Melan on 18/4/2017 at 20:16
The Ravine by Spoonman.
You are about to embark on an adventure into a place both wonderful and strange, and you will go through the looking glass a few times before it ends. If this description appeals to you,
The Ravine will be your mission. This is a hard mission to write about without spoiling things, and I won’t (not even in screenshots). Let’s just stick to a general impression.
The Ravine draws from that aspect of
The Dark Project which has been least often captured in fan missions: a journey into an irrational and dangerous world which defies conventional explanation, but which makes sense as a dream, a collection of strange impressions. The nature of mysteries like this is that they are only effective as long as they aren’t given a rationale, and they lose their power once they are completely figured out. This mission, rather smartly, never gives you that key. There are no readables, no conventional storytelling and no fully built framework to place your experiences. It just is, like a puzzle that has no solution, but could have multiple guesses. Its closest parallel is
Gems of Provenance, although it is very different.
The Ravine is a large, complex level that has countless pathways through it, and several hidden places (I got 2600 out of more than 4000 loot). There is verticality, there is horizontality, and there are all kinds of interconnections. The starting area alone would make a small level, but it doesn’t stop there. It is vast; it is also dark. Completely dark except for light sources and your trusty lantern. The lantern becomes invaluable in your exploration, but it also draws attention to you, as it should. This is a proper tradeoff and a fun gameplay element. There are places where rope arrows would come in handy, but the mission is sadistic enough
not to give you any, ever. After a more quiet beginning, the AI patrols are numerous and make for a proper challenge.
Graphically, it is on the less detailed side, and the zero ambient does sometimes look rough with the stencil shadows. But it is never ugly, it is thematically consistent, and very often does ingenious things with simple architecture. The soundscape is very impressive – properly menacing, mysterious, using sound cues to both guide and disorient you.
All in all, this mission is odd, imaginative, and a whole lot of fun. Don’t spoil yourself – just play.
Inline Image:
https://68.media.tumblr.com/5933d319f0b4482e04e6f3ab6400878a/tumblr_oomg4v85QQ1rxmn3vo1_1280.jpgInline Image:
https://68.media.tumblr.com/1a080cf13b2080a4d39de800338b5faf/tumblr_oomg4v85QQ1rxmn3vo2_1280.jpgInline Image:
https://68.media.tumblr.com/212ede0b5107958870972545f3a84229/tumblr_oomg4v85QQ1rxmn3vo3_1280.jpgInline Image:
https://68.media.tumblr.com/f21516199c1189f7d502aa026713ba93/tumblr_oomg4v85QQ1rxmn3vo4_1280.jpg
klatremus on 19/4/2017 at 03:09
A nice, but different review of a seemingly nice, but different mission. This write-up peaked my interest more than usual. Thank you Melan. :)
The Dark One on 19/4/2017 at 04:55
Solar Escape (by Tr00pertj), by its title alone, makes me think of those Japanese room escape games I used to play pretty often, even though I was terrible at them.
The plot is simple: Not-Garrett discovers a body in the swamp, as well as information on it that leads him to the home of one Sebastian Creep, who has arranged for the death of said man and gotten his hands on a valuable scepter, and maybe more. Hence, breaking into his house, stealing it, and leaving the note calling for the murder behind for blackmail purposes (even though it doesn’t help, because he can just get rid of the note. But anyway.)
This mission is small, but oddly difficult. There’s a good bit of loot, but a lot of it is crammed in odd locations, so you’ll have to take things slowly and be willing to look everywhere. Not helping matter are the guards: One is inside and near-impossible to get around if you want to ghost the mission, and one outside who can see you from there, and you really can’t get a good look at him, forcing you to try and remember where he is and not be there. The main gripe I have is with finding your way onto the upper balcony, the entrance to which isn’t clear or hinted at.
There’s another element of this that I don’t understand: Why does the woman ignore this strange man wandering the house? She’ll panic if you leave bodies lying around, but why is she fine with this robbery in the first place? It’s never explained, really. Also, why does Creep feel that he can take over the world with a scepter that A. only lets you travel between worlds, and B. can’t even get you back to your own? The diary implies that he doesn’t understand B. but A isn’t much better. Finally, why does Not-Garrett feel the need to leave by the church tunnels? Can’t he just leave the same way he came in?
I also want to take a moment to soapbox about an issue near and dear to my heart: Proofread your mission dang it. This has come up before, but I’ve only remembered to mention it now. No one is asking for Shakespeare level mastery, but at least make it flow. The grammar in this mission, for example, feels stilted and flawed, and needed someone to at least give it a once over. But that’s mainly a personal gripe (now watch as some smart guy nitpicks my own grammar. I suppose I deserve it. :P )
All in all, it’s a decent mission, similar to the last one I reviewed. Recommended, but don’t make it your first.
The Dark One on 24/4/2017 at 03:04
Special Delivery (by Silencium18) is a short little thing. No really, one of the shortest missions for The Dark Mod.
