Crossposting from TTLG and the TDM forums...
The Chalice of Souls by Feuillade Industries (Firemage, skacky and Squadafroin)
Continuing from a series including
Shadow Politics,
Within These Dark Walls and
Endless Rain, this two-part Thief Gold mission sends Garrett in search of a hidden high-class brothel hidden somewhere beneath the City's streets, then even further to find the sinister magical chalice of the month (after the Cylix of Jortul, the Grail of Regrets and various other evil cups, one would think he would learn, but apparently not). The two missions are thus in fact four: a city, a sewer system, an abandoned Keeper sanctuary converted into a brothel, and the hidden, partially flooded parts of the sanctuary. These were made by different authors, are neatly separated, and differ in both style and execution.
The city part is the strongest section of the mission. Contrary to one's initial instincts associating it with skacky, the info file says most of the work is Squadafroin, who has created something really surreal and dreamlike. It has a deceivingly small footprint (there is a high-resolution map you can print out, always a plus), but instead of spreading out, it goes up... and then up and up some more. Like impossibly high mountains of stone, the mission ranges from snow-covered streets and a frozen over canal to aeries at dizzying heights. Opening a door and coming across a view of several balconies, rooftops and chimneys spreading out below you is something magical, something quintessentially Thief. You will travel across this
roofscape on various routes, breaking into places ranging from the attic of a curio collector to the penthouse apartment of a cardinal, uncovering tons of dirty laundry along the way. This is more about finding a way forward and less about dealing with AI, although there are some very challenging sneaking puzzles (the most evil including a noble lady and a guard in an almost perfectly lit environment). A weakness of the map is found in its semi-linearity: the rooftop routes, while fun, are largely uni-directional, with only a few detours on the way. It is a hell of a ride, and it would perhaps be rude to expect more... but the feeling is still there.
The sewers are well-planned, apparently being largely Firemage's work. They are inhabited by various factions of AI in an uneasy truce, and they hide a few nasty surprises as well. While building sewers is rather more technically easy than building a fantastic cityscape, it takes talent to build an enjoyable one. Sewer levels are the monotonous, reviled outcasts of computer games (Thieves Guild from Thief Gold doesn't enjoy a particularly good reputation), but not here. The mission's sub-plots are the most fascinating here, and there are not just clever and interesting exploration opportunities, but it all looks varied and cool - there are rusting bits of machinery chugging on down in the tunnels, different recognisable architectural styles, backstabbing and intrigue, and a wonderful feeling of decay and rot. More than that, this part is pleasantly non-linear - there are different paths to choose, all with their own kind of challenges and surprises.
The underground brothel, mostly skacky's work, is a reimagination of The House of Blossoms, a justly despised Thief 4 mission. Unfortunately, the curse lingers, as this section is very good-looking (a combination of gaudy richness and decay), but severely flawed to the point of unpleasantness. The brothel is set up as an interconnected set of mostly very well lit rooms, decked out in tile with occasional strips of carpet. These are known tension-building devices. Difficulty spikes and a bit of frustration are an integral part of Thief, but here, it becomes too much. Tile and metal surfaces slow player movement to a crawl, and makes navigation really frustrating. It does not help that there are several AI walking around on heavily overlapping patrol routes, so you can almost always expect
someone to either be in the area to prevent you from moving (since they would hear/see you due to the generous light and the tile surfaces), or spoil your move when they come across you unexpectedly. To make it all the more infuriating, the doorways are covered by heavy red curtains, which look good, but obstruct your vision while letting the AI look through them. So, here is the list:
- tile and lots of tile
- light
- interlocking patrols
- open layout
- obstructed vision
I know there are gameplay wizards who can deal with that, but it made me resentful and displeased in the end. Additionally, while nice to look at, I feel that the story is the weakest here.
The final segment (also by skacky) is an increasingly grandiose underground Keeper library, reconstructing the feel and iconic locations of some of the Thief games' Keeper-related cutscenes and environments (it is very interesting to compare it to Ink and Dust and Calendra's Legacy, both of which try something similar). This is again mostly exploration-focused, maybe just a little too empty, and maybe getting the final object is a little bit anti-climactic, since it is just "there" somewhere. But after the brothel, it is a welcome change of pace and difficulty, and it looks very, very good..
Judging a contest mission is always tricky due to the time pressure (and sometimes special rules) involved. This is much more than your regular contest mission; in fact, it is extremely ambitious even as a standalone entry. You will find some of Thief's most breathtaking things here, especially in the city section (which inevitably raises your expectations to physical and other heights it and its followups cannot realistically match), and I wonder how Thief's designers would react if they saw it in motion. But sometimes, it is too ambitious and tries just a bit too hard.