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Thread: General Fan Mission Review And Discussion Megathread

  1. #601
    Member
    Registered: May 2008
    T2X Mission 4: Shadowing The Enemy

    What is the story?: You are going to need to hitch a ride on the steam carriage to get to the smugglers hideout which requires you getting a ticket without alerting any of the smugglers of your presence.. This should get interesting!


    How does it play?:
    So after two fantastic missions full of fun gameplay - I knew it was inevitable that one of my least favorite gameplay gimmicks in fan mission history (the ol' forced ghosting dynamic) would rear its ugly head - and here it is.

    Forced ghosting, for me, is never fun. I don't like being told exactly how I have to approach something in a Thief mission (part of the charm of the game is finding inventive ways of doing something) and instant fail objectives are a thorn in my side and have been from the beginning. By now the folks on this fine forum probably know that I'm a terrible ghoster (though scoring dozens of knockouts in a mission to me is much more rewarding than ghosting one) so it is usually a struggle for me to complete missions where long sections require you not to be seen.

    In this mission you are only ghosting your way around the smugglers, so this takes away much of the pain that the objective usually carries. Any guests or guards in the station can see and interact with you without hostility as long as you arent caught doing thiefy things or being somewhere you shouldn't be - which is exactly where you are going to want to go. Thankfully, this makes the mission relatively painless and allows you to complete your other tasks without much frustration, which I am thankful for.

    One thing I did notice is that there was very little to loot or really do in this mission other than to find your way onto the train, and it left the mission feeling a bit empty. On the other side of that however is the terrific voice acting (once again.. well, one guard was questionable) and the conversations and other touches throughout the mission made it feel like it had more of a purpose. I also really enjoyed using the ice arrows for the first time and thought that they were a really clever weapon addition.

    The bustling activity of the train station was great, and having the folks react to you fairly realistically (not attacking you on sight and such) added alot to the value of the mission.. I just wish there had been a bit more to steal.

    How does it look?: The design of the train station once again is strong, but the real standout here is the train section and the dynamic of the train in motion. Its a great effect and really makes you feel as if you are chugging along on a steam powered train filled with nobles and smugglers to the next destination. The decor inside the train is fantastic, and the train station itself was littered with statues and other touches that made it feel authentic and busy. Very well done.

    How does it sound?:
    With the exception of one guard voice in this mission all of the voice acting and sounds were once again top shelf work. The hiss of the train and the rumble of the tracks was great along with hearing all the conversations and mumbling of the citizens in the train station and on the train itself. Very solid stuff, and enjoyable. Careful with the amount of metal while trying to use one of the routes to get onto the train however, you'll certainly need all of those moss arrows available at the loadout screen..

    So what is the verdict: Personally, this mission is not for me. Forced ghosting and 'tailing a target' objectives usually signal a mission change for me as I just don't get any pleasure out of playing them. That being said - if detective like trailing and sneakery are your things, you'll be perfectly suited for this mission and it will do well for you.

    Check this mission out if you enjoy:
    Ghosting, trains, escort missions, mechanists.

    Screens:


    The fella admiring this train must have been wondering how they even fit people inside it in the first place.



    Those mechanists and their statues.



    Strangely, they were not wearing their usually greenish blue uniforms for this outing.



    One of the many great conversations.



    All aboard the disco train! Choo Choo!



    Its a shame, dressing midgets up in a getup like that.



    Nobles. Its all about eating, drinking and gambling. Not that its a bad thing.



    Ahh, this looks comfortable. Might have a nap before I rob someone, get discovered and then spend the rest of the trip hiding under the train with the luggage.

  2. #602
    Member
    Registered: May 2008
    T2X Mission 5: Redistribution Game

    What is the story?: You need to sabotage the smugglers with something bigger than just picking a few of them off – find out if they have any enemies and don’t get noticed while doing so. Also, find out who is running the show.

    How does it play?: Alright, now that we're out of the forced ghosting of the previous mission (again, not my thing, you may find it just fine) we can get into some.. more forced ghosting and trailing. Really?

