THIEF 2: THE METAL AGE GAME REVIEW

in #gaming6 years ago

Good day my wonderful steemians, its me on yet another game review and today as always, we will be doing a very scintillating game review titled:

Thief 2: The Metal Age

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So sit back and enjoy, I equally knows that some of you might miss my last game review titled: Star war Jedi Night Not to worry, you can follow the link above to read or read a preview of it below:

The sport features both single-player and multiplayer modes. The story-pushed single-participant crusade is set within the megastar Wars extended universe two years after the activities of Mysteries of the Sith. The plot follows Kyle Katarn as he fights against the darkish Jedi Desann and his followers. the sport was once severely well-received on all structures, with rankings on Metacritic of 89 out of 100 for the laptop variation, 81 out of one hundred for the Xbox variation, and seventy five out of one hundred for the GameCube version.
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a sequel titled star Wars Jedi Knight: Jedi Academy used to be launched for the Xbox, Mac OS and laptop. the pc variant of Jedi Outcast was re-released with four other famous person Wars video games in a % entitled superstar Wars: The first-rate of laptop. On September 16, 2009, the game was once re-launched with the opposite Jedi Knight video games.

Gameplay

Jedi Outcast allows for the player to wield a variety of firearms from the superstar Wars franchise, as good as lightsabers and drive powers. The player can prefer whether to make use of first or third-character standpoint for each weapon, together with the lightsaber. Combat is standard for the shooter style, delivering players an array of energy and projectile weapons, plus a style of explosives. Gamers have wellness and defend meters, each and every of which is replenished separately.
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Jedi Outcast locations a powerful emphasis on lightsaber combat. As in the movies, lightsabers can be utilized to deflect pictures from blasters. The sport offers three lightsaber styles; rapid, medium and strong, with every variety differing from the others in phrases of the velocity of attacks and damage dealt. There are also a quantity of combos, a lot of which are unique to the selected saber variety.

Force powers are available in each single-participant and multiplayer modes, however more powers can be utilized within the latter. The usage of powers is restricted by a "drive Meter", which depletes with every use and gradually refills over time. The "level" of a force vigour determines the force of that vigor and the quantity depleted from the force meter for the period of its use.
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The multiplayer mode divides avid gamers into gentle Siders and dark Siders, pitting each aspect in opposition to the opposite in group battles. Each and every side has entry to each shared "impartial" drive powers, that are regularly concerned about growing velocity and athletic capacity. There are also numerous powers precise to each mild and dark sides. As in the prior video games, gentle facet powers are frequently focused around security and medication, even as dark side powers are openly aggressive. Unlike prior video games, nonetheless, Kyle does now not exclusively decide on gentle or darkish powers within the single-player, instead receiving a decision of each.

Single Player

the single-player crusade follows Kyle Katarn as he strikes through the levels in a linear method, assembly pleasant and hostile non-participant characters (NPCs). Pleasant NPCs will occasionally assist the participant in fight. Moreover to fight, the campaign elements a style of puzzles.
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When the sport begins, Kyle has forsaken The drive after the hobbies of the earlier sport, and as such, the player has no access to a lightsaber or any drive powers. Nonetheless, after the primary two missions, Kyle regains his force potential. As the sport progresses the number of powers to be had, and their strength, expand. Development of force abilities is fixed, and can not be customized. Having previously fallen to the dark aspect, Kyle has access to each mild part powers.

