Keeper2138 on 10/6/2004 at 06:48
There are spoilers here.
OK, here it is.. Yes, like every other chicken heart that played this level I played it in the dead of night. I could stand the whispers and the babies crying. I didn't even blink when the knocking in the attic started. However, while walking boldly around the cradle (Hello, My name is Garrett and I'm the damn MAN!), I never saw anybody in the cradle until I bent down and started picking a cell lock. My shadow was on the door due to the light being right behind me. All of a sudden another shadow appeared over top of mine and my health dropped by half!!! My "OH @#$%!!!!" woke up the whole house and I jumped clean out of my chair! It was almost as bad when I loaded my quickie from a few seconds earlier and actually saw the thing.. The cradle is insane!! (no pun intended ;) )
Brodieman on 10/6/2004 at 12:07
Quote Posted by enchanter
OK, I'm completely at an impasse on this mission. I seem to have missed something. I am in the inner cradle, but I have been everywhere I can get to (as near as I can tell), but I haven't triggered the [SPOILER]"leap to your death" objective nor have I met the ghost girl[/SPOILER], so I am completely stuck. I have the [SPOILER]silver surgery equipment and the bag of teeth[/SPOILER], but that's it. I have been to and through all the areas on the map except for the [SPOILER]nursery tower[/SPOILER], which I haven't been able to figure out how to get into. I am completely stuck. Can anyone help point me in the right direction? :confused:
For a blatant spoiler [SPOILER] frob and activate the painting in the attic[/SPOILER] also you can access the nursery tower proper when [SPOILER] you travel back to the past[/SPOILER]
enchanter on 10/6/2004 at 16:53
Yes, thanks all. I figured it out last night, before I got the answers from you. I realized I must have skipped over something in the outer cradle, and sure enough, I'm well on my way now. :sweat:
null on 11/6/2004 at 01:43
Quote Posted by Brodieman
Null you need to work on a System Shock 3 somehow.
I would absolutely love to.
lumpenprol on 11/6/2004 at 04:25
Null, just wanted to add my voice to the chorus of praise for the Cradle. The first half of the level, as others have said, is masterfully suspenseful. Finally someone gets it, that anticipation only heightens the payoff when it finally arrives. In my mind one of the best things about the Thief 1 levels was that they were large stretches where you really felt like you were venturing into the unknown. Going down into the Bonehoard or the Maw, you could actually feel yourself going deeper and deeper, with that feeling in the pit of your stomach like "Oh crap, how am I ever going to get out again?" Unfortunately, it seems that due to the severe limitations of the crappy Unreal engine, large levels aren't possible; you end up getting these "faberge egg" levels that are very detailed but aren't at all believable because they feel like miniatures. There's no suspense because you have to "cut to the chase"; there no room to explore because everything is cheek-to-jowl (the most ridiculous examples being the kurshok city and pagan undergound where adversarial groups are often right around the corner from one another.) Along with whoever crafted the overlook level, you brought a sense of exploration and mystery back to Thief, congrats.
As far as the second half of the level goes, it was a bit anticlimactic for me, though having read your comments I get the impression that all your design decisions were meticulously thought out. It just seems that instead of getting progressively more terrifying, building towards a excruciating climax, it instead gets progressively less frightening. [SPOILER]The pounding on the door is more terrifying than the twitchy patients, who in turn are much more terrifying than the silhoutted staff. Also, having to traverse the same area several times over, while not exactly annoying, did become tedious and drain most of the suspense. [/SPOILER]
If I could change a few things about the level, I'd [SPOILER]make the patients invulnerable. This was the same beef I had with the original RTC. As soon as I discovered (or read) that the haunts could be backstabbed, I was no longer afraid of them. As soon as I discovered that holy water killed the patients, I was no longer afraid of them.
Also, the crackling sound and flickering of the lights that precedes a patient, while undeniably cool visually, kills quite a bit of suspense, and for a flickering-sensitive person like myself, actually induced a headache after a while. As I played, I was constantly thinking to myself, how cool would it be if the patients were more like the little girl's shadow in the attic; difficult to hear and see. Then your senses would remain in a heightened sense of alert throughout the level, instead of getting somewhat deadened by the epilepsy-inducing flickering of walking christmas trees. [/SPOILER]
All in all though, I really liked the level, I agree that it is probably the best in the game (though I'm not sure about its replay value!) In addition to being suspenseful, it's also very depressing in a unique, queasy sort of way, that I've never seen in any other game.
For pure horror, I have to give a shout out for Clive Barker's Undying. Someone else here mentioned it as well. Though it didn't do well commercially, it's a superb game, one of the most well thought out, thematically-consistent games ever, and one of the best horror games, along with System Shock 2.
lumpenprol on 11/6/2004 at 04:33
Oh, and I forgot to add in my previous post, that the level itself is beautifully designed, perfectly combining a hauntingly stark and beautiful "form", with a completely believable "function" (that of an orphanage turned asylum). Nary a brush out of place!
