We will start completely from afar and from something personal.
If you ever met a fan of the old Deus Ex (exactly the old de, yes, fans of new dees and fans of the old people-not always the same people), then you can be sure that such a person most likely likes these games.
Despite the fact that System Shock, Deus Ex and Thief are essentially different projects, they are elusively similar among themselves. And the answer is quite simple: Warren Spectrum.
These games had one visitor. And the visionary has his own vision. And it is the vision that unites these projects with an invisible thread. The one who played one project of the spectrum will want to try the rest of his projects. And there is a high probability that such a person will be satisfied.
It happened to me too. Having played the old Deus, I wanted to play shock in systems. I was satisfied with the system. I wanted to play the thief. And … Ohhhhh.
A very difficult path was waiting for me.
It often happens that we are rangquitus games. And I’m no exception.
It happens that I throw a game because it infuriates, freezes and makes you hate the whole game industry in principle. So I had with Prey (2017) and with Outlast. Purely for example.
But it happens that I give up the game not because it is bad, but because it is complicated for me in terms of management and gameplay. So I had with Metal Gear Riding, so I had with Katana Zero, and so I had Thief: Dark Project. And if I ended up on Rising and Katana Zero (well, it is obvious that I need to play from the joystick, and not to break my fingers on the clave), then I stubbornly did not score. I wanted to love this game. I wanted this spectrum project to become a discovery and revelation for me, which at one time the deus ex and the systems are shock.
Why didn’t I have a relationship with the first thief? The reason is simple. A tooth -cutting stells. Even if you knocked out a fair in all dees, have become an expert in all metal and hitmans, and you consider yourself a stell-path of the highest level, believe me, the thief will prove to you that you do not understand anything in Stells. I hardly went through the first mission and dropped the game on the second task.
But I did not give up. Friends told me to try the third thief. Like, the same thief, just comfortable.
I put it and … I have not even passed the first mission to the end.
All the same trabels: a dentisting stealth and "where do I go fuck?"But I did not leave my hopes. I did not delete the game from the computer. I believed that I would ever love her.
And so the warm July evening I was looking for what to play before going to bed, not related to streams and rollers. And it so happened that besides the third thief, nothing was lying on my computer. “Nuuu, let’s try again, six months later. "And suddenly everything worked out. It was worth just sitting, figuring out how to play and get through.
So, Thief: Deadly Shadows Horror.
For those who have not heard anything about the world of the thief, a small introductory.
In its genre, this is mysticism. But not such a mysticism to which we are all used to.
No gloss and brilliance, no glamor and romance of werewolf vampires and other garbage, which began somewhere after 2008.
No, the third thief is the gloomy maximum, harsh and crushing. The closest one can be compared with is the atmosphere of Lafcraft works. By the way, on one of the location, namely on the flooded Citades of curses, The game normally begins to give Hodard Philip.
But here, without Howard, Philip is enough. All these groups of Paygans, Hammerites and Guardians are more like cults. Yes, in fact, they are.
The souls of secrets, gloomy rituals, artifacts, carrying the imprint of blood of dozens of people trying to steal them to steal. Dark streets, revived dead, monsters, murders.
A thief is a step away from turning into a full -fledged horror. Even a muscle of games hints at this.
There is no romance in this story, and I value it incredibly. I am somehow tired of all these stories ala "man loves a woman".
However, despite the fact that another step, and there will be full -fledged horrors, the third thief does not take this step and remains mysticism. Gloomy, pressing, atmospheric, but nevertheless mysticism.
But! Exactly in two locations The third thief gives himself complete freedom of action and turns into a real horror gaym. And we will talk about these two locations today.
I will immediately say the name of these two locations: Ship and a psychiatric hospital. Basically, the conversation will go about a psychiatric hospital, since the mission in it is sooooo long in its duration. While the mission on the ship opposite is quite short. Even 30 percent of the loot should not steal. However, you can and should be said about the ship.
Before we talk about the ship, let’s denote literally a couple of things.
– Sound Design this game.
The sound in this game creates a good 70 percent of the atmosphere, if not all 80. In principle, I was not surprised when I found out who exactly was the composer. Eric Rusius, the same who was responsible for the sound of System Shock. By the way, he is the husband of Terry Brusius, the voice of the show, but this is so – a funny fact.
