{"id":1011,"date":"2014-04-25T18:17:42","date_gmt":"2014-04-25T18:17:42","guid":{"rendered":"http:\/\/pixelatron.com\/blog\/?p=1011"},"modified":"2015-07-15T10:23:46","modified_gmt":"2015-07-15T10:23:46","slug":"thief-and-the-power-of-solitude","status":"publish","type":"post","link":"https:\/\/pixelatron.com\/blog\/thief-and-the-power-of-solitude\/","title":{"rendered":"Thief and the power of solitude"},"content":{"rendered":"<p><img alt=\"\" src=\"http:\/\/guides.gamepressure.com\/thief\/gfx\/word\/452342932.jpg\" \/><\/p>\n<p style=\"text-align: right; font-size: 75%;\"><em>Screenshot from <a href=\"http:\/\/guides.gamepressure.com\/thief\/guide.asp?ID=24086\">gamepressure<\/a><\/em><\/p>\n<p>I really like the new Thief. Perhaps if I&#8217;d played the original 1998 game, I&#8217;d have found more to disappoint me. But most of the negativity seems to focus on 1) big glitches and bugs (which I luckily didn&#8217;t encounter too many of) and 2) the story being a mess &#8212; which I <em>completely agree with<\/em>, but <a href=\"http:\/\/www.cracked.com\/blog\/5-things-critics-love-about-gta-v-that-actually-suck\/\">godawful writing doesn&#8217;t stop some games getting rave reviews<\/a>.<\/p>\n<p>Maybe it&#8217;s just that I&#8217;ll forgive Eidos Montreal anything after the brilliant Deus Ex: Human Revolution.<\/p>\n<p>Anyway, my three favourite things about Thief:<\/p>\n<ol>\n<li><span style=\"line-height: 14px;\">Hands! Amazing. Particularly when you slide your fingers along the underside edge of paintings, looking for secret switches, and get a fingers-sliding-along-the-underside-edge-of-a-painting sound so perfect it makes your wrist hairs stand on end.<\/span><\/li>\n<li>Puzzles in the hub city are\u00a0<em>exactly <\/em>right. Just when you&#8217;ve tried everything and go to turn away, convinced that you&#8217;re missing some crucial ability or item, the solution hits you like a blackjack to the back of the knee.<\/li>\n<li>The Forgotten Ruins.<\/li>\n<\/ol>\n<p>So I had a conversation with my friend Nick about some forgotten ruins in a different game: Tomb Raider (the new one). He was dismayed that the game&#8217;s tombs, which are supposed to be all old and mysterious and heavy with the atmosphere of many centuries&#8217; abandonment and ruin, are dotted with\u00a0<em>lit torches<\/em>. Something of an atmosphere killer.<\/p>\n<p>Thief&#8217;s Forgotten Ruins is how to do it right. After a long series of puzzles in the Blossom House brothel, a hidden stone door opens up in a basement.\u00a0You head through it into dark tunnels. Garrett mutters, &#8220;This has gone forgotten for a long time.&#8221; And that&#8217;s the moment it hits you that you&#8217;re <em>completely a<\/em><em>lone<\/em>.<\/p>\n<p>You&#8217;ve found somewhere no-one else in the city knows exists &#8212; and it&#8217;s chilling to realise that this essentially\u00a0puts you outside the\u00a0<em>game<\/em>. Because, down here, the developers can&#8217;t rightfully have a guard patrolling the next corner or a shopkeeper idly waiting for your custom*. All the world&#8217;s characters are far above you, totally oblivious to this ancient place. Normal play has been put on hold.<\/p>\n<p>The unsettling feeling of solitude comes a little bit from the primal fear of being stuck underground far away from help. But it comes a <em>lot<\/em> from the pure power of suggestion. A little thought keeps tapping at the edge of your skull: if there definitely isn&#8217;t an NPC around the next corner of this ancient and lonely place &#8212; <em>what the hell is<\/em>?<\/p>\n<p>This is exactly what Thomas Grip means when he talks about the power of &#8220;mental modelling&#8221; &#8212; and he should know, having developing the terrifying Amnesia. <a href=\"http:\/\/www.gamasutra.com\/view\/news\/217253\/Four_ways_to_design_for_horror_from_Amnesia_dev_Frictional_Games.php\">He describes a similar power-of-suggestion moment<\/a> from a quiet area in Slender: The Arrival:<\/p>\n<blockquote><p>It got really creepy, and I felt this cold chill down my spine, which has never happened before in a game. And I wasn&#8217;t sure if I&#8217;d be able to continue playing this game. And it was all just me scaring myself &#8212; no mechanics!<\/p><\/blockquote>\n<p>The music&#8217;s kept minimal in Thief&#8217;s ruins&#8211; and as you descend deeper, the distant splash of water behind the walls gets louder and fuller, until you&#8217;re faced with a subterranean waterfall, still powering a crumbling waterwheel. Now you feel\u00a0<em>truly\u00a0<\/em>underground. And you&#8217;re as awed as Garrett to then discover an entire library, caked in dust but otherwise preserved for centuries. It&#8217;s brilliant design.<\/p>\n<p>And there are no lit torches.<\/p>\n<p>* <em>Actually, Thief <\/em>does\u00a0<em>have shopkeepers in unlikely places. There&#8217;s one in the main town who&#8217;s decided to peddle his wares in a tiny space that can only be reached by opening a small knee-high vent and crawling through. Not the brightest business mind there.<\/em><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Screenshot from gamepressure I really like the new Thief. Perhaps if I&#8217;d played the original 1998 game, I&#8217;d have found more to disappoint me. But most of the negativity seems to focus on 1) big glitches and bugs (which I luckily didn&#8217;t encounter too many of) and 2) the story being a mess &#8212; which I completely agree with, but godawful writing doesn&#8217;t stop some games getting rave reviews. Maybe it&#8217;s just that I&#8217;ll forgive &#8230;<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":[],"categories":[167,95],"tags":[],"_links":{"self":[{"href":"https:\/\/pixelatron.com\/blog\/wp-json\/wp\/v2\/posts\/1011"}],"collection":[{"href":"https:\/\/pixelatron.com\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/pixelatron.com\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/pixelatron.com\/blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/pixelatron.com\/blog\/wp-json\/wp\/v2\/comments?post=1011"}],"version-history":[{"count":23,"href":"https:\/\/pixelatron.com\/blog\/wp-json\/wp\/v2\/posts\/1011\/revisions"}],"predecessor-version":[{"id":1038,"href":"https:\/\/pixelatron.com\/blog\/wp-json\/wp\/v2\/posts\/1011\/revisions\/1038"}],"wp:attachment":[{"href":"https:\/\/pixelatron.com\/blog\/wp-json\/wp\/v2\/media?parent=1011"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/pixelatron.com\/blog\/wp-json\/wp\/v2\/categories?post=1011"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/pixelatron.com\/blog\/wp-json\/wp\/v2\/tags?post=1011"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}