Renault on 9/5/2017 at 20:35
Sir Lector Comes to Dine
Posted in Reviews, Thief 2, Mansion, Contest
June 28th, 2006 by Morrgan
Sir Lector Comes to Dine by William the Taffer was made for the 2nd small FM contest and with this in mind, choosing to set the mission in a single building was a good idea. This is one of the few contest missions that feel roomy, with suitable proportions and good layout. Its a pity that the choice of textures is so limited; even a log house could use more than one texture for walls and ceilings. Decoration is sparse with only one or two visually pleasant locations. Still, the only real construction problem is a set of unrealistic stairs with such high steps that theyre difficult to traverse.
Reading Garretts journal at the start of the mission fills you in on the events earlier in the evening. The journal gives a detailed account for what happened, but its written in a style that doesnt sound like Garrett. In fact, I cant imagine Garrett sitting down to write things in a diary in a situation like this (or at all, for that matter). However, if you ignore the part about it being a diary and instead read it as an introduction, it works better.
This missions strongest aspect is its tense atmosphere. The readables are few and not very convincing; instead the suspense is created with the anticipation of what lies ahead and having the deceptive quiet interrupted by sudden startling traps. However, this means most of the tension will be gone the second time you play, as you already know what will happen.
The mission is short, easy to finish and offers little to do apart from getting to where you're supposed to go, making the ending pretty anticlimactic. Still, if you're looking for just a few minutes of play and enjoy tension built up from sudden and unexpected events, you might want to give this one a try.
Pros: Great suspense the first time you play.
Cons: Plain visuals; not much in the way of gameplay.
Bottom Line: A quick and easy mission, but with a suspense that makes it worth playing despite its shortcomings.
Renault on 9/5/2017 at 20:39
Swamped
Posted in Reviews, Thief 2, Outdoors, Undead, Creatures
July 5th, 2006 by Preno
Once again, the Keepers have a job for Garrett. As the title of this 2002 mission by Sharga suggests, he finds himself in a nameless swamp, filled with omnipresent fog and inhabited by craymen, treebeasts and frogbeasts. His task - to find and retrieve a journal kept by a certain Keeper Newton which is of vital importance to the Keepers. For the most part, you will be wading through the bog or finding your way through the forest, but you will also have the opportunity to explore ancient crayman structures or the ruins of an abandoned village. This mission is for the most part rather sparsely populated, so the gameplay generally consists of freely exploring the surroundings and pits the player more against the terrain than any living/undead enemies. This concept - a highly non-linear FM set in nature - still seems to remain quite unique, the only similar mission that comes to mind being Schwaas excellent Left for Dead (if you liked the swamp part of Left for Dead, you'll probably enjoy Swamped, too, and vice versa). It really is quite possible, as the readme says, to miss a huge part of the mission and yet manage to successfully finish it - on Normal, in fact, there is only one place you need to find and most of the areas thus become optional.
And precisely in this lies a big part of the missions appeal. You can get the hell out of the place as fast as possible, if that's what you want, but you may also choose to take a closer look at the bog - who knows what you might find? There is an optional objective involving locating 3 gems on Expert (or Even Harder) and despite there not being any explicit loot objective, you can find a lot of swag lying around. There are also 3 secrets to be found, one of them featuring a puzzle of sorts. In other words, a plenty of opportunities for the ambitious thief-explorer. Furthermore, the non-linearity gives Swamped a relatively high replay value, since the player has to rediscover most of the areas anew each time (in fact, it is one of the few FMs I have replayed).
The thick white fog present in almost the whole mission accounts in part for the eerie atmosphere (both metaphorically and literally) - the silhouettes of craymen and treebeasts are appearing and fading again in the distance, with usually only their characteristic clicking and growling giving evidence of their presence. The ruined village and the occasional crayman idol all contribute to a sense of mystery that seems to pervade the mission, and authors good choice of ambients further enhances this atmosphere of a god-forsaken swamp - of which, as he soon finds out, Garrett is not the only human visitor. The story of the mission centers around a group of unfortunate (ex-)thieves, who, as Garrett soon finds out, fell into the marsh while fleeing the bluecoats. Scattered around the mission are scrolls describing their fate that add to the atmosphere of desperation, well-written, believable and on occasions funny, too.
