Some
missions are great for their level design, others for their ingenuity, but then
there are some that shine for their production value. For any fan content,
production value can be measured by how much custom or new content there is, or
by how much the author ‘remixes’ the default content of the original games.
Fan-mission author Purah is perhaps the
best at this. Though the three categories listed in my opening sentence here
are certainly not mutually exclusive—all Thief
fan missions have some amount of great level design, ingenuity, or
production value—Purah’s production outshines just about any other author’s,
and this is especially the case given the time period he released his missions
in. Released in August of 2000, “Calendra’s Cistern” had advanced features not discoverable in other FMs. For one, near
the starting point is a shop the player can go into and buy items from.
Programming this into the mission was a very tough feat: though all Thief missions open up with a “shop”,
it’s just a menu that precedes the start of the actual mission. Here, the shop
is a full-fledged building that is part of the actual mission.
“Cistern” also has something no
other Thief mission at this point had
had—an AI partner for Garrett. Now, this AI partner does not accompany Garrett
throughout the mission. She, a thief named Mercedes, just shows up and chats
with Garrett a few times, and at the end of the mission walks with Garrett down
a city street. The AI is fully-voiced, and not just with stock audio files from
Thief’s original voice files, but by
one of the mission’s developers.
On the topic of audio, Purah does
string together some interesting conversation and AI chatter from the game’s
vanilla voice files. And there are some other new audio sounds as well. In all,
the production value is very slick. Purah did have a team behind him to work on
this mission, but in all it was just five authors, and Purah did most of the
work (user “Totality” programmed the in-game shop, though).
My focus here has been on new
features and production, but I also want to note the level design itself. The
level is divided into three main segments: the city area, which is where the
player starts out in; the temple area, which is the ‘main building’ in the
mission; and the underground areas, which include a sewer system, some ruins,
and a large shrine. Throughout the mission each of these areas connects with
the others, doing what so many Thief missions
do so well: interweaving each area of the mission multiple times.
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