It’s been one of those weeks: Grant’s asleep in the wake of a thorough haranguing by pizza-mad consumer hordes, Sam’s carrier pigeon is getting lost with the data packets for his internet halfway somewhere over New England, and brother dearest is in search of a job (as a game programmer no less – he need only show prospective employers a copy of Monkey Cycle and take the job from their spasming, screaming ruin). Azalius and I hold the course, however. There’s only one thing for it. I have to write about games. Dire stuff, I know.
This month I’ve been playing…
A spiritual successor to Thief: Deadly Shadows created by Eidos Montreal, a development studio with a memory exactly ten years long that can’t fathom what made the original pair of Thief games superior to their latter-day counterpart with its tortured development cycle, plethora of bugs and engine issues, disappointing AI, claustrophobic levels, immersion-breaking third person camera shifts, single colour palette, and clumsily overbearing writing. So naturally, Thief 2014 is a game with a tortured development cycle, more bugs than Starship Troopers, shed-sized levels broken up into frustrating loading screens, disappointing AI, more third person camera shifts, a colour spectrum of blue, bluish, and darker blue… and some spectacularly wretched penmanship paired with a story that makes no sense on any level. Continue reading