My only significant criticism of this mission has to do with the architecture, which sometimes lacks sufficient detail and variety of texture - which is understandable in natural environments (how can one judge the architecture of a swamp, anyway?), but it makes the village, for example look somewhat cubish. The AI could also have been more challenging, but given that traditional sneaking is not the premise of this terrain-oriented mission anyway, this doesn't really have any negative effect on the gameplay.
All in all, Swamped is a unique, highly non-linear mission with lots of places to explore, eerie atmosphere and enemies that are rarely given such prominence in other FMs (craymen and treebeasts). If you're looking for something non-traditional, definitely give this one a try.
Renault on 9/5/2017 at 20:41
Forgotten Forest 2
Posted in Reviews, Thief 2, Series, Crypt, Undead, Underground
July 21st, 2006 by Renault
Lets be clear from the beginning - this FM by Timon is not for the faint of heart. Youll be hard pressed to find a more complex series of corridors, passageways, and tunnels than in this large mission which will undoubtedly take you many hours to complete (I clocked in at just over five). There is a lot of thieving here, and you cant help but appreciate the intricate design and construction of this level - I cant even fathom how long it must have taken to create. Just the number of objects alone is amazing (according to Dromed its around 3500!), and there is a considerable amount of custom work within. One of the best features of this FM is that as you play, a multitude of additional objectives are revealed, continually extending the story and providing new hurdles to the player. The same was true for the original Forgotten Forest mission, and the plot proves to be just as complicated here as in the first chapter. In the bang for the buck category, FF2 maxes out in a big way. Theres a lot going on and tons of places to explore and visit.
That said, as previously mentioned this is not a level for everyone, and many players will just find it completely frustrating. I gave in to a walkthrough early on because I really wanted to finish the level. But after getting stuck, the layout was just too overwhelming to try and figure out exactly where I should go to continue. Others may simply consider this a challenge, but for me, it was just annoying. Despite the intricacy of the mission, in many ways I found the architecture of the sequel less interesting than the original, with many extremely vanilla hallways and rooms. Also, the abundance of readables can be daunting, and some are difficult to find to keep the story going. There are many secrets to be found, which has its pluses and minuses. Perfectionists will want to find them all, but this is a incredibly challenging task as most are tiny switches located in very obscure and out of the way positions. Providing the player with a challenge is one thing, but great FMs achieve a balance between difficulty and player success, and this one leans much too far in the wrong direction. Simply put, the level is just too hard for your average player.
In the end, the only way to know if this FM is for you is to try it out. There are far too many positives here to dismiss it, and its obvious the author has invested a huge amount of their time in bringing this level to life. Just don't be afraid to give in as I did if your head hurts from banging it against the wall too often.
Renault on 9/5/2017 at 20:43
Ominous Bequest
Posted in Reviews, Thief 2, Mansion, Crypt, Guards
July 7th, 2006 by nicked
From the opening few minutes of Ominous Bequest, its clear that one is playing a very well designed mission. We have an excellent premise - a rich Lord has died and Garrett must retrieve his will and then find all the valuables mentioned in the will. However, this is just the beginning of this expansive mission. The storyline progresses a long way until by the time you reach the spectacular finale, you'll feel like you've played a three-mission pack.
Amazingly, all this detail is crammed into one mission. However, rarely does the gameplay drag at all. The storyline is engaging enough that you don't get bored, even when stuck. And the mission feels huge. It features a mansion and grounds, a vast underground church, and an extensive crypt. And although the actual size of the mission is not that big, the emergent nature of the gameplay and excellent recycling of space means you could easily spend three or four hours playing through the whole level.
