This mission is bad in a very conventional way. The architecture is plain and boxy, the corridors are long and empty, and most players will probably discard it without a second thought.
And yet - there’s one moment that will make me remember this mission for a long time. The author managed to create something genuinely unsettling. SPOILERS ahead.
The premise itself is great: a town too rich for its own good, and Garrett’s supposed final heist before retirement. We start to explore the city and start to go deeper - and that’s where the unnerving part begins, in the manor’s basement.
The author placed an ambient track that sounded very “Thief-like,” but also just unfamiliar enough that it instantly triggered a sense of unease. Then you encounter an out-of-place custom model wandering through those long corridors. I can not put my finger on it but somehow, with that ambient in the background, it became truly unsettling.
But the best part comes in the chapel. There, you find a note revealing that all the riches in the city were gathered only to lure Garrett specificlly. And the lines:
- “He dies but first he screams”
- “Master is hungry and he grows tired of innocents”
…actually managed to scare me. For a brief moment I had that rare feeling of “I really don’t want to be here.” My mind immediately raced: Will monsters suddenly chase me? Will the ground collapse beneath me and I’ll come face to face with this so-called Master? The tension peaked perfectly.
And then nothing happened. No climax, no release, no big scare. Just nothing. You do a runback and that is it. The tension felt like I’d reached the boiling point, but instead of an explosion, I got a flat dud. Such a letdown.
That’s why, Hucklebarry, if you’re reading this - please consider remastering this mission someday. The concept is far too good to waste, and with some polish, it could become something truly memorable.
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