    The good news is that we get a change of venue - the bad news is that now we have nothing but smugglers populating the mission, and none of them can notice you while you do your thing. At this point if you are not a fan of being forced to ghost, this mission could be a chore to you. Luckily we're given plenty of water arrows and not many electric lights to deal with, so as long as you keep your shadow creation up to a maximum, you should make it through this mission alright.

    Ghosting objective aside, this mission has the possibility gameplay wise to be great fun regardless of your play style depending on how you approach it - and though it makes sense to not cause any trouble from a story perspective, I think a "no kill" objective would have worked alot better for me personally and I would have had alot more fun with the mission.

    How does it look?: The smugglers hideout is well built and designed, and I really liked the overall feel of it - you really did feel like you stumbled upon a grimy dirty hole-in-the-wall fortress full of undesirable types and the overall atmosphere and feel worked really well. The architecture is interesting and rubble and water here and there are perfectly placed to make the hideout feel as if it is truly falling apart over time. Very well done.

    How does it sound?: From the rushing water of the waterfall to the sound of the smugglers conversations and arguments with each other, everything sounds great and adds a ton of personality to the mission itself. Once again you'll want to be sure to stick close to any smugglers in pairs to hear what they'll have to say.

    So what is the verdict?:
    An entire mission with a forced ghosting instant fail objective that is heavily populated and has long patrol routes? Not for me. I'm sure alot of folks will find this mission fantastic, so I really recommend you give it a try if you don't mind having instant fail on sight objectives - but I won't be revisiting this one again in the near future.

    Check this one out if you enjoy:
    Ghosting, hideout style missions, swimming, human enemies.

    Screens:


    Normally I'd sink an arrow into him just for fun, but not in this mission - we've gotta make sure no one hears so much as a mouse fart.



    Some.. interesting stone formations.



    The design of the smugglers hideout was really well done.



    This guy does not look happy.



    Keep your water arrows handy in this one.



    I tried jumping into the well from the upper level but went crashing into the roof of it.



    Impressive digs for a bunch of ruffians.



    This is where the unmentionable happens.
    Last edited by SneakyJack; 4th Apr 2009 at 21:01.

  3. #603
    Member
    Registered: May 2008
    T2X Mission 6: A Question Of Knowledge

    What is the story?: You need to find out who is in charge of the hammers and where he is located - this will be instrumental in 'acquiring' their assistance in the smuggler situation. You'll also need to figure out how you can.. encourage.. them to help you.

    How does it play?:
    After the double dose of forced ghosting madness this mission was just what I needed to lift my spirits back up and get me to throw myself back into the overall campaign - and because it is a huge Hammer mission (my favorite faction) we're right back in business and certainly in for a treat.

    The main building in the mission is a huge Hammer temple that is not only well designed but looks really stunning. The lighting inside the building is excellent and you'll always find that bit of shadow when you need it to avoid the (also well done) patrol routes of the Hammers. If you are a fan of the Hammer faction this mission will be right up your alley - and even if you aren't the strong gameplay has me recommending this one highly to everyone.

    The only downside to the mission I could find was the nearly absent loot, and thinking further it seems to be something apparent in the entire campaign. Perhaps I've been spoiled by fan missions with high loot counts into the thousands (missions by Christine for example have loot in nearly every room, something that makes every room feel like I have a reason to explore it) but here you'll only find a candlestick here or a jeweled cup there.. and as far as loot goes many levels (including this one) feel sparse and could have probably had more in it. Loot collecting is a big part of thief gameplay for me and I know some may feel like there can be loot overkill, but this mission in particular seemed to be a bit on the low side in that regard.

    That being said, (and really my complaints are very minor and don't affect the overall quality of the mission) the mission is fantastic and is one of the best Hammer missions out there - so I highly recommend it.

    How does it sound?: I know I sound like a broken record at this point, but it really needs to be said - Listen to the conversations that play out between the AI in these missions, they will most likely entertain you. One conversation in particular about a Hammer transferring from another location and still having his old uniform was particularly amusing to me.

