just as bad as it sounds. Usually I would assume the author was just bad at making things, but there are in odd corners genuinely good bits of brushwork and design. The problem here wasn't ability, it was effort. This mission is lazily built.
The mission is structured as a traditional city mission. Vast areas to explore, multiple smaller "heists" to perform, most of which have an objective attached. A handful of places where buildings link in unexpected ways. However the downside of the streets themselves being so poorly built is the author doesn't have the design space to link things together in a cohesive way. As you might also expect, the objectives themselves are not particulaly well signposted.
There are a couple of neat things to be found if you really squint. I was genuinely amused when I realized undead took damage from being in the chapel for example. But these neat things are few and far between.
Sadly, this mission is just bad. It's not an enjoyable time, and I do not want to play it ever again.
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