Vivian on 24/6/2013 at 09:42
Personally I love all of T2. First one I played, though. T1, while I also loved it, felt a bit too monster-questy after that, felt less like a thief and more like a, uh, tomb-raider of some kind.
henke on 24/6/2013 at 09:48
Quote Posted by Chade
Having typed out and deleted a few expletive-laden rants, let me just say that I cannot possibly imagine any opinion a new fan could hold that would be half as obnoxious as this thread.
Luckily I'm not feeling any need to restrain my expletetive-laden rants just now, so allow me!
Ganac, it's not the new Thief fans who will give the franchise, or the community, a bad name. It's holier-than-thou pricks like yourself. I'm glad you like the Thief games, but you need to understand that this does in no way make you superior to anyone, and your sanctimonious sermoning does nothing but paint Thief fans in a bad light. So if you're concerned about the community, the best thing you can do is to take your high horse and f**k off.
Renzatic on 24/6/2013 at 10:12
This is what happens when Henke doesn't get enough physics trucks, people. His demons are no longer at bay.
HOLY F*****G SHIT ON A DAMN! RUN, PEOPLE! RUN! RUUUNNNNN!
Chade on 24/6/2013 at 11:31
Quote Posted by Starker
I think the problem with Cradle is that it works exactly once. It relies too much on scripted events for its own good.
For the record, when I remember the cradle, I don't really think about the scripted events so much. I remember crouching in a corner, looking at some lock illuminated by the harsh flickering electric light, listening to a puppet prowl nearby, and just really wishing I didn't have to move away from my safe corner to pick that lock. And many other similar moments, of course.
The cradle does a great job of forcing the player to do those things that he/she is deading, and has a unique art direction (within the thief series I mean) while still remaining true to the world outside. But it's more then a well implemented mission: it's also the perfect concept for that place in the game, occuring just as I'm starting to get really invested in defeating the Hag, but before she loses her mystique. If anything, it's the rock solid concept that is the most important part of the mission.
EDIT:
Henke, thank you. :p
Vivian, it's those wierd Thief 1 fans ... sickos, the lot of them ...
Starker on 24/6/2013 at 14:34
Quote Posted by Chade
For the record, when I remember the cradle, I don't really think about the scripted events so much. I remember crouching in a corner, looking at some lock illuminated by the harsh flickering electric light, listening to a puppet prowl nearby, and just really wishing I didn't have to move away from my safe corner to pick that lock. And many other similar moments, of course.
Knowing that the opening sequence that leads up to the puppets is entirely safe fails to ramp up the tension the second time. Compare it to the Ocean House hotel in VtMB, where at least the illusion of danger is maintained the whole time. The Ocean House hotel greatly benefited from the idea of a malevolent presence following you. I think T3 should have put more effort in the idea that Cradle is watching you instead of just random spooky events happening.
Quote Posted by Chade
The cradle does a great job of forcing the player to do those things that he/she is deading,
RttC did it better by providing really claustrophobic environments and hard to avoid patrol routes. The puppets are a bit too predictable and more easily avoidable in comparison.
Fandango on 24/6/2013 at 15:26
Quote Posted by Starker
Knowing that the opening sequence that leads up to the puppets is entirely safe fails to ramp up the tension the second time. Compare it to the Ocean House hotel in VtMB, where at least the illusion of danger is maintained the whole time. The Ocean House hotel greatly benefited from the idea of a malevolent presence following you. I think T3 should have put more effort in the idea that Cradle is watching you instead of just random spooky events happening.
RttC did it better by providing really claustrophobic environments and hard to avoid patrol routes. The puppets are a bit too predictable and more easily avoidable in comparison.
If we were only allowed to rate the levels based off of our first playthrough of them, I'd put Cradle at #1 without any hesitation. However it just doesn't work as well the second time after you realize you can prance through the first half of the level stomping on metal grates and launching fire arrows into the air to your heart's content with no repercussions.
Azaran on 24/6/2013 at 19:32
Quote Posted by Starker
RttC did it better by providing really claustrophobic environments and hard to avoid patrol routes. The puppets are a bit too predictable and more easily avoidable in comparison.
What I would have liked in the Cradle is instead of having those 10 or so puppets, it would be cool if the level spawned them randomly (like the npc's in the City). That way you could never kill hem all, and you'd never know where the next one might pop up.
PigLick on 24/6/2013 at 19:42
Quote Posted by Vivian
Personally I love all of T2. First one I played, though. T1, while I also loved it, felt a bit too monster-questy after that, felt less like a thief and more like a, uh, tomb-raider of some kind.
exactly this, maybe whichever game you played first has an influence?