The excellent storyline would be irrelevant if the design was not up to scratch, and here again Ominous Bequest excels. The atmosphere and tension is superbly executed. For example, eavesdropping at a boarded up bedroom door lets you hear the strange noise of a creaking rope. You wont get access to the room until later in the level, by which time your imagination has run riot as to what you might find. Well written books and scrolls also help to promote a believable and absorbing atmosphere of mystery and suspense, while almost every one has a clue relating to something in the level. There are in-depth characterisations, and one can really understand the motivations behind the characters and their actions.
There's also a lot of humour, from the satisfying bonk made by the blackjack replacement that you find early in the mission to the diary of recovering alcoholic Benny.
The architecture is well made, and although it is not as detailed or outlandish as some missions, it always feels in keeping with both the storyline and Thief's official missions. The texturing is good and well aligned, with a good use of default textures mixed with a smattering of custom textures in keeping with the style of the mission. There's a healthy load of other custom content as well, including some new AIs and weapons which add longevity to the mission. Viewing the levels statistics reveals very few areas of high poly count - only one area crept into the 700s. This means that even users with slow computers should get a good frame rate at all times.
Gameplay is also fun and rarely frustrating. Playing Thief can get tedious when you creep up behind a guard, knock him out, hide the body, steal the loot, over and over again. Ominous Bequest uses some ingenious mini-puzzles to break up this potential monotony, such as turning on a sprinkler system on the lawns (using a very nice particle effect) to distract a guard. The use of numerous secret passages also helps add excitement to the treasure hunting. The difficulty is also well implemented. Its a challenging level, but you never find yourself knocking out six guards in a row because of poorly designed patrol routes, and equally there's nowhere exceptionally difficult.
In such a fantastic mission, its difficult to find criticisms, but if I had one, its that when you boil it right down, there's a lot of Find the key, open up a new area, find another key, open up yet another area etc which can drag a little. However, this is a minor complaint in a mission which otherwise stays interesting and fun for hours on end!
Renault on 9/5/2017 at 20:44
The Gallery
Posted in Reviews, Museum, Guards
August 10th, 2006 by russellmz
Version 1.2
Author : David Letersky
Date of Release : June 26, 2003
A nice little map. You go into this mission light, your inventory is small: I didn't even get a compass (not that it was needed)! No arrows either. If any troublesome guards (orother) are at a distance you need to either use stealth to avoid them or get up close and personal to dispatch them.
Took a satisfying 30 minutes to complete. The initial starting point seems to be a bit bright and leaves you a bit exposed, but the light crystal remained dark. Also, the trees are a bit too close to the wall, you should be able to squeeze through instead of having to go in front of them. The inside of the museum is a bit sparse but there was an interesting story to go with the map.
I like how at one point the mission basically makes you the dumb babysitter in a horror movie that makes you scream don't go in there, at the screen yet you go in there anyway.
Definitely download. Pacing done very well with a nice easy start, then a build up in suspense, then an exciting run to freedom.
Renault on 9/5/2017 at 20:45
The Blackhearts Recording
Posted in Reviews, Thief 2, Mansion, Guards
July 22nd, 2006 by Renault
With this release, Ogi has delivered to us a medium-sized mansion trek, where the goal is to not only find a special musical recording, but also discover why it is located in the aforementioned building in the first place. Using a direct reference from the Shipping Receiving T2 official level, the plot has the potential to be unique and clever, but never fulfills its potential. Throughout the level, we are given glimpses of strange and unexplained phenomena, yet by the end, most players will be extremely frustrated after realizing that none of it is ever explained. The architecture of the mansion itself is fairly average, and that would be OK if some of the mystical side of the mission would live up to its promise. Sadly, it doesn't, and in the end, the mission would have at least felt more complete if it all the teasers would have been left out. The is the epitome of a dangling carrot that will always be just out of reach.