Multiplayer

Jedi Outcast aspects a set of multiplayer modes. In the computer and Macintosh types, these will also be played over a LAN or the internet, but fight is restricted to two gamers on the console models. There are a style of recreation modes which can also be performed with different gamers, bots, or each. every participant has constrained customization manipulate over his or her avatar. She or he can choose the participant mannequin and lightsaber colour. Before a in shape, the server specifies the sport ideas, together with "drive rating", which controls what number of aspects the players have available to allocate into drive powers. Avid gamers then customize their powers for the in shape. The server may additionally decide upon to disable common weapons in an effort to create lightsaber-simplest matches.
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the one-player recreation is about in 12 ABY, eight years after the movements of Return of the Jedi and around two years after the activities of Mysteries of the Sith. As with megastar Wars Jedi Knight: dark Forces II, the participant controls Kyle Katarn a former Jedi who has reduce his hyperlinks with the force after just about succumbing to the dark part. On the begin of the game he is a mercenary working for the new Republic.
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Over the course of the sport, Kyle is joined via various different characters. Three of essentially the most outstanding are Jan Ors a fellow mercenary and subsequent love interest; Lando Calrissian, the delicate administrator of Cloud city, as obvious in the Empire Strikes again and Return of the Jedi; and Luke Skywalker.

while Mon Mothma, Chief-of-State of the brand new Republic, assigns Kyle and Jan missions for the duration of the sport.
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There are four main enemies: Desann, a former pupil of the Jedi Academy, who killed a fellow scholar earlier than leaving the Order; Tavion , Desann's apprentice; Galak Fyyar a normal in the Imperial Remnant; and Reelo Baruk, against the law lord posing as a "reliable rubbish collector" on Nar Shaddaa. Other enemies incorporate Imperial stormtroopers, countless thugs and infantrymen infused with the force.
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the sport begins with Kyle Katarn and Jan Ors investigating a supposedly deserted Imperial outpost on Kejim. Nonetheless, when they arrive, they find the base crawling with Imperial forces. They combat their manner through the base, discovering a study middle studying crystals just like these used to energy lightsabers. Tracing the crystals' foundation, Kyle and Jan travel to Artus high, a mining colony become an Imperial stronghold, the place the miners have been enslaved and experimented upon. Katarn thwarts the Imperial operations, but not earlier than Jan is captured by using the dark Jedi Desann and his apprentice Tavion.

Kyle tries to rescue her, however, having forsaken the approaches of the Jedi, he is effortlessly defeated by means of Desann, who orders Tavion to kill Jan before they go away the planet.
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With Jan lifeless, Kyle travels to the Valley of the Jedi to regain his force powers, and then to the Jedi Academy to get his lightsaber. There, he learns of Desann's origins from Luke Skywalker. Luke presents Kyle his lightsaber back if he can whole a collection of trials. Kyle completes the pains readily, so effectively that Luke swiftly deduces Kyle has lower back to the Valley. Sensing Kyle's anger concerning the demise of Jan, Luke warns Kyle that the trail he is running is a dangerous one, however he however gives Kyle the information he seeks, linking Desann to Reelo Baruk, a Rodian crime lord on Nar Shaddaa. Reelo proves to have little know-how, however Kyle stumbles upon Lando Calrissian, who has been imprisoned in Baruk's dungeons. From Lando, Kyle learns that Desann is a part of a gigantic operation smuggling cortosis, a lightsaber-resistant fabric, via Cloud city. Escaping from Reelo, Kyle and Lando then head for Bespin.





Thief II was designed to construct on the basis of its predecessor. In line with suggestions from gamers of Thief, the team placed a heavy focal point on urban stealth within the sequel, and they minimized the use of monsters and maze-like phases.

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The game was once made with the 0.33 new release of the darkish Engine, which had been used earlier to increase Thief and approach Shock 2. Thief II was introduced at the digital leisure Expo, as a part of an multiplied contract between looking Glass and Eidos to release games within the Thief series.

Watching Glass neared chapter as the sport was once developed, and the manufacturer was kept running by means of advances from Eidos.

Thief II received confident stories from critics, and its initial earnings have been greater than those of its predecessor. Nonetheless, the game's royalties had been processed slowly, which compounded watching Glass's financial troubles.

For that reason, the organization closed in could 2000, with plans for Thief III cancelled. The third recreation in the sequence, entitled Thief: lethal Shadows, was developed by means of Ion Storm and published by using Eidos in 2004. Thief 2X: Shadows of the metallic Age, a widely praised enlargement mod for Thief II, was once launched in 2005. Rectangular Enix published a reboot of the series, developed by way of Eidos Montreal.