The plot is as normal: Not-Garratt has gotten wind of a valuable diamond and sets out to rob and (if you’re me) give many guards concussions. Where this mission sets itself apart is in the choice of location. Instead of the normal fancy mansion, we have an industrial warehouse, bringing the problem of electric lights and metal floors. However, once you get through the first room, the rest is mostly smooth sailing. Getting the key you need is slightly harder than you might think, but other than that, this is a pretty smooth mission.
I don’t have much else to say, really. Recommended, even if I feel that experienced players will blaze through it.
The Dark One on 28/4/2017 at 07:31
Too Late (by Nielsen74) is yet another short mission. Don’t worry, I’ll get to some longer ones after this one.
The plot is simple: Not-Garrett is after another jeweled scepter (Bafford never learns), but finds that another group of thieves have made off with it already. Since Not-Garrett already bothered himself to get out at night, he decides that he might as well steal if from this new group.
Similar to the last mission, the setting is more industrial, taking place at a dockside warehouse. It’s an oddly liner level, with a straight shot from beginning to end, barring a little extra back area that I don’t fully understand the purpose of. What makes up for that if difficulty: Loot is cannily hidden, guards are abundant, and higher difficulties limit your knockouts. It’s mostly fair however, with multiple chances to scramble on the higher ground and work your way around the guards. I do wish that it was a little more clear how far the light from the obligatory torch guard can reach, since more than once I had to scramble across the boxes to dodge it. But that’s not really the fault of the mission creator.
All in all, a fun little mission with some nice challenge behind it. Recommended.
The Dark One on 29/4/2017 at 21:33
Since he just released a new mission, he gets dibs.
Full Moon Fever (by Spoonman) is another Victorian burglary simulator...with a twist. A certain lord has been doing renovation on his mansion, and rumors are spreading that he’s found incredible treasure. Rumors, because he isn’t talking, due to suddenly vanishing, leaving his house more or less abandoned besides the guards. A thief sent in to case the joint has confirmed that the family will be arriving soon to take possession, meaning that Not-Garratt has to make his move.
The first thing about this mission that strikes is how big it is. Maybe I’m just easily impressed, but this is a very last mission, with a mansion that feels like a mansion. There’s lots to explore, and guards lurk around every corner. You’re granted maps of the place, you’ll need them. I won’t say it’s a *hard* mission, certainly it would take time to make your way through it, but once you get a handle on the layout, I think it goes smoothly. “Methodical” is the best word I can think of. It’s a tense half hour or so, but once you get a few people knocked out and get your bearings, it becomes much more satisfying.
Loot-wise, it’s pretty simple. The highest loot goal is high, but there’s plenty to be found. I admit, when I first played the mission, I fell short, but my second playthrough got me plenty, so make of that what you will.
Like I said, this mission has a tweeeeeest, and it’s well-done. I don’t want to give away the nature of it, but rest assured, when you realize what a literally bloody mess you’ve walked into, much panicked uttering and desperate running towards your goal will ensue (for me, anyway.) I don’t want to say anymore, it’s best saved.
My main gripe with this mission is that it feels a tad too long. Needless to say, there’s terror and horror beneath the house, but maneuvering through it feels like a little bit too much mission. I know that this is probably just a personal thing, but considering how much there is to this mission in the first place, the final sequence feels slightly anticlimactic. I also have to question the story itself, but since there are spoilers involved, I’ll just say that I’m not totally sure how the lord’s actions were actually supposed to help. That bedroom won’t stay closed forever, after all.
All in all, a very solid and creepy mission, and I’m honestly a little disappointed that I’m having a hard time wording why I liked it so much.. Recommended, and I hope that I can get to The Ravine within the next twenty years. :P
The Dark One on 18/5/2017 at 19:46
I finally beat this mission gah.
The Rift (by Baddcog) was a mission made for a vertical contest mission, which the creator decided to take in a different direction, which I approve of. Not-Garratt is laying low in a hillside mining town and decides to make a few extra gold bits by stealing the jeweled scepter of a local lord. He barely takes two steps before an earthquake opens a huge rift, which demands exploring.
This is a more undead focused mission, with exploration of ruins and tomb raiding. I think this is the first time I’ve reviewed one of these, or at least the first to have it as the major focus. I’m not sure if I like this type of mission; I admit that I prefer to creep around in an elegant mansion or vast city, exploring, finding secrets, and indulging my inner voyeur. But maybe I just haven’t played the right kind yet.
Graphics-wise, it certainly pulls off making the rift seem vast and you feel very small, at least for to first half of the mission, after which it gets a tad more claustrophobic. It’s not pretty, but impressive enough, and it’s nice enough to make it clear where you’re supposed to go.
Difficulty-wise, it’s actually pretty hard, or at least more difficult than expected. You don’t have a lot of equipment, and if you aren’t familiar with The Dark Mod’s combat system you’ll find yourself ducking around quite a lot. There are also a few places where I felt it was nigh-impossible to drop down without taking damage. One would think you could just use rope arrows, but this mission is oddly skimpy on them. It’s even possible to find yourself stranded at the end of the mission with no real place to go, due to the lack of rope arrows. Also, you have to personally make your way back up, and again, poor use of rope arrows can leave you stuck. Even the opening is a pain, you have three guards right out your window, and only perfect timing will get you to street level without getting seen.
