Esquilax
Arcane
- Joined
- Dec 7, 2010
- Messages
- 4,833
Thing is, what made the Thief setting unique was the combination of a medieval atmosphere with dark-ages like occult stuff and Hammerite and later Mechanist steampunk technology, the visual design of which was done in a way that didn't break the medieval atmosphere but enhanced it. There wasn't even a big contrast, the themes all fit perfectly into each other, and language was used effectively to reinforce the setting, with Hammerites being all faux olde-English ('Twas probably just the sweet tingling of a boiler) and pagans speaking in their weird, slightly childish language.
There's never been a setting in a game that I've seen that could give so much depth while providing so little detail.
The magic in the setting is absolutely crucial, and without that element, it kills the setting. It all rests on the Keepers preserving the balance between a primordial order and chaos so as not to repeat the mistakes of the Precursors, so by getting rid of that element, it just isn't the same. In the first two games (but especially the first) you would always see that bizarre juxtaposition between civilization and the supernatural - this permeated pretty much everything.
Take a genius mission like The Sword: at first, you're thinking "piece of cake, another mission like Lord Bafford and Assassins, no problem", but it quickly becomes a trip through a bizarre maze of chaos and maddening architecture as you struggle to make sense of what the fuck is going on. This sense of unease happened all the time in The Dark Project.
And even when that wasn't there, there was always a seedy human element at work even in the most mundane of missions. Look at a mission like Life of the Party; on the surface there's this opulent picture of progress everywhere as you move through Angelwatch, but as you dig deeper, you notice something sinister behind that facade. The Mechanists may have moved in and changed a few things, but the City is just as grimy as it ever was.
Now they apparently took away most of the medieval atmosphere - the clothing looks more Victorian as does some of the architecture, there is more "modern" tech (like typewriters) that wouldn't really fit into the setting of TG and T2, I wonder how they want to implement the Hammerites into that setting. Previously, technology was something that only the Hammerite and Mechanist orders worked with, and when anyone wanted to have some tech stuff for his home they'd hire one of the orders to install it. Now tech seems to be more commonplace and not something that is an exclusive thing of those Builder-worshippers, which definitely trivializes the role the Hammerites have in the setting.
Oh gods I hope they're not going to do any bad things to the good old Hammerites.
Yes, the Hammerites in Thief were tolerated by the corrupt noblemen of The City only because (1) The City is a crime-ridden shithole, and the Hammerites are incorruptible zealots who are nevertheless very good at maintaining law and order with an iron fist, (2) their technological and industrial base makes them indispensable, and (3) they're basically a private army of fanatics, so you can't really fuck with them. What the devs will no doubt fuck up is that these guys aren't just zealots: they're agents of order who are probably the only honest people in The City.
What they're probably going to do is this: it's implied that this game's bad guy will be some sort of Baron, so obviously they're just going to keep the Hammerites around to serve as his intolerant, religious fundamentalist lackies. It's going to be so fucking stupid.