“Return
to the Cathedral” is the penultimate mission in Thief: The Dark Project and one of the game’s best. It’s a large
mission with several different buildings to explore and smacks of open-world
role-playing game design. There are even several fetch quests that pop up in
the second part of the mission—a ‘love or hate it’ facet of open-world RPGs.
The mission’s first part, tightly cloistered, is like the intro portion of an
open-world game. The mission is a triumph of fundamentally sound design.
Garrett’s
come back to the haunted Hammerite cathedral, and with the Four Talismans, he
can unlock the entrance. The ominous whispering of the Eye greets the player as
they first walk into the cathedral. The first part, the main cathedral
building, or sanctuary, is relatively small. The Eye sits atop the altar at the
end of the sanctuary. Zombies, and a new AI, “Hammer Haunts”, or restless,
undead Hammerites more goulish and cunning than a typical zombie, walk the
halls. But there aren’t many of them, and the task is to grab the Eye and get
out. This first part, then, is very small, direct, and simple. The level will
open up much wider in its second part, though.
Once
Garrett nabs the eye, the ‘spirits become restless’—or, more zombies and haunts
appear, and a few ghosts start roaming around. But it’s a short distance to the
front doors, and then the player should be able to escape. Easy? Well, it could’ve
been. But the front doors are locked tight. The Eye sealed them again (it’s a
very powerful gemstone). The stone thought it would be too easy for Garett to
just stroll back out the front door. Indeed.
So the player now heads out to the cloister area, at the back of the cathedral, in search of another way out. Here, they meet the ghost of the Hammerite ‘Brother Murus’. Brother
Murus’ ghost is the ‘quest giver’, if I continue to use the open-world RPG
simile for this mission. Murus gives Garrett task after task, all with the
promise that Garrett’s reward will be a way out of the cathedral grounds. This
is classic open-world RPG design. And the cloister area of this mission is very
much like an open-world. There are five buildings: a living quarters, a
workshop, an observatory, a library, and a bath. There’s also a graveyard,
though it’s locked at first. Murus’ tasklist will have the player explore all
about these buildings and the greater cloister area.
The
first tasks involve giving Brother Murus a proper burial. His body is buried in
the graveyard, true—but it wasn’t correctly blessed. Garret must gather items
to do this. I referenced earlier that ‘fetch-quest’ stuff like this, whereby the player is given a list of explicit chores to go and do, is a
love-it-or-hate-it gameplay design. I think it works well as a foundation to
encourage the player to explore a given area. Here, searching and finding all the
items Brother Murus’ needs gives the player license to explore the haunted
cathedral grounds as they wish. I love it.
After
getting these items—a rosary, a holy symbol, a candle, and a prayer book—Murus
has some other tasks for Garrett. He asks Garrett to find and bury the bodies
of a couple of his colleagues, which are both back in the main cathedral building.
Lastly, Murus asks Garrett to kill all of the Hammer haunts. This last request
I don’t like—seeking out and killing the Hammer haunts breaks the immersion,
because an important part of the horror atmosphere is that the haunts are
tough, creepy, and to be avoided. Having to confront them, or kill them
stealthily from behind, breaks that. This is also the only mission in the first
two Thief games that requires the player to kill.
Brother
Murus rewards Garrett by giving him a key to the attic in the Cathedral. In
this attic, Garrett finds a “sunburst” device—basically a huge land mine—that
he can use to blow up the giant gateway into the cloister and escape the
cathedral grounds.
“Return
to the Cathedral” is not only a great horror mission but a great open-world
mission. Its tight beginning, ‘opened-up’ second section, and series of quests,
combined with a thick horror atmosphere, make it a prime example of great game
design.
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