Gameplay

The player holds the blackjack and hides in a shadow from a patrolling protect. The sunshine screen in the backside-middle of the display is totally darkish, indicating that the participant character is invisible.

Thief II is a stealth recreation that takes position from a first-man or woman viewpoint in a 3-dimensional (3D) graphical environment. The player seeks to whole mission goals and to circumvent the become aware of of opponents such as guards.

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The player have to cut down the visibility and audibility of the player persona, Garrett, to flee detection. Players attempt to hinder lit areas and loud floor in favor of shadows and quiet floor. A light screen on the heads-up display (HUD) indicates the player character's visibility. even as it is viable for the player persona to engage in direct fight, he's effectively defeated.

the sport's 15 missions take place in enormous stages that may be confronted in more than one methods. Guards could also be knocked out with a blackjack or killed with a bow or sword, and their fallen our bodies could also be picked up and hidden.

In addition to human enemies, the sport features protection automatons and surveillance cameras. while completing objectives such as frameups and blackmail, the participant steals valuables that could be used to buy thieving equipment between missions.

The player's fundamental instruments are specialised arrows, including water arrows to douse lights, moss arrows to dampen the player character's footsteps and cord arrows to reach higher floor.

Thief II is designed to be performed methodically, and the player plans forward by scouting, studying the sport's map and observing patrol patterns.

The participant character has a zooming mechanical eye, which connects to throwable "Scouting Orb" cameras. One Scouting Orb could also be deployed at a time; when it lands, the player views the game world from its perspective except traditional play is resumed. The participant listens for noises, corresponding to footsteps and humming, to examine the places of enemies.

On the easiest of the game's three situation levels, killing people outcome in a game and in distinctive missions the participant ought to no longer knock out any guards.





Like its predecessor Thief: The darkish undertaking, Thief II is set in a steampunk metropolis called the town, whose appearance resembles that of both medieval and Victorian technology cities.

Magic and steam science exist facet via aspect, and three factions the manipulative and enigmatic Keepers, the technological know-how-centered Hammerites and the "pagan" worshippers of the Pan-like Trickster gods are in operation.

Thief II takes location one 12 months after the first recreation, within the aftermath of the Trickster's defeat and the failure of his plan to revert the arena to a wild, primitive state.

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A schism within the Hammerite religion spawns the "Mechanist" sect, which fanatically values technological development. the brand new inventions of the Mechanists are utilized by a resurgent police force to crack down on crime.

The pagans are in disarray, and have been pushed into the desolate tract beyond the city. From there, they engage in guerrilla battle in opposition to the Mechanists. The Keeper faction is dormant as the sport starts.

the game continues the story of Garrett the cynical master thief who defeated the Trickster. Pursuing Garrett is the brand new sheriff, Gorman Truart, the former ally of the Trickster, eventually joins with Garrett to fight the Mechanists.

the sport's predominant antagonist is the founder of the Mechanists, Father Karras (additionally voiced through Russell), a mentally unstable inventor who despises the traditional world.





the game begins as Garrett continues his life as a thief. Nonetheless, he's betrayed by using his fence and ambushed after an early mission, and he determines that Truart, the regional sheriff, is hunting him.[1] Keepers take Garrett to hear a prophecy in regards to the "metal Age", which he ignores.

As Garrett leaves, some of the Keepers informs him that Truart had been employed to kill him, and he gives Garrett a letter that directs him to listen in on a Mechanist meeting.

There, Garrett overhears Truart and Father Karras discussing the conversion of road individuals into senseless "Servants", who wear masks that emit a crimson vapor in a position of reducing themselves and local humans to rust.

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Truart promises to furnish Karras with twenty victims for the Servant venture, no longer realizing that Karras is recording his words for use in blackmail. Garrett steals the recording from a risk-free deposit box, in an effort to coerce Truart into revealing his corporation.

however, Garrett finds Truart murdered at his property. evidence on the crime scene leads him to secret agent on the police officer Lt. Mosley. Garrett sees Mosley give a suspicious letter, which is carried by means of a portal by using a wounded pagan.

