There was supposed to be something in between them. Remember, they had a Thief 2 Gold planned...
Yup. In fact, it was supposed to be a mountain-based secret negromancer guild in the vein of Return to the Cathedral.
Sigh
There was supposed to be something in between them. Remember, they had a Thief 2 Gold planned...
The entire level keeps you scared out of your mind and incapable of understanding what the fuck is happening and why. Fucking masterful.
Yeah, I wondered about that too. Cool story: In winter, when I have to go for potatoes (yup) to my basement I feel like I'm going to one of the labs in S.T.A.L.K.E.R and that I am 150 m below the ground level. Seriously, my basement looks VERY "Stalkerish", Maybe I will take some pictures and post here - it is really interesting, no kidding. It is really "exeptional level".I wonder what a real human rather than proxy of a player would do when exposed to something like x18. Apart from dying, that is. And going insane.
You should have done some quest where an NPC suddenly approaches and talks to you - if a mere troll was enough to scare him in Oblivious, an NPCtato suddenly getting all in his face would land him a permanent stay at a mental health institution.My friend sometimes tells me "how you can be scared when you're playing a computer game?". But he's the one that jumped when a troll suddenly jumped from around a corner in a cave in a game named (get ready...)
...
...
...
Oblivion.
Oh, and what is more: I was playing, he was only watching.
I lmao'd.
You know, I was actually GLAD when they appear. FINALLY an enemy that I can SEE! Good old human enemies! NORMAL enemies! I can play this like a frikkin shooter again rather than soil myself!Then, for change perfectly mundane, but very deadly spetznaz with good weapons, AP ammo and full body armour comes to whup your ass and you have to fight your way out.
I completely agree with you in regards to Thief 2, even with the last level bit. Sabotage at Soulforge was incredibly creepy in its own way, I remember being freaked out as hell when I met the mechanists-turned-servants, or the spider bots. However, the level gets a lot less cool on further playthroughs. I had a Thief marathon lately, and I didn't finish the last level, simply because I couldn't bother with the gigantic fetch quest in disguise that it generally is, knowing what happens inside and after it.
As for the quoted section - Haunted Cathedral is not a 'missed' level. The sealed-off part of the Old Quarter is atmospheric as hell, with the derelict streets and buildings that 'come to life' as you explore them and turn on the power in the district. Not to mention the shitloads of hidden stuff, like that manor with hammerhaunts and the serpent band. I was genuinely surprised when I found that place, given how inconspicuous was the entrance to the whole area.
Spellcaster said:Nothing, it was an excellent ending and to blame it for its linearity is rather nonsensical. After 14 huge missions with complex level design and many ways to enter the buildings, you end up in front of this huge, steep path that leads to a chaotic hell. It was a somewhat simple path that served as a quick way for the Trickster's minions to go upwards and through the portal to assault The City. The whole level is fantastic in its surreal and bizarre atmosphere and structure, it really feels like you're going into a completely different place, and this is fantastic because even after The Sword, Thief was still able to amaze the player with even more crazy places.
LG's level designers were not in this field just to achieve their childish dreams or to fill their bank accounts with money, you can clearly see they had talent to work with this. So much talent in fact that I haven't seen yet anything remotely close to their accomplishments. The Metal Age is as good as Dark Project and has the undisputed, undoubtedly best level in videogame's history, Life of the Party. That mission is the highest point of this media as a form of entertainment, it has everything a great game should have, compressed in a single level. I doubt we'll ever see something like that again, and the success of the likes of Uncharted is proof enough.
Mentioning the Sword and not mentioning little-big world is a crime.
I'm going to throw out a level from Halo:CE... 343 Guilty Spark.
In Deus Ex, the one level that stood out for me was DuClaire Chateau, because it was quite different from the other levels. A dark manor with a slightly eerie music track, no enemies in there, you're looking for a secret room, and that one evil AI (I forgot its name) talking to you. Very nice feel to that level.
Same with the Paris Cathedral. Paris, for me, was the point of the game where it really got serious, since now it wasn't safe to openly walk the steets anymore, and in most missions you had to walk through areas teeming with enemies. The Cathedral was probably the best location in the Paris section for me - tons of enemies, different ways to get inside, and the confrontation with Gunter.
I'd give points to the first venture into Kogoruhn. I'd never been to a Sixth House base until that point, I was underlevelled and underprepared, and it was creepy and tense as fuck. Then you leave, with a sigh of relief that you've been provided a shortcut to the outside... into the middle of Red Mountain.I'd mention Morrowind, but it has no discrete locations and it's pretty much consistently atmospheric no matter where you go.
I'd mention Morrowind, but it has no discrete locations and it's pretty much consistently atmospheric no matter where you go.
Ah, yes. The forge of Hilbongard was also pretty cool. So was this burial with ship inside.I'd mention Morrowind, but it has no discrete locations and it's pretty much consistently atmospheric no matter where you go.
Urshilaku Burial Caverns really stood out for me as that one special dungeon. Very atmospheric interior design that was otherworldly and mysterious, a very vertical level design that had many areas with unique items hidden there only reachable by levitation. It was pretty much the one dungeon that showed you what was so special about Morrowind, and what awesome level design possibilities the utility spells - especially levitation - opened up.
Mentioning the Sword and not mentioning little-big world is a crime.