Renault on 9/5/2017 at 20:15
Deceptive Perception 2: Phantasmagoria
By The MikePublished: October 20, 2009Posted in: Thief 2 FMTags:
Deceptive Perception 2: Phantasmagoria
Created By: Yandros
The original Deceptive Perception is the FM that has the distinct honor by many of us as being the single scariest FM ever created. To me personally it has the distinct honor of being the reason I scream every time I see a crate AND the reason why I never turn around after reading a note left for me by someone (if I don't notice the zombie hoard that probably just appeared behind me, they wont eat me though I have to wonder why I would think a letter reading GET YOUR DAMN STUFF OFF THE COUNTER would trigger a swarm of hungry zombies, but better safe than sorry). Enter Deceptive Perception 2: Phantasmagooglia (spelling of actual subtitle may vary), created by The Man Himself, Yandros, which comes before me claiming it is the spiritual successor to Deceptive Perception, and that it will both scare me as much as the original and is much larger and more involving and will make me lose 10 pounds in 3 days. Does it accomplish all this? Well, you better read on, because I'm not giving it away in the first paragraph this time (It does. GODDAMMIT!).
The story has you playing as Garrett as he recalls a mission he took on a night ago. Some guy was all There's a big expensive relic in this Warehouse but its crazy haunted and anyone who goes in there is dead and sucks at being a thief and Garrett was all NUH-UH!!. Long story short his face was gnawed off by zombies. THE END. Well okay, there's a bit more too it than that but Garrett in a haunted warehouse is the basic premise that the FM runs with for about 1/4 of its playtime.so I guess it runs with it and then right near the end zone passes it to some kid with A.D.D. who catches the premise and drives away with it to Vegas before ultimately ending up in Mexico. What I'm saying is its all over the place- but in a good way! Like if chocolate were to get all over the place on your face, except in your eyes because that would sting. Maybe I should just stay away from analogies because I think I'm horrible at them.
The emphasis in DP2: Phantasmalicious is of course on scares, like the original you're meant to move slowly through each room taking in the jump moments and scripted events which normally involve ghosts throwing stuff at you or singing creepy nursery rhymes (since all ghosts are either in a perpetual state of arrested development or big stupid jerks). There are also some points where ghosts will actually chase you down and try to kill you while you have no way of defending yourself, at which point you get to live out all of your action hero fantasies of seeing something scary and running away screaming. All of the scares work in either making you jump or in looking just plain awesome. There are probably more on the just plain awesome than jump side, of course its also possible that I just have nerves of steel and am all that is man. I DO go cliff jumping and shave with a giant hunting knife, so that is very possible.
If this mission has one major flaw its probably that it just cant choose what it wants to be about. Its at its best when it just has you nervously walking through a haunted warehouse getting the bejeebus scared out of you, but this part amounts to little more than an introduction. I don't mind all the changes of location, but at one point it tricks you into thinking its going to become a legitimate sneaking mission by introducing guards you have to creep by and an interesting alternate world gameplay mechanic and then it goes back to a linear corridor crawling spook house. The thing is I love the whole spook house thing, but this sudden transition to actual gameplay which only disappears moments later just comes off as odd, even though the gameplay itself is very good. Its like someone giving you an apple pie only for you to bite into it and realize its actually a steak sandwich or something that makes much more sense than that but is also jarring (CURSE YOU ANALOGIES, why must your art escape me?).