Ethne on 11/6/2004 at 05:12
Quote Posted by Malf
Right, I've read this whole thread, and nobody else has mentioned it, so I'd like to ask WHAT THE HELL BIT ME?!?
[SPOILER]I swear, in the outer cradle, I was walking past one of those boiler thingies, and it was making a REAL suspicious noise. I could see that if I crouched down, I might be able to crawl in, so being a sucker for punishment, that's exactly what I did.
[/SPOILER]
Next thing I know, something shrieks, Garrett makes a pain noise and loses some health, and I jump like a frog on amphetamines, flinging the mouse in some wildly twitching movement.
After running away, pulling out a fire arrow to light up the surroundings (I did this a lot in the cradle; delightfully counter-intuitive), and settling down, I saw that there was nothing there.
What the hell was it?
Or do I really want to know?
[SPOILER]null mentioned earlier in the thread that there was a way to go back into the past as yourself before being told to by Lauryl. (Kind of an easter egg.) Perhaps you found the way, because I know when you finally do lock yourself in the cage, Garrett lets out a aaaaaaarrrgg like he is in pain, and if I remember, there is some sort of screaming type noise.[/SPOILER]
I think that I may go back and see for myself... if I ever get up the courage to play the damned level again.
JMcSquiggle on 11/6/2004 at 11:01
Quote Posted by Keeper2138
Hello, My name is Garrett and I'm the damn MAN!
Oh come off it you pansy. I admit that I crept around everywhere in the level, but not because I was afraid I was going to get killed. The only reason why I crept around was because I knew there was more than enough light for anyone to jump on me at ever given point of the level (or at least it seemed like it to me). Knowing how quickly undead move in the game, I just simply didn't want to have all the undead in the world and their zombified grandmothers on me at once. I perfer to take things as they come instead of blindly venturing into a lions den. There's a thick line between what is "manly" and what is stupid.
The only thing in this level that freaked me out was the enemies. Mostly because when I was doing the level I thought they were invincible. Well, that and the room with the chains and the heart pounding. I refused to set foot in that room. I didn't want to accidently kill the house by giving it a heart attack and having it collapse on me :D . I'm kidding of course. What? Don't look at me like that.
My girlfriend can verify that when I was "experimenting on the patients" that their violent reactions to my scapula certaintly did scare me some. I backstabbed one of them and checked to see if it was dead. It immediately got up, turned around, and hit me two times before I could react or say anything. This warented a bit of a yelp out of me, but I didn't wake anyone up (my family are a bunch of light sleepers too). This level was scary...and that is the most emotion that anything has evoked out of me in a long time. I've finally given up watching horror movies because they bore me. I just don't get freaked out easily, which leaves me with one to two hours of people running around screaming with their heads cut off.
Melianor on 11/6/2004 at 11:06
All praise NULL.
I found the first part of the lvl alot more frightening than the second part (apart from the time when those puppets attack you the first time).
This is the mark of a great story teller and lvl designer. Hungting for the item that's meant to shed some ligth on that place and having to go through darkness to do so, with all those eerie sounds and the occasional knocking was exhausting. I had to stop playing every 10min or so. Ending up wishing to simply quit the mission.
The scariest part though was that long [spoiler]sleeping hall with the chest at the end[/spoiler]. I was expecting the emergence of something alive or not so alive any moment. Having your back to the room while hearing your lockpicks tickle away on the chest was mesmerizing. How can you do that to us!!! Leave us standing bare with the back to the chest exposed in such an open room *shivers* :sweat:
Thanks for showing us again what fear really is.
Funny though that my fear faded once the cat ... aeh puppet was out of the sack. Not remembering the fact that they stand up again after a while gave me another heartattack though.
The way the lvl was build and what architectural elements where used reminds me alot of the typical haunted mansion with geometrics that both combine round and triangular elements, or elements that stretch high so as if to doom down from aobve you.
The first glimpses i got from the outside of the cradle made me shiver already. The suspense was entangling. The rooms of the inmates and their stories were tragic and maniac at the same time. Like people meeting the final one thing they cannot cope with, or in reflection the players who might not be able to cope with the cradle.
The story about the woman who carries around the urn with the ashes of her stillborn baby stung the most.
be you praised among the lvl artists of this century Null :thumb:
Solabusca on 13/6/2004 at 07:13
I've just finished the Cradle, and now I need to add my voice to the chorus of accolades being placed at your feet, null.
When next you see Mr. Brosius, do me the favour of first congratulating him for his excellent sound, then smack him (AND YOURSELF) for scaring the bejesus out of me.
Like a fool, I played through the level after midnight, with no lights in the house on. And then I headed for Lauryl's final resting place...
Now I need to sit somewhere and shiver.
One thing I have to say is that I'm going to enjoy inflicting the Cradle upon my table-top players sometime around October... it seems appropriate to dredge up my memories of the waxen King and his court.
My thanks for an absolutely incredible level: intricate backstory, incredible design, and a remarkable visual and aural feast.
And thanks for reminding me of Jacob's Ladder.
...
I'm not going to be able to sleep tonight, am I?
.j.