After "A Short Night's Work" and "Three Crowns" I admittedly had a lot of expectations (even though I felt mixed about the latter), probably way too much, since this mission unfortunately couldn't really live up to it. I don't mind the blocky brush work at all (some previous reviews have mentioned it) - actually, I adore simplistic geometry a lot. My problem was rather how the mission could rarely surprise me with the places it lead me to. It is a relatively old mission at this point, and considering that, the environment is pretty decent. But compared to the absolutely wild and imaginative rollercoaster of "Three Crowns", or the (in my book at least) much more inspired cityscapes of "A Short Night's Work", this one rather felt a bit dull.
I still really like the style of the author though - the linear, but circular map layouts are refreshing (compared to the usual practices of Thief fan mission designers) - but I think it's more enjoyable when some distinct themes are used for variety. I think I'll rather remember this mission for its story.
Last but not least, two things that have bothered me quite a lot:
1. If you exit the mansion and return to the starting area, you have to go around once again if you need to go back to something (forgot the evidence note there).
2. The loot requirement on Normal was fine, but considering how scattered everything was, the requirements of Hard and (especially) Expert seemed a bit unbalanced.
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star 7 / 10
I think of Short Night's Work as some kind of enhanced "remix" of Augustine's Revenge -also "low-key" city mission but bigger, better, badder. I like this one more, but surely it is not without its drawbacks. Perhaps you may like Nigel's Hidden Treasure more - it was made after AR, and is quite varying as well as Three Crowns. Perhaps to the point when it felt a bit too much varying and exhaustive in my opinion.
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Thanks for the recommendation, Mike, I'll make sure to play Nigel's Hidden Treasure the next time.
By the way, AR has one advantage over ASNW: there are no strange abandoned looking dead ends with doors and switches you can't interact with. I suspect that Bryan was perhaps pushed a bit too far by his own ambition with ASNW, but I still respect the end result quite a lot. But there story is, I think, much-much better over here.
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