I got side-tracked from my quest to play every Cthulhu game in existence, and got excited about playing Thief again because of the Codex. And man, that was a good decision...!
Love them oldschool level designs!
Some Prospers wandering about. I like how those angular, crude oldschool graphics give off such a surreal vibe.
The Horn of Quintus!
Quest complete
The Bonehoard misssion is one of the less exciting ones in Thief, not in the lest due to the often criticised zombies who are everywhere. I am very fond myself of the first manor mission; human opponents, breaking into a real house... Great stuff. In any case, a great game, I wish someone would make something like this again.
Next, due to the thread at the Codex about a possible MCA kickstarter, I re-installed one of my favourite games of all time...
I'm using the really excellent Polish translation (for sentimental reasons), the widescreen mod, the fixpack, unifinished business, and some tweaks, and the game is simply stunning. Just look at this beauty!
Amazing how the Infinity Engine adapted so well to higer resolution and tweaks. A game looking like this may have been released today.
The Polish translators were praised for how they translated Annah's rough way of talking, by inventing neologisms and creatively mangling the Polish language. "Gub siem, żulu!" Well, that actually isn't the best example, but that's the screenshot I took.
Just look at what gameplay possibilities this screenshot implies... The Infinity Engine really has a ton of potential. It is also very pleasing to operate with, I was struck by how easy it is to get into playing Torment again. Ease of using the interface, the clarity with which information is presented, and the appeal of the graphics are really very, very important, and are done exceptionally by this game. I think these are aspects that are often overlooked by indie devs.
Another thing I was thinking about, is the speculation about a spiritual successor to Torment. The rich and interesting world of Planescape is one of the driving motors behind this game; it is what motivates the player to explore, to talk to people. Without the license, MCA would need to world-build a new setting from scratch, and to match this charm and oddness is a task just as difficult as writing the game itself.