Sounds like Mission 06: Thieves' Guild to meNYN wrote: ↑Wed Nov 13, 2024 3:39 pm Played through Thief Gold after a new PC set-up, to finally fill gaps and empty troves (and lose an eye). Leaving computer play behind when the Dark Project was new, and focusing instead on consoles was never a deed I would regret. So coming in decades later it was a trifle daunting, and I am not ashamed to tell that I used a few pointers and some help on the way, since I feel still very clumsy with the whole keyboard as a means to input.

Brilliant game, sublime level design. In constant contention with 2 for my favourite - Dark Project has higher highs and lower lows ("oh no, not another monster level" - though all part of the charm in retrospect), but Metal Age is end-to-end quality.
I've seen folk hate on the final boss, but I thought it was one of the most thematically-satisfying encounters in any game. The Pagan treatment in general is great in those first titles; the foolsy humes in city walls, we bringsie forth the woodsy lord poetry between missions is creepy fey tone-setting perfection that makes the whole thing feel like a well-spun tale.NYN wrote: ↑Wed Nov 13, 2024 3:39 pmI find the original chaotic in a deeper sense, since it tells how the pagan tribe gets created. The final mission: DESCENT INT0 MADNESS is a pleasing climax: evading those ascending super-freaks on track to the topsy world, while we are descending into the heart of Woodness (and learn where teething creatures are coming from).
Not quite so prominent once Droopy kicks off his industrial revolution, but Metal Age knows not to squander a good thing.
I wasn't quite so much for 3's gameplay - the PC version has a Sneaky Upgrade mod that retrofits some of the classic design niceties, but the core is too drastically changed to fully fix things like the oversimplified map screen, not-Goldeneye objective system, and clunky new locomotion.NYN wrote: ↑Wed Nov 13, 2024 3:39 pmIn tandem played with Deadly Shadows, that one on XboX for those special loading times, and without any points and helpers, it was all smooth sneak.
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That leaves the Deadly Shadows as the Keeper part, giving the surprising ending. The Cradle being creepy standout, I found it to be more of a broader appeal and it is appreciated.
Its ambition is its undoing, I think - ideas like freeform hub sneaking and more immersive interaction are good, but were too big to coalesce properly without taking away from the existing design.
Though thematically it was good - shame to lose the interstitial animatics, but the story was well-told, and the ending a delicious surprise. Cradle too, a marathon of gritting it out in the face of old school survival horror - every time I think I'm out, it pulls me back in!

*lowers arm* are you sure? Future NYN might regret not having been given amnesia and / or other horrifying complications arising from medieval treatment of concussive head injury

And well, it's a fine enough stealth game if properly braced for AAA tropes of the 7th gen. Unfortunately, you're already in too deep: Knowing how Deadly Shadows ends equips you to recognize all the tragic pieces that were going to be a proper Thi4f sequel before the studio flinched and swerved into reboot. And you have to put up with Gary, since they didn't get Stephen Russell back to voice a proper Garrett.
When you're done, I suggest a bit of Thief: The Black Parade and/or The Dark Mod to wash down the sadness. TBP is just incredible as a passion project gaiden successor to 1 and 2, and TDM is a technological leap with some really good missions if you research around its forums and pick out well-lauded ones.