So, the rush in the third thief did just a huge work. The sound is voluminous, it literally penetrates your brain. It’s hard to explain, it’s easier to listen once once.
This is the reason why the thief should be played only in headphones. Respurate the work of the rod, it is worth it.
On any location, the sound creates a crazy atmosphere that pierces your spine.
– The second thing that is important to designate is that in this game we mainly We run and hide. I scolded these two tricks in my previous blog. But in the third thief it works, due to the genre of the game and because of the nature of Garetht itself. Garetht is not quite a weakness, he can fight a rebuff, but you, as a player, just do not want to do it once again. There are always few resources, the ability to get a lulier is too large, easier to hide or escape. Well, the game itself is Stells. The forceful solution of the conflict is simply unprofitable here and is an extreme measure, when all Stells has already gone in one place, and you just have no choice.
-And thirdly, analysis format will be different. If in the previous blog of the same section I sorted the horror-forming in the game, then here I am simply in the format of passing with comments I will analyze the location from their beginning to the end. This is a rather spoiler way, so if you yourself want to imbue yourself with the expirence from the third thief and its frightening locations, then it is better to go through the game first, and then read the blog.
So, ship In the third thief.
Garetht, as usual, needs to find a certain artifact for the keepers, and the clues by the whereabouts of this artifact must be sought here on this abandoned vessel.
When I first got on the ship, I am chivil to put it mildly. The ship, as was already indicated above, is abandoned. And we will immediately meet us a new unpleasant type of enemy. Andeda, roughly speaking zombies.
Their presence is marked with this green, fog, which once once again sits in terrible.
The location itself immediately makes it clear that you are suffered by fear. Long corridor with terrible sounds that are wandering in it. Greenish-brown shades. Swing bulbs. And the sound crushes you on top with a grave plate.
And Gartet needs to look for clues in this ship. Natural that the clue is in the very ass, that is, at the very bottom of the ship.
The game knows about it, the game needs to be checked out of the entire scale of horror, she needs to drive away all the rooms of this ship. Old games are generally merciless if you think so.
But in general, the location is short. Without even knowing where to go, most likely, you will quickly realize what to look for at the very bottom of the ship. Quickly find what you need and dump from this place. I have never been so much happy to the stairs.
But this location is the first bell. This is such a kind of prologue to the star who will wait for you in a psychiatric hospital.
So, Shelbridge Craidl. An abandoned psychiatric Rolletto casino Login hospital.
Garetht is looking for clues again, he needs to find a monster who set it up. This time it is not a simple artfact theft. The life of Garetht depends on these hooks.
The first signs that it is precisely the horror-vacation will appear even before we go into the building. We are shown this cradle from the outside. They immediately make it clear that this place is unpleasant. Gray huge mansion with boarded up windows and doors, overgrown with branches of trees under the already familiar sky -longed clouds and moon breaking through through them.
Nervously swallow and climb into the building through the basement.
Have not yet forgotten that the sound is voluminous here?
The sounds that we hear immediately let us know that this place is living. It’s like if they took any house with ghosts and multiplied it by two.
Screams, crying, breathing, whisper, rattle, booming sounds and illegible speech are heard everywhere.
So it will be throughout this location. You will not get used to it, you will be darkened all the time from sound accompaniment.
And natural, it is superimposed on the visual. Kapets what an unfriendly place. In terms of tonality, it is all gray, and this is one of those colors that are precisely unpleasant to the eye, and not neutral.
Well, we overcome ourselves, we are people with strong nerves, (yes with strong. ) and go upstairs.
Leveldzan in the third thief is not bad, and we always more or less understand where to go. We go upstairs and … we hear a frantic knock on the door.
This location in places resembles a room of fear. Only from such an attraction the kids would be gray -haired. We have not even opened the door as we were made with a frantic knock that there was something terrible there.
By the way, I saw this technique in another game. Do not believe it – in the fourth Silent Hill. There, too, at some point, I was scared to Raidzhquit exactly in the same way.
At some point, Henry’s apartment will be filled with poltergeists. And for the rest of my life I remembered how exactly the first time in this apartment appeared poltergeists. The fact is that the apartment itself is built in such a way that when we leave the bedroom of the protagonist, we do not see the living room and the kitchen visually, although they are literally two steps, that is, the layout does not allow us to see this.