    So what is the verdict?: One of the best missions in the campaign and one of the greatest Hammer missions I've ever played.. do you need any higher recommendation than that?

    Check this one out if you enjoy:
    The Hammer faction, knockouts, large church/temple missions.

    Screens:


    Your mission, if you choose to accept it.. well, you don't really have a choice so I suppose you'd better get going.



    The city is pretty bare, but its not why you are here. Focus!



    This will be tricky.



    Inside the fine Hammer establishment.



    You know you wanna ring the bell.



    They even decorate their storage areas!



    The upper floor.



    Classy!

  4. #604
    Member
    Registered: May 2008
    Now that I'm nearly halfway through this massive review I wanted to say a few quick things..

    First, I wanted to remind everyone again that there is a Dark Theme on this forum if you didn't know about it (I didn't until recently) and it makes a huge difference in viewing screenshots (much better than the bright glaring white backgrounds) so you may want to check that out.

    Also, what in the world happened to Zaya's arm?


    Knowing that her arm is made of rubber makes me wonder why the knockout distance is so short when I'm playing as stretch armstrong with a hammer.

    Alright, going to take a break for a bit and then I'll post the remaining seven missions!

  5. #605
    Member
    Registered: Jul 2008
    Location: Iceland
    Thanks for the trip through T2X Memory Lane. I thought that the first missions started out a bit "flat" when compared to the latter missions. T2X gets better as you progress further through it.

    One thing I remember about T2X is that some of the new stuff gets added so late in the game that they serve next to no purpose, they seem to be there just for show. One example is the "method to hide corpses from others" item. By the time you have it, you really don't need it.

  6. #606
    Member
    Registered: May 2008
    Quote Originally Posted by Unkillable Cat View Post
    Thanks for the trip through T2X Memory Lane. I thought that the first missions started out a bit "flat" when compared to the latter missions. T2X gets better as you progress further through it.

    One thing I remember about T2X is that some of the new stuff gets added so late in the game that they serve next to no purpose, they seem to be there just for show. One example is the "method to hide corpses from others" item. By the time you have it, you really don't need it.
    I did manage to crash the game by using it on Malak after I gas arrowed him, though - so thats something

    I'll post the rest of the reviews this evening - and as you'll see soon you and I may not think alike once again Unkillable

  7. #607
    Vertical Contest Winner 2009
    Registered: Sep 2002
    Location: The Great White North
    i've never finished t2x, i didn't like zaya at all, by the end of the opening cut scene i disliked the protagonist. that aside i would have loved to be involved in the project as a model builder and texture fixer, look at all those beams, none of which have proper texture rotation on them, notable in "a question of knowledge". maybe i'll have another try at this one.

  8. #608
    Member
    Registered: May 2008
    Quote Originally Posted by Ottoj55 View Post
    look at all those beams, none of which have proper texture rotation on them, notable in "a question of knowledge". maybe i'll have another try at this one.
    You know, I never noticed that until you just mentioned it - I guess someone like yourself that does incredible texture work would notice that when the average player (me) probably wouldn't. Nice catch!

  9. #609
    Vertical Contest Winner 2009
    Registered: Sep 2002
    Location: The Great White North
    those beams are made from a laminated material, several wood beams banded together to produce the final beam, the metal banding should wrap around the beam to secure the wood within it and provide strength. but not even a pro gets them all right, i've found textures rotated wrong in half life 2 (ravenholm near the electric transformers and electric fence).

  10. #610
    Member
    Registered: May 2008
    You must have a great eye for detail then - though thinking back to your excellent looking missions with so many custom objects and textures it all makes sense.