Garrett enters the portal and finds himself outside the town, and he follows the pagan's trail of blood to Viktoria, who persuades Garrett to become a member of her in opposition to the Mechanists.

On a lead from Viktoria, he infiltrates Karras' administrative center to gain knowledge of in regards to the "Cetus challenge", and inadvertently discovers that Karras is giving Servants to town's nobles.

Garrett travels to a Mechanist base to find out extra about the Cetus venture, which is revealed to be a submarine. With a view to locate and kidnap a excessive-rating Mechanist named Brother Cavador, Garrett stows away in the car.

After providing Cavador to Viktoria, Garrett steals a Servant masks to gain knowledge of a few Mechanist technological know-how referred to as a "Cultivator". Meanwhile, Karras hides inside the Mechanist cathedral in education for his plan.

Garrett and Viktoria gain knowledge of that it is the Cultivators inside Servant masks which emit crimson vapor, or "rust fuel". Karras had supplied Servants to nobles with gardens with a view to prompt an apocalyptic chain reaction.

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Viktoria plans to entice the Servants into the hermetically sealed Mechanist cathedral earlier than Karras activates their masks, but Garrett believes this to be too hazardous and leaves. Viktoria goes to the cathedral by myself and dies even as filling it with crops, and Garrett completes her plan, killing Karras within the rust fuel.

Later on, Garrett is approached by way of a Keeper who explains that Karras' scheme and Viktoria's dying had been prophesied. Garrett demands to grasp the relaxation of the Keepers' prophecies as the sport ends.





looking Glass Studios started designing Thief II. The staff's goal used to be to build on the foundation of Thief: The darkish challenge, a sport that Thief II assignment director Steve Pearsall later mentioned was once an experiment.

He explained that the group had performed it safe via including distinctive "exploration.. Or journey oriented" missions with "jumping and hiking puzzles" in Thief, and that the new game used to be tremendously extra occupied with stealth.

fight used to be given much less prominence than in the original. based on feedback from gamers and reviewers of Thief, the crew determined to decrease using maze-like levels and monsters reminiscent of zombies in prefer of city environments and human enemies.

Pearsall stated that Thief's monsters had been negatively bought due to the fact that, not like the sport's human enemies, they did not obviously indicate once they noticed the player. The crew sought to relief this problem by improving the audio cues given by using non-human enemies within the sequel.

The enterprise tried to decide upon men and women who meshed good each personally and creatively, in an attempt to assurance a smooth progress cycle. Adrenaline Vault editor-in-chief Emil Pagliarulo was once employed as a junior clothier, in part given that of his positive review of Thief. rich "zdim" Carlson and Iikka Keränen joined from Ion Storm's Daikatana staff, and watching Glass contractor Terri Brosius was employed as a full-time fashion designer.

One-1/3 of the team was once female, which Pearsall believed contributed to a powerful staff dynamic. As used to be typical at looking Glass, the Thief II team labored in a wall-much less house referred to as a "pit", which allowed them to converse with ease.

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Describing the work atmosphere on the time, writer Laura Baldwin famous that "conversations dash madly about the room, [and] when any one is demonstrating whatever intriguing everybody gravitates over to look."

during the primary months of development, the crew generally gathered to observe films pertinent to Garrett's persona and to the sport's visual design, such because the 1/3 Man, The citadel of Cagliostro, M and town. Pearsall mentioned that the latter two films were Thief II's "biggest aesthetic influences", while the fundamental idea for its plot was Umberto Eco's novel The name of the Rose.

The crew also drew impact from Fritz Leiber's Fafhrd and the grey Mouser. the sport's story was once written within the three-act structure: Garrett used to be supposed to transition from his "cynical self" in the first act to a personal investigator within the 2nd, and to a character just like James Bond within the third.

The town's science and structure have been influenced by means of the appearance of Victorian London, and unique areas got an art Deco theme to furnish "style of a 'Batman' consider", in reference to the 1989 film. Lead artist Mark Lizotte captured over two-thousand portraits for the duration of his vacation in Europe, and these were the foundation for among the game's textures.