Actually the mission has one more problem, its a bit buggy. This is to be expected from a mission with so many complex scripted events and none of them are game breaking. One I found had me refusing to stop walking forward after being magically transported to a new area unless I started walking backward and jumping around, which made me look like a TOTAL dork around all the ghosts (they'll never allow me to sit at their lunch table now). Another had my sword still being held out in front of me after a cinematic where I was suppose to have it taken away only I couldn't put it away or swing it, which not only made me look like a dork but pretty much solidified that the poltergeist who calls herself the White Lady would totally never go out with me (she had hurled some skulls at me before, but I know that was just her style of playful flirting- the tease). Overall none of this was much of a problem, but if I don't pick these nits who will? YOU!? PFFT, Id like to see that(YOU STAY AWAY FROM MY NITS)
So, if I were a tree, would I download DP 2: Phatasmastablishmentarianism? I would go as far as to say that I would download it even if I wasn't a tree. In fact I did. And I loved it. And you will love it too. I haven't even mentioned the fantastic level design (no really, I haven't. I'm actually THAT bad at reviewing) or the great voice acting. Both are just more icing on the cake! Hey that was an analogy that actually made sense! Maybe I'm getting good at this? Let me just finish then by saying, playing this FM is better than flying through a galaxy sized Krispy Kreme in a spaceship made out of pancakes.
Renault on 9/5/2017 at 20:17
Chronicle of the Metal Age : Chapter I - Clefts in the Hammer
Posted in Reviews, Thief 2, City, Hammerite, Church
July 22nd, 2006 by russellmz
Authors :
Sir Balu : global architecture, AI, storyline, scripting
Jano : custom skins and textures, voice acting, beta testing
Date of Release: Aug 2003
Too easy.
Just kidding. Never let it be said this one isn't a challenge. Very large and diverse. I WANT to ding the mission for the fact I only finished the last objective due to massive spoilers. But I cant, since after reading the spoiler necessary for the objective I cant help but say, Oh yeah, I should have noticed that.
A few minor map quirks, such as an enemy who I couldn't kill/knockout and some doors that you cant open, lockpick, or find keys for by design. Plus, a book that lights up as if it can be read but had no text.
Very good attention paid to the journals, they told a coherent story about characters you don't even meet (alive at least). There was some clever AI guard placement/patterns. One managed to pop up behind me and squeeze me against another guard. There did seem to be a minor problem where as soon as you pop open the door it would reveal a guard who had been walking around and whistling but not heard before the door opened. The opening was nicely done, not a traditional briefing, but one that provides some connections from Thief I and Thief II.
The huge map and clever plot make this one a winner.
Tip that would have saved me 30 minutes when I had to back to a hard save: save at least one water arrow.
Renault on 9/5/2017 at 20:19
Burglary in Blackbrook
Posted in Reviews, Thief 1/Gold, Crypt, Hammerite, Undead, Church
June 28th, 2006 by Morrgan
Garrett has been asked by an old friend and fellow thief to help out with a job. To meet up with his old pal, he travels to the city of Blackbrook. The plan is to break into a local Hammerite compound and steal everything not nailed down; a job that requires Garrett's special skills.
As I read the mission description for Burglary in Blackbrook by John D., my hopes were set high. A great prologue explains the background and Garrett's reasons to do this job in a personal way. The style of writing hinted that some enjoyable reading could be expected. It gave a fine start for the mission by getting me into the right mood for a night of good old-fashioned thievery. Feeling the atmosphere of a mission even before the game has been fired up is something I take as a good sign. However, when I started on the mission the first view was disappointing. The starting area is plain and together with a starting sound that keeps playing again and again, it made me doubt my pre-play impression. As I continued I found that both first impressions were close to the truth.
As far as reading is concerned, my hopes were not let down. For the most part the texts are written well. A very nice detail is that some new hymns and sermons can be found. The mission is set after Thief 2, and some writings are about the current struggle for power between Mechanists, Hammerites and more mundane authorities, in both the City and Blackbrook. They explain what is only hinted at in the prologue, presenting a link between it and the mission itself. Other texts hint at events taking place in the compound; they provide an interesting subplot and bring the level and its occupants to life. In my opinion, the best about the writings is that as you play you will find the results of the actions described in them. This serves as a good way of making the surroundings seem real. The only thing that irks me about the writing is something connected to one of the objectives. Incriminating evidence has been written down on paper; not for example in a letter that has accidentally not been destroyed, but in personal notes nobody else should read. Why would anyone take that risk? This is something Ive often encountered in FMs before, and it lessens the believability of the events.