  11. #611
    Member
    Registered: Jan 2007
    Location: Germany
    Thank you so much for the reviews on T2X SneakyJack! This really brings back memories from almost 2 years ago! Good screenshots and texts that are a pleasure to read as always

    I remember my first time with T2X being a bit confusing. No books, scrolls and briefing texts worked for me and left me running around clueless many times.
    Until I figured out that it was caused by the "English" subfolder shipped with T2X which could not work with any foreign language Thief version...
    But after fixing that I restarted all over again and could enjoy this wonderful set of missions: ships, pirates, caves and trains made me very happy

    Mission 6: A Question Of Knowledge was also my first crate-stacking experience. On the left side of the church, at the very end of it there was a wall with a huge whole near it's top. I thought there's something up there and I spent almost 1 h to get all crates to that place and build a stair with them, while all AI's where still patrolling. When I reached the top, I started laughing because it only led into the compound in an area I passed several times while being on my "crate-hunt"

  12. #612
    Member
    Registered: Feb 2009
    Location: Situation's changed, Tom.
    Just apart from all T2X messages, I just want to thank you SneakyJack, thanks to you I tried The Art Of Thievery, and I have to say, that was the biggest mansion I've ever seen! First I was a bit desperate (so many rooms! so many Mechanists!), but after creating a 'safe zone' (which means hitting everyone with the blackjack in a particular area, so you can make as many noise as you want), it was a lot of fun. I even got a new blackjack record (60!) and keep in mind I never visited the North Wing (couldn't find the way in) so on a next playthrough I maybe could even get some more sleeping people. Anyway, thank you for reviewing this wonderful mission!

  13. #613
    Member
    Registered: May 2008
    Quote Originally Posted by intruder View Post
    Thank you so much for the reviews on T2X SneakyJack! This really brings back memories from almost 2 years ago! Good screenshots and texts that are a pleasure to read as always

    I remember my first time with T2X being a bit confusing. No books, scrolls and briefing texts worked for me and left me running around clueless many times.
    Until I figured out that it was caused by the "English" subfolder shipped with T2X which could not work with any foreign language Thief version...
    But after fixing that I restarted all over again and could enjoy this wonderful set of missions: ships, pirates, caves and trains made me very happy

    Mission 6: A Question Of Knowledge was also my first crate-stacking experience. On the left side of the church, at the very end of it there was a wall with a huge whole near it's top. I thought there's something up there and I spent almost 1 h to get all crates to that place and build a stair with them, while all AI's where still patrolling. When I reached the top, I started laughing because it only led into the compound in an area I passed several times while being on my "crate-hunt"
    Great post - and thank you for the kind words! Its great to know that people are still reading what I'm posting after all this time and that you aren't sick of me by now.

    I've never been able to understand how to get the crate stacking to work. I guess like ghosting its one of those Thief skills I'll never have. I've tried many times but just end up stacking like three crates on top of each other and thats as high as I can get before not being able to get it to go any further, even with more crates.

    I've also got a ship screenshot coming in your honor toward the end of the reviews


    Quote Originally Posted by PotatoGuy View Post
    Just apart from all T2X messages, I just want to thank you SneakyJack, thanks to you I tried The Art Of Thievery, and I have to say, that was the biggest mansion I've ever seen! First I was a bit desperate (so many rooms! so many Mechanists!), but after creating a 'safe zone' (which means hitting everyone with the blackjack in a particular area, so you can make as many noise as you want), it was a lot of fun. I even got a new blackjack record (60!) and keep in mind I never visited the North Wing (couldn't find the way in) so on a next playthrough I maybe could even get some more sleeping people. Anyway, thank you for reviewing this wonderful mission!
    I really appreciate you posting this my friend. The biggest compliment anyone can pay to me is that they've given a mission a chance because of one of my reviews or impressions (and screens) and enjoyed it - more exposure for the missions is exactly why I'm doing this and to contribute to a community that has given me countless hours of entertainment in the past. I remember making fun of how many giant dinner tables that mission had, but it is still one of the greatest missions of all time and a favorite of many.