Thief II was built with the 0.33 new release of the dark Engine, which had been used beforehand for Thief and approach Shock 2. according to Pearsall, the darkish Engine had come to be "a very well understood development environment", which made for an simpler construction method.

Engine updates created for method Shock 2, corresponding to support for sixteen-bit color, were carried over to Thief II. The ordinary persona model in Thief II used to be given nearly double the polygons of the natural model in Thief, with so much of the brought element enthusiastic about characters' heads. This used to be an strive to give the characters a "extra organic" appear.

exact synthetic intelligence (AI) routines written into the darkish Engine, which allowed enemies to become aware of changes in the atmosphere akin to open doorways, had no longer been utilized in Thief or in method Shock 2 but were implemented in Thief II.

climate effects corresponding to fog and rain had been added, and science from Flight unlimited III was once used to generate the sky and clouds.





A tech demo of the sport, which Bruce Geryk of games area described as "about three rooms with some Mages", used to be displayed on the show ground. The demo was once used to show off the up-to-date darkish Engine, which featured help for colored lighting fixtures, better polygon items and bigger environments.

The workforce revealed their intention to comprise more levels with human enemies, and introduced a projected release date of spring 2000 Plans to comprise a cooperative multiplayer mode have been additionally detailed at the show.

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IGN's Jason Bates noted that the Thief II show attracted "slightly of a buzz and a small crowd of committed onlookers".

via July, the staff had begun initial building of the game's levels. Thief II's elevated focal point on stealth necessitated new stage design concepts: essentially the most stealth-headquartered missions in Thief had based on city housebreaking, however Pearsall defined that this "would get worn out lovely rapid" if repeated in every degree. The staff diverse Thief II by means of designing missions with such pursuits as kidnapping, blackmail and eavesdropping.

the first two levels were designed to seamlessly introduce new gamers to the core game mechanics, with no tutorial mission that would lose the interest of experienced gamers.

When making a mission, the workforce would by and large begin by using settling on the player's purpose, after which they would produce a rough stage design. The mission would then undergo a peer assessment to assess if it will have to be delivered to the game. each of the sport's phases used to be a crew effort as a substitute than the work of a single designer.

fashion designer Randy Smith defined that, while Thief's phases had been designed to fit a pre-present story, the Thief II crew "tried to consider of really excellent missions first" and then adjusted the plot to suit them. He noted that it was once highly elaborate to harmonize the 2.

the game's sound crew was composed of Kemal Amarasingham, Damin Djawadi and audio director Eric Brosius. In step with Brosius, every member of the audio department did "the whole thing", with out clear demarcations between roles.

Like Thief, Thief II aspects a sound engine that simulates propagation in real-time. To reap this effect, each degree's geometry used to be input each to the level editor and to a "separate [sound] database", which mapped how sound would realistically propagate centered on "the physical room characteristics how all of the one of a kind rooms and areas are linked collectively".

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For illustration, noise travels freely via an open door however is blocked when the door is closed. The team used the new "occlusion" function in EAX 2.0 to make Thief II's sound atmosphere more sensible and to permit the participant to listen by way of doorways. the game features extra sound results, song and speech than the fashioned Thief.

Thief II's rating, as with that of its predecessor, was once designed to "blur ambient [sound] and music" collectively. Nonetheless, Brosius later mentioned that, while Thief's soundtrack is composed of "simple and hypnotic" loops only some seconds in length, Thief II facets longer and "more thoughtfully" built portions. He believed that this approach had positive facets, but that it resulted in a less immersive audio atmosphere





OVERALL REVIEW/RATING

Graphics 9/10
Sound 8.5/10
Gameplay 9.5/10
Controls 9/10
Effect 9/10

Overall Review 9/10



OTHER DETAILS

Game size –------------------ 85.69+1GB file

Last update------------------ 11 January 2017

Current version ------------ ******

Number of downloads --- over 2Million

Supported device --------- PC

Developer –----------------- Ubisoft

Category -------------------- Action and Adventure



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