So, I leave the bedroom and hear that something whispering in the living room. I hear it, but I do not see.
The game just scared me at all. Sound! Like, look at your apartment something. You can hear it, but see – no … so far. Go, check what is there. Go-edi.
And absolutely the same moment happens in this psychiatric hospital. I, having heard this knock in the room, which I still do not see my sinful eyes, wanted to turn around and leave. We put this technique 10 out of 10, without any jokes, and go inside the attic.
And there suddenly is not that something terrible. We see a portrait of a girl that Gartt recognizes in person. The girl’s name is Lorel, and she is dead, but her ghost is more alive than all living things (ghosts can generally be more alive than all living things?).
And it is precisely the instructions of Lorel that we will carry out until the end of this mission. And she has a car and a small cart! Seriously, this little chan will drive Garethta in all the terrible rooms of this location.
By the way, yes, let’s do a little more about yourself Shelbridge Craidl.
Once this building was a shelter for children, in fact, Laurel here and grew.
But over time, retrained, and the place turned into a mental hospital/
The most trivial location for horror in this game works as it should. The game does not even hide the fact that this psychiatric hospital was an abnormal place. People here Not treated, People here Killed. We’ll still get to this, but for now you know-the psychiatric hospital here uses its psychiatric horror elements as it should.
Okay, Lorel tells us that this place holds her and does not allow her to leave. To free it, we need to fulfill some conditions.
So, The first task It will be simple from Laurel: go down to the raw flooded basement, pick up the girl’s blood (hell knows why she is stored there. ) and restore energy supply to open the door with a floor above. I swear, the dampness of this basement, I really felt my own skin.
In addition to a creepy warehouse with flasks and blood, Laurel, we will also find a cell. I don’t know why there is a cage in the basement. Maybe there were kept particularly negligent electricians.
By the way, if you go into this cage and block it, then nothing will happen. Laurel scares us how much in vain, although maybe nothing happens, because Gartt is not an electrician.
We throw blood into the pipe and move deep into the building.
The second task for Laurel of approximately the same content: find the nightnage of the girl and burn the nightie in the morgue of the psychiatric hospital.
But it is on this task that enemies will appear.
When I first saw them, I was almost disappointed. “The location is completely terrible and frightening in itself, it does not need enemies,” I thought.
We are all wrong.
Andecs reappears here again, this time these are the revived patients of this psychiatric hospital. You remember that patients were killed here. And you want to know how exactly?
I will give you a few tips. This type of enemy signals its approach.
First, we hear a crack. The louder the crack, the closer the enemy.
Secondly, the bulbs begin to flash when they are approaching. The closer the enemy, the more intense the flashing of the lamps.
If you have not guessed what was the matter, then I will just show you how Adovo pulls these enemies, and still poke that they have a grid on their head and arms.
Enemies design at the level. In all games, they would pay attention to the design of enemies.
They don’t just show us a monster and say “gyges, look, dead zombar”.
No, they make it clear to us what they died from and how exactly their presence affects the environment.
These Andeads are patrolling, as, in principle, and all the enemies in the thief, but I will say now just incredible.
This is the first time in my memory, when the patrolling monster does not infuriate, but really scares. Yes, in the third thief the reception that all the horror are overwhelmed, it works. Despite the fact that the thief is not a horror by itself.
It was only necessary to make an intelligent design and sound, as well as signals beating along the nerves about the approach of the enemy.
I am on the moments when this devilry patrolled me, I felt in the skin of the protagonist. Garetht squeezed against the wall, and I was in the back of the chair, Garetht lurked my breath, and I breathed softly with him. I see how this zombie pulls in all directions, the light goes crazy, and I can hack that castle. Just horror.
Okay, back to the assignment. The fact is that the night of Lorel, which we need to burn, is in one of the chambers. Which of the chambers is unknown, which means you have to hack them all. Just sit down and calmly hack, because the enemies patrol. And the closer the enemy, the more often the light flashes.
I think you understand how much it puts into a state of stress. I had my hands naturally shook these chambers on my hacking. You understand that this location brought me to the handle.
I’ll tell you now about one moment in this game. Just realize the whole degree of horror.
When Gartt is in hacking mode, it automatically squats, and when the hacking is over, the garte with squat automatically rises.
