@SharkClub In "Framed" you do not necessarily have to restart if you get into a confrontation with a City Watch Guard. You just don't have to harm them/knock them out. In "Casing The Joint", yeah, it's a mission failure/restart.
Yeah I'm aware. I actually replayed Thief 2 in its entirety (for the nth time) after making that post. Framed technically doesn't require ghosting as an objective but it's still absolute nonsense that the objective restricts knockouts because "the frame won't stick" but otherwise allows you to be caught and that's okay somehow. It's still not a very fun mission, a lot of pointless waiting and trailing guards in hallways.
I agree with you on some of the other points though. Always liked Thief 1 more than Thief 2, but this is a case of both games being masterpieces with few to none faults.
Thief 2 is a good game, I wouldn't go as far as to call it a masterpiece, it has its own appeal and the new gadgets and enemy types can be utilized well in some levels. The problem is that almost half of the level roster is filler because the game was very obviously extremely rushed. I guess I'll effortpost and just list off the missions because I feel like it and in case anyone actually gives a shit about me expanding on my opinion of it, otherwise my tl;dr is that Thief 2 is at least a little overrated, but I still do like the game a lot and the series and the legacy it delivered with fan missions is obviously better off with it than without it.
1.
Running Interference -
Tim Stellmach, Rich Carlson, Rick Ernst and Terri Brosius - It's
fine. It's a tutorial mission so it's very easy, apart from the 200 gems requirement on Expert meaning that finding one of the secrets (switch hunting in corners, something unfortunately very popular in Fan Missions of the time) is required(?). It's also very
flat.
2.
Shipping... and Receiving -
Mike Chrzanowski - It's more open, less flat and more difficult than the tutorial mission, pretty much an improvement in every way. The mechanism to opening all of the warehouses is a little tedious and doesn't really add much other than backtracking to the little hut when they could just allow you to open more than one at a time and it wouldn't actually change anything for the worse, that's about my only gripe with the mission. Other than that it's decent.
3.
Framed -
Rich Carlson & Rob Caminos - As mentioned above the no blackjacking objective is nonsense when it still technically allows you to be caught anyway, but the mission would be even worse if it was a proper ghosting objective like Casing anyway. To the mission's credit it is very open and allows a lot of secret ways through it once you get inside through the sewers but unfortunately it's also very flat, each level is a self contained flat plane outside of the courtyard, stairways and secret passages. There's a lot of following guards through hallways and waiting so it's a bit tedious.
4.
Ambush! -
Unknown Author? (Nobody wanted to take credit for this crap lol) - It sucks. It's literally just the ending portion of Assassins after Ramirez's mansion where you have to exit that area of the city while it's crawling with guards (if you do the mansion without ghosting it, that is). The loot is scattered and mostly just pickpocketing purses but it's not even an objective. Despite being a huge city district mission it somehow managed to be flat with very little vertical exploration.
5.
Eavesdropping -
Rich Carlson, Emil Pagliarulo, Sara Verilli & Mike Chrzanowski - Good, and a good idea narratively to show what an old Hammer institution can look like after the introduction of the Mechanists, where the idolatry of Karras seems to supersede the worship of the Master Builder in multiple places.
6.
First City Bank & Trust -
Randy Smith - A great mission. A lot of verticality and different routes through the mission and feels like a real place of work with a lot of pointless rooms. I think the worst part of this mission is the lack of secrets to find, that would have made the map even better.
7.
Blackmail -
Mike Chrzanowski - Decent. The layout of the mansion between the floors is a little odd (long hallways full of nothing?) but other than that it's a solid mission with an interesting twist that shakes up the gameplay a little.
8.
Trace the Courier -
Unknown Author? (Again, but it's the same map layout as Ambush!, so that makes sense) - It sucks. It's literally just the opening portion of Assassins before you get to Ramirez's mansion, except it doesn't lead to some actual gameplay like Assassins does. The time between the letter being dropped and the pagan showing up is also extremely long for some reason, so you end up just waiting around for minutes on end. A very boring mission that rehashes the map from the other very boring mission.