  14. #614
    Member
    Registered: Jan 2007
    Location: Germany
    Quote Originally Posted by SneakyJack View Post
    I've also got a ship screenshot coming in your honor toward the end of the reviews
    That's great news! Now I'm like a child at the night before Christmas

  15. #615
    Member
    Registered: Jul 2007
    Quote Originally Posted by SneakyJack View Post
    The biggest compliment anyone can pay to me is that they've given a mission a chance because of one of my reviews or impressions (and screens) and enjoyed it - more exposure for the missions is exactly why I'm doing this and to contribute to a community that has given me countless hours of entertainment in the past.
    Let me also thank you for helping discover some real FM gems that I'd completely missed before - The Ashen Age and All Torc are among recent discoveries that I enjoyed immensely. Your T2X reviews made me download the campaign again last night, so maybe I'll give that a whirl as well (my last playthrough a couple of years ago was disrupted when my hard drive went bang and I lost my saves ).

  16. #616
    Member
    Registered: May 2008
    T2X Mission 7: Down Among Dead Men

    What is the story?: You need to find Brother Onum and the Orb of St Basmus.. or what is left of them.. and use it to hang a nice frame on the smugglers to give the hammers a fantastic reason to join your fight.

    How does it play? Ah, the good ol' token undead mission. Most campaigns decide that they need to throw this one in for whatever silly reason, and this one is no exception. Luckily for the story the trip into the hordes of undead makes sense, and is explained much better than the missions thrown into the middle of a few campaigns. (and thief 1 for that matter!)

    First we'll talk about the good things.. The Zombies on display here were a work of art. At first they look like the limbering undead that you may remember from missions past - but then you engage them in combat and.. their limbs and heads separate from their bodies, leaving them lumbering around with no way to see you or attack you. I loved this personally, and though it took a bit of fear factor out of the zombies, for someone like myself (that does not like undead missions) this was the perfect way to balance out the things that usually annoy me about undead enemies. I really found this feature amusing and it made playing the rest of the mission a pleasure. I'm disappointed that this hasnt somehow been reproduced in newer fan missions with undead, as it takes away my dread of playing through the missions and lets me enjoy them.

    I also liked the scripted scenes with the ghostly flashbacks showing what had happened there in the past. It was a really great way to integrate humans and storytelling in a way that made perfect sense and really added to the immersion and tense atmosphere and I really enjoyed watching each mini scene play out. I could go through an entire ruined city with nothing but flashbacks like that and still be incredibly entertained - its one of those things (like scripted battles) that just works for me.

    One of the things I didn't enjoy (and never do) were the constant self closing doors. I find those a pain in any mission (and most annoying in large levels where open doors help you know where you've been and where you have not) and it just one of those things that makes me wonder why it was used in the first place. Is there really a good reason to have doors that close themselves? Also, once opening the gate after the lava area I found the enemies inside to be a bit overpowered - I never did find a good way to deal with them. My method was mainly to run like a madman once discovered and hide inside the broken doorway until they forgot about me and went back to their original area and repeat.. I think in all it took me longer to get through that one small area than it did the entire rest of the mission.

    Those two things aside there is alot to see and do in the mission and even non-fans of undead missions should give it a shot if just for the excellent flashback storytelling. There are also some excellent adventure aspects such as the traps and random bits of magic here and there.

    How does it look?: The mission looks great, and the cinematic look of the flashback sequences and the bright colors of window textures etc make it really stand out from the rest of the missions in the series. The ruins of buildings long since abandoned look great and worn down exactly like you'd expect and nice touches here and there (skeletons hanging out of broken stone burials and such) really add the feeling of age to the buildings.

    How does it sound?: Somewhat frightening as you'd expect from an undead mission. Certain enemies have.. interesting.. sounds that may stick with you.

    So what is the verdict?:
    If you are normally turned off by undead missions be sure to give this one a try. It is not without flaws, but it certainly makes up for those flaws with some great ideas and storytelling - give it a try and see what you think. It may be one of those missions where you could fall on either side of the fence as far as opinion.

    Check this one out if you enjoy: Undead missions, adventure missions, haunted houses, abandoned temples, scripted sequences, ghosts, traps.

    Screens:


    Zombie heads amusingly litter the ground after a while if you play like I do.



    Stairway to heaven? Nope. The other direction i'm afraid.