I noticed that a lot of thought has gone into the mission. None of the rooms and areas seem out of place, nor inappropriate for their function. The compound contains everything you might expect from a place like this; it has chapels, barracks, separate rooms for higher-ranking Hammerites, a library, sparring areas, crypts etc. The impression that this is a properly thought-out mission is further enhanced by what the texts tell you about the residents. The main characters are individuals with their own views, conflicts and morals. As it is, most of what you learn about them comes from diaries; perhaps it would have been more realistic to use letters and other notes to convey their personalities.
Architecturally the mission could be improved. Some nicer spots exist, for example a chapel with red and yellow decor, but in general the architecture is plain. Most outside locations feel too cubic and have little to offer in the way of details. The choice of textures is appropriate for the setting, but they could be used better; there are several areas where the same one is used for both ceiling and walls. Perhaps the most distracting is that the compound has no general theme. It feels like it consists of many different parts glued together into one building. The layout of the compound can be confusing at first and there is no map to help you out. The area is not that large though, and after some exploring I was able to find my way without much trouble. Also, once I knew my way around, the layout seemed more logical.
What the mission lacks in architecture, it makes up for with atmosphere. What primarily adds to atmosphere is that the place feels like a Hammerite compound, just as it should. Admittedly architecture matters in this aspect too, but for instance ambient sounds can help a visually plain area. The use of ambient sounds in the level is mostly good; for example it has beautiful chants that made me stop to listen for a while. Generally the sounds fit in with the setting and their location. A minor problem is that the change of sounds is usually abrupt and sometimes too noticeable as you play.
The mission presents few challenges and is quite easy to finish even on Taffer (Expert). The lack of puzzles may be a minus for some players, but personally I found that learning more about the subplot as I progressed in the mission was enough to keep my interest up. AI placement is somewhat unbalanced; the mission contains both areas that are, as far as I know, impossible to get to without alerting guards and patrols that are very easily avoided. Not having a don't kill objective even on the hardest difficulty is a refreshing change and allows several gaming styles, something I personally appreciate. The mission was clearly designed with sneaking in mind, and is at its best when played that way. Still, if you feel like knocking everyone out or behaving like a homicidal maniac, nothing is stopping you.
Burglary in Blackbrook doesn't offer anything new or spectacular and has no puzzles, but it has no serious problems or bugs either. The worst I found was that the player has unlimited rope arrows. Naturally, this discovery set me off on a mad climbing frenzy. My frenzy was rather short-lived though, since there are few opportunities to use them. In other words, this little bug doesn't have much impact on gameplay. Sound propagation needs some fixes and it is possible to get stuck in some of the more cramped rooms, if you make an effort to. Also, the lighting on the ground doesn't always correspond to what the light gem shows, which caused a few unintentional confrontations with the AI for me. Despite its slight shortcomings, I enjoyed playing the mission. If you like Hammerite missions and think atmosphere is more important than gorgeous architecture, give this one a try.
Pros: The subplot makes the mission more interesting; well-written texts.
Cons: Architecture is plain; some AI placement could be better.
Bottom Line: Don't let the lack of eye candy scare you off. It is not the most outstanding FM out there, but it has the atmosphere of a true Hammerite mission.
Renault on 9/5/2017 at 20:24
All Torc
Posted in Reviews, Thief 2, Campaign, Mansion, City, Guards
June 28th, 2006 by Morrgan |
All Torc by R Soul is a mission pack that contains three playable missions and two camvator sequences: Shalebridge, Welcome to Robington, Are We There Yet?, Fort Montoya and Supply and Demand. The first and the last missions are the camvator scenes. Although I like the use of camvators to set the mood and introduce the mission, in this case the introduction was less evocative than it could have been, due to the fact that not a single gesture or motion was used in the conversation at the start.