I admit, I’m biased: I took waaaay too long to beat this mission, and I’m still a tad bitter. But being fair, this is a solid mission, just not part of a subset I like, and with a few kinks to be ironed out here and there. Recommended.
P.S. If anyone knows how to get into the church, do say. :P
A.J on 23/5/2017 at 21:19
This is my first review and it's a short one, so bear with me.
I just played Brainchild, a FM by Sperry. It was very different from the average mansion heist mission and for that, I adore it. Compared to most FMs, this one really stands out with it's unique setting and non thiefy, exploration-focused gameplay. I also love how Sperry managed to perfectly combine the Thief: Gold ambients (like the droning echoes and hums from the original games) with this creepy, techno-nightmare labyrinth of a level. Plus, the lack of any story or explanation just leaves the player guessing and wanting more. If you haven't played Brainchild yet, then stop reading this review and do it right now. Trust me, it's an experience you won't forget and there hasn't been anything like this since.
The Dark One on 26/5/2017 at 06:16
Now, back on target.
The King of Diamonds (by Spooks) is the first city mission I’ve reviewed in a while, and it’s a good one. Not-Garratt is contacted by an acquaintance, King, who wants Not-Garratt to do something for him. After tracking down King’s accomplice, Not-Garrett learns that King made of with a valuable diamond...but was ratted out and is currently laying low, and he wants Not-Garrett to break into his former residence and get King’s stuff back.
Graphics-wise, this mission is quite...purple. And blue. Very different from what one expects out of a city, and for that I’m glad. The city is more of a mix of back alleys and side streets, giving it a cramped, claustrophobic feel. However, it also has the result of making the mission a tad confusing to navigate, at least at first. You get two maps, and while they look nice, to be honest I didn’t find them much help.
Difficulty-wise, it feels like the inverse of Sons of Barltona: The city itself is simple to navigate; there are very few guards on the streets, but the estate itself jacks the difficulty up. In Expert, at least, you can’t even knock anyone unconscious, the torches are dutifully relit, and there’s a fair bit of ducking around people who wander into every nook and cranny. And getting out is a pain as well.
Where this mission really shines are the side quests and stories you can find in your scrounging. The mission is similar to Lords and Legacy, in that there are a lot of mini-stories going on, though here they do tend to dovetail a bit more. It’s not pure horror, but there are a few creepy moments in the mission, which I’m loath to spoil. It’s quite good, and the atmosphere is well done, with understated sound (or lack thereof) to hammer in the creepiness. Although I do question how you can have neighbors who are separated by like solid blocks of house.
Like I said, there are side quests aplenty here, ranging from simply dealing with a wannabe backstabber to a long and involved quest to take out a captain via….interesting means. It’s a very involved thing, and it’s easy to miss on a step or two if you don’t know what you’re doing. Still, it’s definitely one of the more creative objectives I’ve seen in The Dark Mod. Only gripe is that he died out of view of everyone when I played, so no mass panic.
All in all, a good, creepy mission, with a fair amount to do. Recommended.
The Dark One on 27/5/2017 at 23:51
Hm, I’m nowhere near done with my backlog.
Volta and the Stone (by Kingsal) starts by changing your screen in The Dark Mod proper to some neat purple tower, so you know you’re getting effort here. A decently-voiced cutscene fills you in on the plot: Not-Garrett has been recruited to steal a valuable stone from the Volta estate, and surprise surprise, it’s at the top of a stupidly huge tower. Most of the mission is spent trying to make your way into the tower, so it’s not really a vertical mission, however.
Difficulty-wise, it’s not overly hard. The guard placement is light, and the patrols are wide enough so that even that odd thief that doesn’t whack everyone and their mother over the head can slip through. The loot goal is also pretty reasonable, at the very least you shouldn’t have any trouble hitting it if you’re paying attention. The only part that I feel might trip people up is one of the switches. You’re told where it is, but there’s still a bit of pixel hunting to find it. To be honest though, it’s a very mild complaint. There’s also a rather annoyingly placed guard at the tower entrance who more or less have to run and pray around.
Where this mission shines is in the layout. It looks different than most missions, with more of a red hue to everything. Even the guards have custom outfits, the whole thing almost makes me think of a house of cards. The mission is very non-linear, there are quite a few different ways through the mansion, if you’re willing to look up every now and then. Some people have compared this to canon missions, so I’ll take that as a good sign.
The only real tripping point is the ending, which has a little puzzle elements and some good views, but still feels a tad bit anti-climactic, considering some of the foreshadowing throughout the mission. Oh well, this is supposed to be part 1 of a series, I’ve gathered, so we’ll see what the future holds. All in all, solid, creative mission. Recommended.