Kovitlac on 6/2/2008 at 06:06
The dagger... Makes more sense:)
The whole 'getting caught and thrown into jail' thing was a fun surprise.
Definately sneaking through the different sections of The City and seeing where Garrett lived.
For the time, the grahics concerning the buildings and background were great. I loved the darkness and the creepy mood. Trust me, I didn't have to play the Abysmal Gale or Cradle levels to get spooked:)
ercles on 6/2/2008 at 07:01
Yeah the tension of the game was really quite good, I loved the atmosphere of the city sections. It did get silly towards the end, but at the start when you made your first forays into the city, it was pretty damn cool.
The soundtrack was brilliant.
A lot of the levels in this game were really underrated in my opinion. The overlook manse is still my favourite thieving level; it had variety in its environments, and felt very thiefy. The subplots between all of the servants and such was pretty cool, and the lightning strikes that lit up rooms were brilliant. I really enjoyed the first hammerite level for architechture, as well as the cradle for obvious reasons
dragon on 7/2/2008 at 00:53
The cradle and overlook mansion missions made the game for me. The overlook had great architecture and classic thief feel to it, while the atmosphere, storyline, and shock moments in the cradle were priceless. The first encounter I had with the 'residents' of the asylum made me jump out of my chair! I hadn't been that shaken up since the female, hyper zombie in Calendra's Legacy smashed out of the windmill and kept hot on my heels until I jumped in the canal.
IndieInIndy on 7/2/2008 at 23:14
My favorite moment was in the first hammer mission, in the barracks, hiding in shadows near a window, dust motes floating through the moonlight, as a hammer walks past. The animation was smooth and realistic, the scene so very convincing. For that one moment, it really looked like I was watching a movie instead of playing a game.
Then the hammer stops, turns 90 degrees, and proceeds to spend the next 30 seconds walking into the door jam instead of walking through the door.
jtr7 on 7/2/2008 at 23:16
Oooo. A little bit of classic Thief thrown in!:p
Benvox2 on 8/2/2008 at 01:14
TDS is a great game, just as good as the first two i think, the whole series are great games!!
jtr7 on 8/2/2008 at 01:34
Give details!:D
BrokenArts on 8/2/2008 at 01:39
Quote Posted by Benvox2
TDS is a great game, just as good as the first two i think, the whole series are great games!!
Oh really. :p
qolelis on 8/2/2008 at 20:30
I forgot to mention the lockpicking in TDS. It was way better than in TDP/TMA.
Lockpicking can be made into a fun challenge in TDP/TMA if done right (combined with posted guards and patrols), but in itself, the lockpicking in TDP/TMA was actually boring and mechanical (just frobhold the lockpick against the door and wait a while).
Lockpicking in TDS was fun and challenging in itself, even more so with the HUD removed.
Goldmoon Dawn on 8/2/2008 at 23:05
Quote Posted by qolelis
I forgot to mention the lockpicking in TDS. It was way better than in TDP/TMA.
Lockpicking
can be made into a fun challenge in TDP/TMA if done right (combined with posted guards and patrols), but in itself, the lockpicking in TDP/TMA was actually boring and mechanical (just frobhold the lockpick against the door and wait a while).
...which is why it was so memorable. *sigh* The Missions themselves were of such caliber, that the lockpicking had to be simple. With that original Dark Project atmosphere taking center stage, one had his hands full already. Learning the guard patrols was half the fun. Many times, you were hard pressed to get a lock done, and the tension was the vehicle. The designers actually took the time to squeeze every last drop of goodness out of the project. The designers knew it had to be simple. Fortunately, Eric Brosius was on hand to record several lockpicking audio clips that inspire wonder and nostalgia.
Quote Posted by qolelis
Lockpicking in TDS was fun and challenging in itself, even more so with the HUD removed.
Now that we have the movement and lockpick system on center stage, the guard patrols and just all the old classic stuff doesn't matter anymore. But hey, I'll always raise a glass to the valiant musical effort. I always get a kick when people decide that it's appropriate to compare a groundbreaking masterpiece from 1998 to a regular title from 2004.