The mission briefing doesn't make promises of some epic heist, nor does it try to be that, but it makes a few twists and turns into a well executed district crawl and dungeon delve.
I was surprised that, aside from the main rescue goal, all the objectives are optional even at expert difficulty. All the special loot and even the generic loot target is presented as entirely side objectives to the primary goal, which took off the uneasy pressure I usually feel when given the list of things to steal on the mission. I haven't seen a lot of missions do this, and turns the vibe of stealing from "I need to mark this off my checklist so I can leave" to "Let's see how hard I can style on this quiet district and rob them blind".
Graphically, I'd say it's fine? Level design is functional; my favorite parts were the docks with the boats in the distance, the church overlooking the market, and the shot from the top of the cemetery. Other than that, all the small houses you break into are nice to go through. I was really scared when I saw a sewer entrance because I was thinking it would be a labyrinth, but it served as a reasonable pathway to get around Templehill.
Each of the special items require some sort of mini puzzle in a side area, which I enjoyed. None of the puzzles were brain benders, and all the hidden switches felt reasonably hidden like the OMs (I HATE blindly frobbing around a room, especially if it's part of the critical path).
I also have a soft spot whenever the authors design unique magical things or Mechanist inventions, so the final parts of the mission really made me happy.
My biggest issue comes from the final things you have to do to finish the mission, and really it's just a nitpick that it's slow and kind of drains the energy from the finish line.
Other than that, it's a easy but fun run-around pilfering loot and using your thief skills! Would recommend between the longer and more draining missions.
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star 7 / 10
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