Welcome to Part II of “Evangelizing Thief”.
In this part, I continue what I did in Part 1: analyze Thief missions, both official and fan-made, in light of my argument
that Thief’s design is a prime
foundation for narrative experience, as well as for exploration and discovery. The
difference for Part II is that it is more diluted. In Part I, I looked at a
broad swathe of Thief I and II official and fan missions. In this part, I look
at three Thief fan-missions and one Thief III mission.
Two of the Thief fan missions here are ‘campaigns’: that is, there is more
than one mission in them. And in setting up the Thief III mission I analyze, I introduce the game by briefly
looking at a few other missions in it. But the main focus of this blog will be
on four different creations, rather than several, and each of them is some of
the best material from Thief. A couple of them are haunted-house missions, so I'll also argue in this Part II more specifically on Thief's potential for great horror experiences.
At the end, I’ll wrap up this project with
a ‘Thief in Context’ post, and along the way throw in a few more mini-essays.
So, then, let’s dive into this more
focused, more narrow Part II.
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