    I really enjoyed the look of the bright window textures against the dark bleak settings.



    Inside the ruins.



    Glowing skeletons are never good.



    Down among dead men.. women and children?



    Cleverly placed loot.



    You must be the dead men I've been hearing so much about. Nice to meet you!

  17. #617
    Moderator
    Registered: Apr 2003
    Location: UK
    Crate Stacking. I suggest Sluggs' Bestest FM2 Fairground Attraction which will give you more than enough to practise with. And it does work!!

    And I'm glad you're reviewing this because I loved it and it's a while since I played.

  18. #618
    Member
    Registered: May 2004
    Location: Lyon, France
    Down with the Dead might be my favorite T2X mission!

  19. #619
    Member
    Registered: May 2008
    T2X Mission 8: The Art Of Deception

    What is the story?: Its time to get the party started - you'll need to sneak your way into a smuggler candy shop to drop the orb into their goods, and to complete the frame you'll need to make sure a note finds its way to Brother Cavador.

    How does it play?: My arch nemesis 'the forced ghosting objective' rears its ugly head once again in this mission, unfortunately. Luckily, it is a very small part of the mission and only has you avoiding being noticed by the few smugglers that populate the area in and around the shop itself.

    The good news is - we've got another wonderful city mission with top shelf architecture and gameplay to boot. Very much classic thief gameplay, this mission hits in all the right spots and makes for a very fun experience overall. There are some scripted conversations here and there that add to the overall feeling of a lively city, and though there are a few citizens of the city here and there more population would have only made the mission that much better. The great rooftop gameplay and mixture of foes you'll cross paths with made this one another winner in the campaign.

    How does it look?: The city is once again varied and filled with fantastic texture work and great details. Once again every part of the city has a distinct look and feel that helps very much with knowing where you are in the mission, and that is a big plus.

    How does it sound?: More great voice acting and custom sequences in this one. I particularly enjoyed the smuggler who has dreams of being a pop singer - that conversation had me laughing out loud.

    So what is the verdict?: Another excellent city mission that was just what the doctor ordered after a foray into the land of the dead in the previous mission. I had a very good time with this mission, and highly recommend it.

    Check this one out if you enjoy: City missions, ghosting, scripted conversations, human enemies, rooftop exploration.

    Screens:


    Tons of rope arrow fun in this one.



    The guy on the right there is apparently very unhappy with his shipment of fish.



    This Hammer is doing damage control.



    I like the moonlight shots, sue me.



    Gotta love the market district.



    Thieves highway shenanigans.



    I picture the Bee Gee's "Stayin' Alive" playing while this guy strolls past.



    More of the city.

  20. #620
    Member
    Registered: May 2008
    T2X Mission 9: Into The Fray

    What is the story?: Its all led up to this. You've executed the perfect frame and now how powerful allies that are riled up and ready to destroy every smuggler in their path to get back what is rightfully theirs. You'll need to avoid the massacre and break into Neeson's quarters to find out more about the Smuggler connection with Kedar, to find your ship and to make sure Neeson and his second in command don't make it through the night.

    How does it play?: Simply put: Like a fantastic action movie. If you are a fan of scripted fights and sequences in thief missions like I am (I'm a huge fan of these!) this mission truly delivers. You get to watch the entire assault on the smuggler hideout by the hammers play out in real time - from the cannon fire that busts open the front doors to the individual squabbles that lead to massive casualties - its all here in glorious form.

    You've been to the smuggler hideout before so you know what to expect from the gameplay architecture-wise, now now you are given full freedom to explore without having to worry about the ghosting objective - and it really pays off. You'll be dodging smugglers, hammers, smugglers fighting hammers, fire arrows and more.. and most likely you'll have a blast doing it. Cinematic, frantic and fun - this mission is by far one of my favorites of the campaign.

    How does it look?: Like a Hammer filled tornado hit an already run down smuggler hideout. In other words - it looks atmospheric and very well done. Bodies littering the mission show the struggles that you may have missed by mere seconds, broken doors and walls show the force that the Hammers control and the special effects used to show cannon fire and exploding rocks looked amazing. Its all about the atmosphere and this mission has it in large amounts.