Id rather not describe the story in too much detail, because part of the charm is watching the camvator introduction. Suffice to say that Garrett has been warned by the Keepers and needs to relocate for a while. He ends up in a place called Robington and soon finds a job opportunity for a talented thief.
Overall, this mission pack offers one of the best gaming experiences I've come across during this year [note: this review was written in 2005]. Perhaps the most enjoyable aspect is the authors commendable attention to detail, regarding characters and events, but also architecture in Fort Montoya. The technical gimmickry is very impressive, ranging from what you'll see in Are We There Yet? to the guards custom reactions, such as investigating and closing opened doors. I was especially pleased to find interesting and often amusing readables, something that is given too little attention and effort in many other FMs.
The first playable mission, Welcome to Robington, takes place in the streets of Robington — apparently a nearby city, though this isn't made clear. Unfortunately, the mission gives a bland first impression for the series. It does have some good locations that have attention to detail and fun gameplay; lighting is solid overall and the effect of the pouring rain is enhanced by thunder, flooded areas and even the sound of raindrops pattering on the roofs. However, most areas are visually plain and there is little excitement to find in the streets, as most guards patrolling them are friendly. Although there is some good sneaking at the end, most of the mission is just wandering around the city, wondering where to go next, which isn't terribly exciting. The street layout is sufficiently complex to make it interesting, but with the lack of an automap it is easy to get lost. I think it would have been a better idea to have a smaller city with more detail and with more buildings to break into.
Are We There Yet? is more of a small interlude than a real mission. Its not a difficult mission, nor is it meant to be. The atmosphere is cozy, as this is a fun and relaxing break before the real job begins in the next mission. The technical side of this mission is well executed; you'll know what I'm talking about when you get there. As a fun detail, the servant woman in this mission can be seen in the previous one, giving her a reason to be here.
Finally we get to Fort Montoya, which I have to say has become one of my all-time favorites. The mission takes place in a manor with a renovation of the interior decoration taking place: there's paneling waiting to be placed on the walls, some lights aren't fully functional yet and carpets wait by the walls to be rolled out in their place. Together with good use of lighting and ambient sounds, this makes the place feels very realistic and tangible. The unfinished feel of the building adds an interesting aspect to atmosphere, as do the eerie scenes you see at times, which make you wonder what the building was previously used for This mission is simply fun to play, with a good balance between lit and shadowy areas, although here too there is a risk of getting lost, as the place is a maze and there's no automap.
Once the missions are completed, there are still some questions left unanswered, both concerning plot and the scenes you witness in Fort Montoya. R Soul is working on a sequel and has hinted that these questions may yet be answered. Im especially interested to see what role the Keepers have to play in all this and what their motive is for helping Garrett this time.
All Torc is a solid mission pack that gets better with each mission and contains one of the best missions released in 2005. In short, All Torc is well worth downloading and playing.
Pros: Commendable attention to detail; mostly well-written readables; excellent architecture in the last mission and parts of the other missions; impressive technical gimmickry; fun gameplay in the last two missions.
Cons: The first playable mission could have been better, especially in terms of architecture and gameplay; the lack of an automap can be irritating at times.
Bottom Line: Despite the bland first impression from the first playable mission, this is a very well-made and enjoyable mission pack that gets better with each mission you play.
Renault on 9/5/2017 at 20:25
Tears of Blood
Posted in Reviews, Thief 1/Gold, Campaign, Hammerite
June 27th, 2006 by Morrgan
Tears of Blood by Sperry has been updated and re-released several times. I played both the version released in 2001 and the one included in the Shadow of Doubt campaign for this review. The 2001 version has a very evocative introduction in the readme, giving a good start for immersion and atmosphere. I know some people don't want to read these kinds of introductions (I'm one of those people at times), but in this case its worth the extra time spent before getting to business. The version included in the campaign has a cut down introduction, which is a shame. On the other hand, this version has a few minor fixes and improvements on the mission itself.
