Füge eine Handlung in deiner Sprache hinzuAfter a group of extreme worshipers of new steampunk technology leaves the cult of builders known as the Hammerites to form a cult of their own called the Mechanists, master-thief Garrett is... Alles lesenAfter a group of extreme worshipers of new steampunk technology leaves the cult of builders known as the Hammerites to form a cult of their own called the Mechanists, master-thief Garrett is asked to investigate their true intentions.After a group of extreme worshipers of new steampunk technology leaves the cult of builders known as the Hammerites to form a cult of their own called the Mechanists, master-thief Garrett is asked to investigate their true intentions.
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- Garrett
- (Synchronisation)
- …
- Sheriff Gorman Truart
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- Basso the Boxman
- (Synchronisation)
- Jenivere
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- Viktoria
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- Keeper Nate
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- Keeper Orland
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- Old Woman
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- (as Esra Gaffin)
- Translator Child
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- Library Ghost
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- Mechanists
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- …
- Guards
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- Guards
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- Guards
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- Guards
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- Thieves
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- Thieves
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In most ways, this is like the original – hence it accurately being called "essentially an add-on". You move between shadows, hiding out of the light, and always aware of the surface you're on(stone is noisy, wood less so, carpet is completely silent) as well as how fast you move across it. You and NPCs alike can tell where each other are based on the sound that travels(they'll cough, or say something to make it clear if they're aware of you, or downright spotted you), and sight. The here-upgraded Dark Engine has accurate(somewhat; this was the first attempt at it) physics, meaning anything can be picked up, thrown, etc. Graphics remain the weak point(even with the few glitches), though the attention to detail of it, and the audio, are what make this such an atmosphere-laden, immersive experience. Piecing together what is going on is done mainly via the quotes from sacred texts usually found in pre-mission briefings(making great use of silhouettes both to maintain the mood and somewhat to hide visual limitations), notes/books and overheard conversations, rather than relying on the narrow perspective of the protagonist – he isn't interested. Let me be blunt here, his unflinching amorality is definitely part of his appeal.
They listened to feedback; this is what the audience wanted. Switching world-building for story starting sooner and being more intricate, nearly eliminating undead and supernatural encounters, and placing you almost exclusively in urban locations, this is the all-stealth title that it should be - you are never forced to truly reveal yourself(you may even be able to ghost it... depending on your skill, you choose the circumstances of encounters, whether to harm or only knock out, and whether to leave everything untouched). Levels are varied, vast(necessary to allow for the increased complexity of them, the map now highlights where you are, and shows where you've been), with multiple paths(shortcuts are discovered, along with risk, and reward, as you explore), non-linear in layout and approach, ranging from a bank, several mansions, dockside warehouses and the woods. You frame, steal, tail, case and more. After the period was established, we get an adventure within it, where expectations are played with. Twists and clever writing abound, credible, fleshed out and focused.
With three difficulty settings(determining how many objectives you have to complete; this tends to ask you to infiltrate, accomplish something, and get safely back out), this will challenge everyone, and, with respect(I don't always feel like this kind of experience, either) it is not for the impatient, action-demanding or casual gamers(to put it another way: those who don't actually want a sneaking VG). It took me 40 and a half hours to complete, as a bit of a perfectionist... without finding everything, however. Given all there is to find, this is fairly replayable. The easy to use interface remains - played an FPS? You can sit right down and play this. It is your playground, to do what you will - provided, of course, that you stay on top of things, and earn the freedom(of where to go, what to do, etc.). As long as you accomplish what you're out to do, it's very open. Unfortunately, certain issues have not been fixed. You can't tell if an object will be picked up or added to the inventory. At times, you get stuck in surroundings, sometimes even requiring loading to proceed. And you still aren't ensured quietly disengaging from ladders or ropes.
In addition to humans, you now also have to deal with electronic foes. Sentries, cameras and robot guards(with a furnace on their back, which you can use to your advantage), all dangerous, hard to deal with and tense like you wouldn't believe. Adorned with the face of Helios as carved in marble, they will investigate anything they think is off. Your manufactured eye allows you to zoom at any time(similar to when the bow is at its strongest), as well as engage Scouting Orbs - a slightly bouncy ball(throw it over a wall, or down from up above) that, once landed, you look through, and can turn 360 degrees, for as long as you want - to gather intel, take note of patrol paths, etc. You can even pick it up and reuse it, as much as you want! New potions include Invisibility(!) and Slow Fall, the latter allowing you to survive far drops. We also get the much-needed Flare, that you can hold or toss, and will last you some seconds. You can affect your surroundings as far as getting past enemies unseen, such as by using special arrows - Water to douse a torch, Moss to grant something to walk on that won't give you away, etc.
There is a lot of disturbing content and some bloody violence in this. I recommend this to any fan of steampunk and games that reward planning and taking care with everything you do in a game. 8/10
And since finding all the money on the same level is almost impossible and given three rather different difficulties, Thief II has a great replay value. At least three times, which is more than most games today.
While graphics may not be top-notch anymore (and they weren't when it came, either), it does not negatively effect the game-play. Sounds are wonderful, especially the dialouges and small-talk between the NPCs and the whistling guards. Music is unfortunately very background, and is very seldom special. This does not matter that much, though, since the player will be so into the game that he/she will have a hard time quitting (at least I had...).
All in all, buy it if you can and like sneaking games. It's not very hard to find cheap, at least not where I live, but even for a higher price it is definitely worth it. I payed full price when I got it, since it was new by the time, and that is not something I regret. One of the top-five PC games of all time!
Even though both Thief games have been out for a number of years, there is a huge fanbase still playing the original games as well as the hundreds of Fan Missions that are available, with new ones being produced each week. Many of them have surpassed the original game missions in both quality and game play.
If you haven't tried it, then what are you waiting for!
Wusstest du schon
- WissenswertesIn the "Cargo" level, you can find a book lying on the floor in one of the pirate cabins. In it is a list of rules and articles for those on a pirate ship to obey. With the exception of a few name changes, the text is a direct quote of the articles drawn up by pirate Captain John Phillips and the crew of The Revenge in 1723.
- PatzerSoldiers and guards are always seen with their swords drawn. Most swords are too heavy to be constantly carried, and are thus put in their scabbard until needed.
- Zitate
Basso the Boxman: I sprung the lock on the side door Garrett it's the only good way in.
- VerbindungenFeatured in Troldspejlet: Folge #22.16 (2000)
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