    How does it sound?: From the explosions to the sounds of battle between Hammer and smuggler, everything sounds great.

    So what is the verdict?: Like watching the movie version of a thief mission playing out before your eyes, this mission is immersive, frantic, exciting and shouldn't be missed. Highly recommended!

    Check this out if you enjoy: The Hammer Faction, scripted sequences, AI vs AI battles, water missions, adventure missions, Human enemies.

    Screens:


    A hideout scarred from battle.



    What in the world happened here?



    This Hammer mage did not fare well against the smuggler archer, surprisingly.



    But the Hammer did win this battle.



    Battle Royale!!



    Bodies litter the battlefield.. which just happens to be a former smuggler bedroom.



    Don't think they'll be needing these anymore!



    This glorious shot is for my buddy Intruder.

  21. #621
    Member
    Registered: May 2008
    T2X Mission 10: Of Ill Repute

    What is the story?: With the smugglers taken care of you now shift your attention to Sheriff Truart. Find out what is going on inside his diary without disturbing him.

    How does it play?: In this mission we get a good mix of a small city mission and a fairly large mansion type mission. The brothel that you visit leads to alot of fun gameplay and some interesting scripted.. events. The brothel itself is heavily populated and busy, and this leads to alot of interesting sneaking situations that I found alot of fun.

    The subject matter here is very mature in content so you may not want to play this mission with the little ones around. There are some mature discussions and situations (along with some rather mature AI textures) that may turn you off if you are bothered by that sort of thing - so fair warning ahead of time if this does bother you.

    The design of the city and of the brothel lead to some great gameplay where you should have alot of fun, and the small bit of ghosting you have to do around Sheriff Truart can lead to some truly intense situations where you'll be praying you don't get discovered. There is even a few bits of rope arrow action indoors which is always good fun.

    How does it look?: The city itself is a little empty and would it have been nice to have more to see and do within it, but the main attraction here is the brothel that houses Truart. It is laid out and constructed very well, and there are some truly funny situations that you can view through the well done 'camera' effect. Everything looks great.

    How does it sound?:
    Once again here we have some great scripted conversations that for the most part have excellent voice acting - the acting done for the guards in front of the brothel and for Truart being my favorite two bits. Very strong here and has been throughout the campaign.

    So what is the verdict?: A very well done mansion style mission that showcases what thief is all about. Highly recommended, if you don't mind the mature subject matter.

    Check this one out if you enjoy: Mansion missions, scripted conversations, city missions, human enemies, rope arrow shenanigans.

    Screens:


    These guards have a great conversation.



    Why don't you hang around for a bit? HAR HAR



    The Brothel, entering from the rear. *snicker*



    A shot of the city.



    Inside this naughty, naughty place.



    Im guessing this is a price negotiation.



    Truart walking around mumbling to himself. On a side note, I think his rug has created a vortex and is trying to pull him in.



    Thief 2X: Now in glorious Perv O' Vision!

  22. #622
    Member
    Registered: May 2008
    T2X Mission 11: The Grand Hotel

    What is the story?:
    Kedar has been put to work inside The Grand Hotel. Now you'll need to not only get in and make it past the heavy security, but you'll need to bring Kedar back out with you, alive.

    How does it play?:
    I want to give specific mention to the cinematic that plays before this mission - it was incredible and did a ton to set up the importance of the mission that you were about to embark on to rescue Kedar. Also, it was terrifying to watch what happens to the people under the masks.

    The gameplay here is very well done. The patrols and lighting are excellent giving you tense moments but just enough shadow to make it through them, and the design of the hotel lends itself to many great bits of exploration and overall just alot of fun. The Hotel is very big and there is generally something to see or do in each room or area and it keeps you always wanting to further explore. If large mansion/bank style missions are your bread and butter, you'll be right at home here.