In this mission, Garrett has been caught by the hammerites and must escape from Guilesatpeak Prison. The first thing you'll notice as you start playing is that the prison is dark. Really dark. There is no ambient light set, which means shadows are pitch black even if you turn gamma up to maximum. Fortunately this doesn't cause any problems as you play, since the author has made sure there's always enough light for the player to find their way around. As an added bonus, the darkness makes the prison seem more threatening: its a place you really want to get out from, making a big difference for atmosphere. The darkness, the feeling of vulnerability, the tense moments during the escape This is how an escape mission should feel.
Theres another matter that stands out. At the end of the mission I had a whopping 14 types of keys and more than one of most types, which has to be the highest number of keys I have ever seen in a FM. On the bright side, the mission never turns into a key hunt, for the keys are easy enough to find when you need them. There are also several pickable locks and these are very well-timed for just the right amount of tension, knowing that a guard might come back any second. Long lockpicking times are often a nuisance, but in this mission they are used properly in combination with guards patrols to create suspense. At times the guards pauses feel too long though, slowing down the pacing. The new lockpicks are a cool detail: Garrett's lockpicks were taken away, so he has to find suitable substitutes.
Guilesatpeak isn't an ordinary prison. Keeping prisoners is not the buildings primary function, although what exactly the main function is remains unclear. The levels below ground are used for storage and the upper floors have barracks, a kitchen and a library with rather important tomes. There is also a sort of sewer system control connected to the facility. In other words, there are several different areas to explore, making it more interesting than most other jailbreak missions. Architecture is solid throughout the mission. There is enough detail to please the eye, yet not so much that it would seem inappropriate considering the rooms function. There was one spot I managed to get myself permanently stuck in, so be a bit careful when exploring.
Oh, remember to check all nooks and crannies for loot as you proceed, otherwise there is a risk for the mission to turn into an annoying loot hunt in the end.
Overall, Tears of Blood offers challenging sneaking, many tense moments and good visuals. This mission is fun to play and does a great job with the jailbreak theme; a theme which is more difficult to make interesting and fun than one might think. All in all, its a very satisfying mission.
Pros: Great introduction in the readme (for the version released in 2001); tense atmosphere; enjoyable sneaking; architecture is always appropriate.
Cons: Nothing major, although there is the risk of an annoying loot hunt at the end and the amount of keys is ridiculous.
Bottom Line: One of the best jailbreak missions, offering challenging stealth, tense atmosphere and decent architecture.
Renault on 9/5/2017 at 20:26
Transitions In Chaos, Part I: Conspiracies In The Dark
Posted in Reviews, Thief 2, Campaign, Mansion, City, Sewer, Guards
June 25th, 2006 by Renault
This is a fantastic new mission by Ramirezs Old Fat Burrick, author of Komag’s Contest 5 mission The Focus. It’s excellent in almost every way, and should not by missed by any enthusiast of Thief FMs. The first thing youll notice is that it looks amazing, not only the texturing, but the complex architecture as well. The main setting is a large and often times confusing mansion, and the attention to detail is phenomenal. This is one of those missions that contains so many little touches of realism that you might be convinced you are actually there. The layout of the mansion is odd and complicated, making exploration a blast, but also sometimes confusing. In fact, most of the time I had a hard time figuring out which floor I was on. In addition, there are multiple points of entry, creating an nice non-linear environment.
In addition, the plot and story is interesting and lengthy, in the form of a murder mystery, and you are continually fed new objectives, creating a fantastic trip that should take even most veterans several hours. There are quite a few secrets and a decent amount of loot – in all honesty, I can’t think of much bad to say about this mission. Maybe the excessive use of light shafts, but they still look very cool. They contribute to the dark and dreary mood of this FM, which isn’t a bad thing. The tech in this mission is also very good, with some interesting puzzles and bonus objectives. Sound was very good, with nice environmental sounds, although some transitions between areas sound abrupt. AI placement was a bit sparse in areas, at times it felt as if the mission was too easy, even on expert. Also, the provided map is slightly confusing. These are all very minimal criticisms however, they should not deter anyone from playing this mission immediately. Ill be very anxious to see Part II, hopefully in the not too distant future.