So. I break the door. The light begins to shout slowly, my hands are shaking, my teeth are squeezed, but I continue to hack. The light flashes very strongly, the enemy is already a conscience nearby, I heroically break the last level of the Garett Castle automatically gets off my knees and … it turns out that the monster is behind the door that I cracked.
The third task for Laurel will not be so dumb. We must fall into the past of this psychiatric hospital (oh, don’t even ask) and destroy a couple of things there.
To get into the past, you need to find the patient’s personal item and put it on a kind of altar. Lorel will tell you exactly where. Most likely, looking for a nightie Laurel, you have already hacked all the chambers, so there will be no special problems.
Perform the ritual in the past.
In the past, you need to find Laurel’s diary and burn it, and then find a cleaning liquid and erase the blood stain in the attic.
Here begins a relatively calm and unbroken segment of the mission. Firstly, the gray and crushing tonality of the game is replaced by a greenish and more mystical than terrible, secondly, sound accompaniment becomes a little calmer, albeit still atmospheric, and thirdly, zombie electrodes disappear, and the staff of the hospital appears instead of them.
A clash with them is not fraught with anything dangerous. If they catch you, then you just throw you back to the present, and you will have to look for another patient’s toy and put it on an impromptu altar to get into the past.
My advice is more often Quicks and roll back to the quikiv when you can, it will be easier than looking for a new toy of the patient. You do not want to linger on this location longer than necessary, believe me!
The only terrible thing will be here is rooms where patients like treated. Wrap -wrap room and electric shock therapy, where apparently patients were wetted and electric shock.
And the Lobotomy Theater where … I am xs, posons, it does not seem to be a lobotomy, in my opinion, here people were simply riveted with chains and beaten.
I do not understand anything in medieval psychiatches.
Having completed the last task for Laurel and freeing the girl from the cradle, we will find ourselves in the situation. Laurel was able to dump from the location, but we do not.
Now the cradle remembers Garetht and therefore does not release.
I thought at this point that Laurel would now betray us and that she was actually a villain, and it was her awesome plan from the very beginning: to free herself, and Garethta is locked here … but not. Laurel is a positive Persian, so it will help us.
To leave the cradle, we need to do exactly Two things, One is worse than the other.
At first We need to go down to the basement, and remember that cage for electricians? It needs to be overwhelmed in it.
It sounds worse than it does not happen. To be honest, I thought something terrible would happen. But it did not happen. We go, close, get into the past. The moment did not have a moment.
Plus the patrol can now kill, which generally kills the fear of enemies.
But these brackets are more than solved the last task, after which Gartt will leave the cradle, and the mission will end.
The last task From Laurel to fit the entire location: you need to climb the highest tower of the building and throw it out of the window.
So, that’s it, I have questions to Garetht! A large sheet of questions!
What’s wrong with you, thief? Why aren’t you scared?
Okay, okay, let’s not be scared at these locations, because in them this is normal in them.
“Why, abandoned psychiatric psycho, in which people were not treated, but killed with electricity and kept behind bars, zombies roam everywhere, the spirit of the dead girl is locked in the attic and gives me instructions? Yes, it’s normal, the usual evening of Tuesday, you have not yet seen what is happening here on Sundays!"
Well, or from the keepers, fear is knocked out with hammers, so they are not afraid of anything.
But what about the instinct of self -preservation and what about doubts? This is also knocked out with iron hammers?
He knows this chan for an hour, he is sure that she can be trusted? She doesn’t ask for bread to drive away, she asks to throw herself out of the window!
Okay Garetht … Garetht – just strange, forget it. And the end of this long and incredibly terrible mission I felt just squeezed. I wanted to get out of here as soon as possible. I jumped with impatience until this elevator crawled up unbearably for a long time.
When I saw this window, I jumped into it just without hesitation, so much I wanted to dump from this location!
I think the game of something was counting. That you have suffered fear and terrible on this long mission, you will no doubt jump out of the window of a high tower.
-a psychiatric hospital for once a terrible, not a trivial location;
– patrolling enemies really catch horror, and not beg;
– The design of enemies is a complete star;
– design of the location at the level;
– And if everyone jumps out of the window, you will jump too?
The final result: A thief literally two locations (and in fact one) gave many horror.