    I also particularly enjoyed using the EMP grenades in this mission - it made dealing with the watchers much more fun as I'm not a big fan of ghosting past them. The EMP grenades are a very strong addition to the thief arsenal and its a shame they don't get used more often in fan missions.

    How does it look?: The Hotel is.. well.. Grand. I can't think of a more fitting name for it. The area outside the hotel looks very empty, but once you get inside everything looks really well done. There is enough variety in the textures and rooms that each area of the hotel feels different from the last, and the architecture is interesting and doesn't fall prey to the usually 'lots of rooms look the same' pitfalls that usually affect most missions this size. Large statues, vases, chandeliers and such add class and overall the mission looks very good.

    How does it sound?: Although the rest of the mission sounds good, in particular I want to mention the ambient music track from the basement area - that was one of the best songs I've ever heard in a thief mission. It had my heart pounding and rocketed the suspense through the roof with just a bit of music. Unfortunately there wasn't much to do in the basement area other than find Kedar, but it made the area seem very important.

    So what is the verdict?: A very well put together Hotel mission that certainly will not disappoint. Highly recommended!

    Check this one out if you enjoy: Mansion missions, hotel missions, human enemies, custom weapons, robotic enemies.

    Screens:


    Approaching the hotel.



    Welcome to the lobby.



    The mechanist statue was a nice touch.



    Lookin' classy.



    Sneaking through a nobles room.



    Luckily, marble was not an issue here.



    The larger lady enjoyed standing on her chair.



    Don't let him touch that big red button, bad things will happen to good people.

  23. #623
    Member
    Registered: May 2008
    T2X Mission 12: The Cure

    What is the story?: Malak has told you about a cure that will help Kedar - but it is housed inside an abandoned hospital full of danger.. You know what you have to do.

    How does it play?: Though I wasn't expecting another undead mission this far into the campaign (when you are nearing the end of it, no less) this one is pulled off excellently and won me over once again despite my dislike of them.

    The architecture here was the star of the show. Instead of the usual haunted house feel of most undead missions the level design here made it feel like you were playing a thieves highway mission... but set in an undead filled abandoned complex. From roof jumping to rope arrow use, there was a very different feel than what I was used to coming from this mission and I enjoyed it very much.

    There are also some unusual enemies that you'll face - one example is the green glowing skulls.. they were terrifying to face but great to look at. Their speed mixed with their attack made them a very tough enemy, but luckily they can be dispatched with a single flash bomb.

    What does it look like?: Terrifying and atmospheric. From upside down zombies strung up by who knows what to scenes of grisly death and a few "surprises" - you'll have no shortage of things to be afraid of in this one. I really liked the different colored torches used in various missions over the campaign, and the ones here were green - my favorite of the bunch.

    How does it sound?:
    From the lumbering groan of the zombies to the noises made by.. the others.. the mission sounds as atmospheric as it looks.

    What is the verdict?:
    A fantastically built fun mission that just happens to involve tons of atmosphere and is littered with undead with detachable limbs? Count me in! Highly recommended.

    Check this one out if you enjoy: Undead missions, thieves highway missions, adventure missions, rope arrow shenanigans, non human enemies.

    Screens:


    Outside the abandoned hospital complex.



    A little bit of colored lighting goes a long way.



    This wont end well.



    A pile o' zombie guts.



    These guys.. let me tell you about these guys. Gah!



    Another shot of the outside.



    I really enjoyed the green colored flames and lighting.



    Here are the scales. Can you take them?

  24. #624
    Member
    Registered: Jan 2007
    Location: Germany
    "The Cure" was fantastic...this mission really got me. The opening sequence were Hammerites assaulted the infested hospital was great. I think this is my favourite undead mission since the cathedral in Thief 1.

  25. #625
    Member
    Registered: Feb 2009
    Location: Situation's changed, Tom.
    Though it was a beautiful architecture and a good scenario, I won't play The Cure ever again! I already had the feeling those zombies were scarier than they normal are, and when I met the ghost elementals I was almost scared to death. No, Down Among Dead Men is more something for me.

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