Renault on 9/5/2017 at 20:27
Saints and Thieves
Posted in Reviews, City, Warehouse, Thieves, Guards
July 29th, 2006 by dlw6
Play it, play it now!
In Saints and Thieves, Spitter gives us everything that makes Thief great. This mission has all the essentials: interesting architecture with alternate routes (I found four ways to get into the Redblades compound), an automap, good puzzles, surprises, interesting gameplay to accommodate a variety of play styles, and a story revealed through action, conversations, and books/scrolls.
But Saints and Thieves goes well beyond the essentials. The puzzles are very creative, there is a ton of new content (graphics, objects, sounds, skins, conversations), there are weather effects, and the story is well developed. The architecture makes sense. The Redblade Smugglers Guild is not just a bunch of AIs with new skins, they have names, group culture, and group dynamics which give them reasons for what they do. The main puzzle of the game varies with difficulty level and provides a technically innovative use of objects. The mission includes AI who are interactive. And, it provides a challenge for those who like to find all the loot.
There is very little to criticize in this mission. A few lines of conversation sounded stiff, and there is a spot or two where you can get stuck on the terrain. The outdoor warehouse areas seemed too large. These are very minor things in an excellent mission. I gave it 9 out of 10; GarretLoader reports 12 ratings with an average 8 out of 10.
Disclaimer: I voiced Deryns lines. Since the rest of the story was unknown to me until playing the mission after its release, I consider myself unbiased enough to rate it. Your mileage may vary.
Renault on 9/5/2017 at 20:28
Snobs Part 2
Posted in Reviews, Thief 2, Series, Mansion, City, Guards
July 22nd, 2006 by Renault
This city FM by Naks ( friends) is unique in that it doesn't actually take place in The City that we know and love from the official Thief games, but a separate fictional city known as Richpoor. We get an overview of Richpoor right from the beginning, in the form of a camvator sequence (accompanied by a rather cheesy guitar soundtrack). While I'm sure the author enjoyed showing off his technical prowess in getting this feature to function properly, it really doesn't serve any purpose to the mission as far as setting a mood or telling a story. In fact, if anything it detracts from the overall fun of the mission by way of eliminating the excitement of exploration. By the time the camvator has finished, the player has seen nearly the entire level of the game. In any case, Richpoor is constructed fairly well for a city level, providing some alternate routes throughout that will take you both high and low before reaching your ultimate goal. Youll also find an abundance of fancy custom textures, objects, and models, so many in fact that at times you might not recognize this as being the work of the dark engine. Snobs2 also serves up some challenging objectives, as well as providing some unique and interesting ways of accomplishing them, which will keep you challenged and busy. All told, you'll likely spend just over an hour moving Garrett from start to finish.
How much you enjoy this mission, however, will depend to a great extent on how wiling you are to accept the unfamiliar setting presented within. While I can appreciate the new objects and textures, this “city” is not the world of Thief that most players have become accustomed to. Gone is the medieval mood, the dark and dingy streets and alleys, and the sinister atmosphere of The City. It has been replaced by a antiseptically clean version, which feels more like a town and has far too many modern touches, including refrigerators, TVs, and real life movies. To further kill the immersion factor, the author refers to not only themselves openly within the mission, but also to the actual title of the FM. Given this fact, I suppose the mission should not be taken too seriously from the onset. If you can get by items like this, and simply enjoy the mission for what it is, then you should have a great time with Snobs2. I, on the other hand, had a difficulty time accepting Richpoor as a place that Garrett would inhabit. This type of environment doesn't cut it for me, as I crave the mystery and intrigue of the typical Thief world. This isn't to say that this FM is not fun – it is. It just isnt my style, which doesn't necessarily mean its not yours.
