My second fan mission, and my second Thieves' Guild overhaul. I played Rogue's Lair (2024) yesterday, an ambitious expansion of the original experience (I gave it a 7/10). Intertheft is less grandiose, but I believe this is a strength.
Intertheft is more focused, tighter, and cozier. Areas feel more varied than in Rogue's Lair. Interiors are decorated in a more cozy, Thief 1-ish fashion, while being a lot richer than what we saw in the original. The mansions feel more logically constructed than they do in Rogue's Guild (or the OG), sacrificing size for the warmth we're used to playing levels like Bafford's Manor.
There is one minor nitpick, along with one possible bug I ran into. Firstly, I think having to use a Rope Arrow to gain access to Thom's and the other guy's rooms is a bit excessive. Secondly, the enemy holding the pressure key (if I recall correctly) had somehow found himself into the shallow pool of water next to the gates. It was quite a hassle to knock him out (you cannot use weapons while submerged, even partially), and after that, I had to try to somehow prevent him from drowning "by my hand". I succeeded after a lot of tries.
In Rogue's Lair, I felt like something was missing. There was a creepy atmosphere, but the focus was never on creepy places or enemies (just thieves). The atmosphere of this FM is a lot more fitting for the thieves. The slimy sewer, richly decorated manors and cozy-feeling restaurant/casino are just great. I have to say I prefer this one. It feels a lot more intimate. And let's all ignore the OG Thieves' Guild from now on.
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