9.
Trail of Blood -
Terri Brosius - Good. It's very creative and it adds a little of what Thief 2 is sorely lacking. It's unfortunate that it's linear but it's a fun mission nonetheless. It's also unfortunate that the Treebeasts are underutilized, but I have played a few fan missions that do make use of them.
10.
Life of the Party -
Emil Pagliarulo - Arguably the best mission in the game, filled with variety and verticality, absolutely massive in scale and filled with secrets and detail. Most people's favorite mission when asked. This mission serves as the sole inspiration for many a fan mission creator.
11.
Precious Cargo -
Emil Pagliarulo - This one is my personal favorite mission of Thief 2. I love the atmosphere and the setpieces in this mission, the giant lighthouse elevator, Markham's haunted pirate ship and Cetus Amicus are all extremely cool. The mission is also one of the most difficult so it gives it a good deal of replayability. The outer area is a little strange with how there are massive rocks completely surrounding the place but I'm guessing Emil tried it without them and it looked strange for some reason or another due to engine limitations. Speaking of, how strange is it that Emil Pagliarulo of all people managed to make two of the best missions in Thief 2?
12.
Kidnap -
Unknown Author? - Ugh. So by this point they've already rehashed Ambush! into Trace the Courier, what else is there? That's right, let's rehash a map from the first game in its entirety, excavate a couple of places and put Mechanist walkways, cameras and robots everywhere. I do not like this map at all. The map gimmick of the changing route of Cavador's group is also not that engaging.
13.
Casing the Joint -
Unknown Author? (I'm not surprised at all) - Absolute garbage and totally irredeemable,
by far the worst mission in either of the first two games. You get to spend your loot count from Precious Cargo + Kidnap in order to play a forced ghost (quicksave/quickload simulator) mission where using anything but water arrows is pretty much forbidden. Everyone also knows that Masks is the next mission by now, but on your first playthrough it feels like you've been been scammed when you play Masks right after Casing. Because narratively it wouldn't make sense for Garrett to be stealing loot from a place that he is casing, almost every piece of loot is loose change that are randomly placed all over the mission and almost impossible to see, and since the next mission will actually let you use your equipment that means you do actually want to find these so you can buy stuff for the next mission. You come to Casing the Joint and lose all the Precious Cargo + Kidnap money in order to steal pennies from underneath couches so you can fund an actual mansion heist. It's also narratively total nonsense, since when does a master thief like Garrett need to rely on having cased a place on his own in order to pull off a heist, especially by this point, at the end of the second game; after Assassins, The Sword, Song of the Caverns, Return to the Cathedral, Framed, Eavesdropping, First City Bank & Trust and Life of the Party. Is the game really trying to tell me that if he went into Masks without completing the cuckoo clock objective in Casing he would be incapable of completing the mission?
14.
Masks -
Unknown Author? - Not that bad on its own but made a million times worse due to it being placed directly after Casing the Joint. If Thief 2 Gold existed to pad out the endgame a bit with some different missions maybe it wouldn't be as bad but it would be much more preferable for Casing to be gone from the level roster entirely. On its own the map is fine, if Casing didn't exist at all it the game would benefit from its inclusion, unfortunately since Casing exists and there isn't some massive twist that shakes things up, Masks is just a retread for 3/4 of the mission where you have to check all of the same rooms for loot again. In Thief 2 alone there are three completely different instances of rehashing a mission and reusing a map. Thief 1 shipped with 12 maps, Gold ended up with 15, I'm not sure why they insisted that Thief 2 had to have 15 maps from the get go, and it clearly resulted in most of the game being rushed, 3 of the maps being outright rehashes and several others suffering from a lack of polish because of the inclusion of rehashes.
15.
Sabotage at Soulforge -
Randy Smith - A lot of backtracking and building components. Not very engaging for a final mission but at least it offers some different gameplay despite being a bit of a slog.