Not helping the situation are the glaring flaws at seemingly every turn within the level. There are far too many unmarked keys (and strangely enough, some of the other keys are identified), and we fall victim to the infamous omission of a “return to where you started” objective. As Ive mentioned previously, this potentially kills the level for any fans who like to collect all loot, but in this case its even worse. I was able to attain my final objective, which consisted of picking up a readable, but I was unable to read it before the mission ended! Its also worth mentioning that there is a “tip” provided within the inventory right from the start which is both laughable and nearly an insult to anyone who's ever played a Thief FM before. This mission has the undeniable feel of a project that was rushed out the door in order to meet a deadline. All in all, I think most players will feel a sense of disappointment when this mission ends, not because it was necessarily bad, but because of how good it might have been.
Renault on 9/5/2017 at 20:46
Heretics and Pagans
Posted in Reviews, Thief 2, Outdoors, Hammerite, Pagan, Undead, Underground
July 4th, 2006 by Renault
If you're like me, you love those crazy hammers, and in this unusual scenario, youre actually aligned with them in their fight against the Pagans. This mission by Spoonman starts off in a mountain pass which eventually leads to an overrun Pagan village, and its one of the most realistic outdoor environments I've seen using the dark engine. But this only serves as an introduction, as further exploration reveals an extensive underground cave system including a ruined building complex which provides an excellent contrast to the previous setting. The overall level is designed extremely well, at one point providing two distinct ways of reaching your end destination. The level feels extremely large, and when you're done you'll believe that you've traveled great distances even though the overall playing time will probably be around one hour. There's also some good custom work here, providing some variation on the standard enemy AI and instilling some much needed color to the typical underground canvas.
There's an engaging story here as well, and you're thrown into the fray right from the start. However, the plot is a bit confusing at the beginning and there's really never any explanation as to why Garrett has been thrust into his current position. The players main objective is to return to The City, but given the events unfolding around you (which includes conflict between three separate factions) and the overall size of the mission, more objectives would really have helped to drive the narrative. At one point, you are given an objective when you are only about ten feet away from where you need to be to complete it. If the player had received this sooner, there would have been a greater sense of purpose and motivation in reaching their goal (as an aside, this particular objective launches a great scripted sequence that is not to be missed). Lastly, there is loot to collect along the way, but strangely enough no loot objective to reward the player for their hard work.
In the end, this FM will provide some solid entertainment, with a focus on exploration and discovery. Several of your objectives are optional, which actually opens up the possibilities for alternate playing styles and potential for re-playability. And, there's burricks, which is always a good thing.
Renault on 9/5/2017 at 20:47
The Power Of Suggestion
Posted in Reviews, Thief 2, City, Keepers, Guards
June 25th, 2006 by Renault
Another fine mission by Uncadonego, the maker of both Thieves Highway and Chain of Events (among others), this is a nicely done and somewhat complex City mission that involves some initial sneaking without your weapons. Architecture is good and well thought out, but the look suffers just a bit from the lack of any custom textures. There is a fairly unique feature to this FM however in the ability to explore both the ground level and rooftops. The story is slow to evolve, but by the end of the mission it is wrapped up very cleanly and efficiently. One criticism however, is that throughout most of the mission, the player is not given much direction on where to go and what to do. Some may see this as a positive, creating an open-ended area to explore, but a few more clues and possibly a map might have made this venture far less frustrating. I admit I almost gave up a few times when stuck. At times, some backtracking is necessary, which can be annoying.
Some players will also complain about the multitude of jumps and falls (and the necessity of continual reload), but not me. When playing a rooftop mission, this type of danger is expected, or at least should be. I didn't think any of the jumps I made were all that difficult. One thing I thought could have been improved was ambient sound - the only thing I remember hearing throughout the mission was crickets, and if you're a blackjack fiend like me, The City can become a lonely place after a while when everyone is knocked out. Still, overall I really enjoyed this FM, and I would recommend it highly. If you get stuck, just grin and bear it and use the forums to help guide you through to the end. You wont regret it.