Renault on 9/5/2017 at 20:30
Keyhunt
Posted in Reviews, Thief 2, Crypt, Undead, Contest, Mages, Underground
August 10th, 2006 by Weasel
Keyhunt by Eshaktaar, original release date March 17, 2006
This mission was created for the Small Stock Resources contest. It consists of one walled-in tomb building and the crypt (or is it?) below. Despite the size limitation, the areas all feel sufficiently spacious. The gameplay consists mostly of puzzles, with a handful of AIs (the number varies with difficulty) and a few traps to mix things up.
The puzzles are not overly difficult, but some of them do require a little observation. Readables give useful clues, and there's a hint room cleverly placed where those who need it most will be the first to find it. There's enough challenge to give a sense of accomplishment by the end.
The construction is varied without feeling disjointed, and proportions and texturing are excellent throughout. A lot of thought was put into the lighting, with thin beams of stray sunlight heightening the mood of the interiors. Most of the light sources (candles) can be extinguished and relit. Its not always necessary, but it adds a touch of realism.
The story is sparse and comes mostly at the end, but it serves the mission well enough.
The mission does very well with the restriction to stock resources, and makes everything seem new again. Eshaktaar won the contest with this mission.
Once you know everything that has to be done, the mission is small enough that it can easily be completed within 15 minutes. The first playthrough will take a good deal longer than that as you work to solve all the puzzles, but its still a good mission to play when time is limited.
Renault on 9/5/2017 at 20:34
Hightowne Museum
Posted in Reviews, Thief 2, Contest, Museum, Guards
July 3rd, 2006 by Morrgan
Garrett has been hired to steal a valuable gem called the Serpents Eye. The stone is on exhibit at the Hightowne Baronial Museum, a building with few guards but an elaborate security system.
Visually, my first impression of Hightowne Museum by Spitter didn't overwhelm me; however, the mission starts in the basement floor in a storage room, so in this context the somewhat bland opening view is justifiable. As I moved out from this room and further into the building, I soon found my initial impression had gravely underestimated this little mission.
Overall the visuals are very appealing, especially on the top floors. The museum isn't large, since this is a contest mission with a size limit, but as I played I never felt any area was too cramped or lacked correct proportions. The rooms are pleasantly detailed and are for the most part something other than regular cubes. The textures are chosen well and set a mood one might expect for a museum building with wooden interiors. They aren't always aligned optimally, but this seems to be mostly due to the complexity of the architecture and the need to fit the rooms inside the contest limit.
As the mission takes place in a museum, it contains exhibition halls with many items on display. The texts associated with them add to the believability of the setting, both by placing the objects in the Thief world and by being appropriate for a museum. In addition, many of them are an amusing read. The more personal writings are few, but give some idea of the traits of the main characters. They also hint at the consequences of Garrett's job tonight, helping to immerse the player further.
The gemstone is protected by a pressure plate system, so getting to it means taking special measures. The only problem I could find with the level presents itself here. Not wanting to reveal too much of how the security system can be bypassed, Ill just say that it took me over a dozen reloads to get it done even when I knew what to do. A dozen reloads didn't exactly fill me with joy. Still, even this very frustrating episode didn't harm the mission too much for me. Because of its small size, the reloads take only a few seconds. Also, if you do manage to get the gem without too much trouble, accomplishing your goal feels quite satisfying.
Hightowne Museum is the winner of the 2nd small FM contest and in my opinion it deserves its title. Many contest missions only have one or two features that are polished and may seem more like demos than missions, but Hightowne Museum is complete. It is very good in all aspects, even excellent at times. The level is impressive as it is; taking into consideration that it was built with both time and size limits, it is quite an achievement.
Pros: Excellent architecture; fun gameplay; interesting security system to beat.
Cons: Getting the gem can be truly frustrating.
Bottom Line: This is a very pretty-looking and fun mission. Considering its small size, it has a lot to offer.