Renault on 9/5/2017 at 20:48
A Guard Called Benny
Posted in Reviews, Mansion, Thieves
August 5th, 2006 by russellmz
Author : Dark Arrow (Jari Mäkinen)
Date of release : February 29, 2004
You are Benny! Despite your failures you are hired to protect Lord Myrdon and his prized possession upstairs. Think the AI guards are dumb and you could do better? Here's your chance to prove it.
The missions provides a lot of replay value. Not only in difficulty levels, but there are different plots, different mission times (during a party, afterwards, or working the late night shift). You can also choose your weapon: bow arrow or sword. Amusingly you can play poker with your cheating buddies.
There are also some areas you can explore beyond the mansion if you feel adventurous. The AI(s) coming at you are tricky and dangerous if you're not prepared. Your opponents are very good stand-ins for Garrett.
There are some quirks in the mission: a key which opens nothing, a door which cant be opened, and some objectives are fulfilled without anything you did. For example, find out why you were hired is sometimes an optional goal but sometimes this is not explained fully yet the objective is fulfilled.
Supposedly there are secret play modes, but I couldn't find out how to trigger them. Certain scripts are required, read the readme.txt for details.
Worth a download, short but you can replay multiple times to get different results.
Renault on 10/5/2017 at 02:31
Your Last Breath
Posted in Reviews, Thief 2, Mechanist
July 6th, 2006 by Preno
Your Last Breath is the second FM by John D. and the first in his Mechanist-themed series that also includes A Brawl in the Tombs and Island of Iron. It starts on a wooden raft in the middle of the sea, from where Garrett dives down towards the lights on the ocean floor to infiltrate a Mechanist underwater facility, equipped only with a sword and his trusty blackjack. The sea has nothing spectacular to offer, so you soon find yourself inside the base. From now on the mission boils down to exploring the installation.
The first thing that strikes you is the omnipresent greyness. Grey metal, grey carpets, grey ocean floor, grey everything. However, this is exactly what you would expect to find in a mechanist submarine base and it fits the setting of a Mechanist base. The textures (of course metal- and mechanist-centered) are chosen with care and the combination of hard (metal) and soft (carpet) ones is well-balanced, thus avoiding frustration on the players side. The architecture creates an authentic and logical image of the base (I mean, I haven't been in any secret Mechanist underwater base myself yet, but this is how I imagine they might look).
The major setback is, however, the difficulty, or perhaps I should say facility: Easy, Thief and Top Taffer are the different difficulty levels called but they all feel like Normal from the OMs. Due to the complete absence of No killing objective, the player can always hack his/her way from trouble even on Expert (Top Taffer), and on Easy, the mission can be finished in about a minute plus the time you spend diving and swimming up again. Even if you choose to refrain from using your sword, what you get is quite an easy mission to finish. The straightforward gameplay prevents you from getting stuck and guards usually conveniently keep facing the other way. Thus, the exploration does not take too long and 20 minutes should be more than enough for a full tour of this small installation.
This missions strength certainly doesn't lie in stealthy gameplay - it has to offer something quite different: atmosphere. The feeling I got while reading the introductory text that readables are going to be a strong side of this FM proved to be quite correct. The scrolls (mostly diaries of sorts) are realistic and well written in the appropriate Mechanist style, and they all manage to evoke the feeling of a cold, damp place at the bottom of the ocean. The amount of books and scrolls is higher than in most comparably sized missions and together they fit together well, often referring to each other, and depict the life down there quite believably.
Your Last Breath doesn't excel in terms of challenging gameplay, nonetheless, as an attempt at the recreation of a Mechanist underwater base with its particular atmosphere, it is successful. If this premise sounds appealing to you, it might be well worth it to download this small mission not exceeding 1 MB in size.