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It was awsom. :-)
I’m not scared easily by games/films/books (spiders are another matter) but I’d say it was very creepy and the best implementation of artistic horror in gaming to date. I'd love ti have seen a more extended version of it.
I *still* get goosebumps thinking about that level, and I can practically ghost it.
Played it back at launch and as a whole mission I’d agree it was far scarier for its time (by the end I just wanted to get out). However I’m not sure it was more artistic for sheer creep factor. Unlike Thief 1&2 I’ve never replayed Deadly Shadows though so I may be selling it short.
Scares I know about but didn't see:
Are there any others anyone can think of that I have missed (especially from people who did have the nerve to explore the place thoroughly)? If there are no others, I might risk replaying the level (one day...).
The warden is the invisible entity that spawns in the men's ward; that's the enitity that was wandering around slamming doors.
I thought the asylum level was done really well, but there were too many jump scares--and I could predict when they were going to happen, for the most part. I remember at one point there was a dead-end room with loot and a document in it, and I told myself there was going to be a jump scare in there. I backed into the room with my eye on the doorway and sure enough, picking up the items made a bookshelf fall over.
At least being wary for jump scares kept me on my toes, but I wound up using predator techniques to get past the gloomwalkers because they gave me the heebie-jeebies.
The scene at the end of the level was dumb, though. The level could have easily been completed without an intense climactic scene (which the game loves chucking at you at the end of every level).
I've heard that there are a couple of additional scary events seen through keyholes (including the inhabitant of the burning room), but since it seemed like asking for trouble, I studiously avoided looking into keyholes throughout this entire level (apart from that one room which instead has two wall peepholes that make loot appear in the viewed area).
There are also some miscellaneous scary sounds or ghostly speeches that start when you're picking locks. I just started assuming they would happen every time so that getting startled didn't mess up my lockpicking. One of the speeches does give a clue that a second piece of loot will appear in the cupboard you're messing with if you shut it and open it again (but nothing scary turns up in there, just another bit of loot).
Frankly, you probably want to just clean out the level (all documents, loot, collectibles, secret areas, etc.) at once so that you don't have any need to come back. Annoyingly, I had to do this chapter a second time because on my first run I missed a piece of loot that only spawns in the hands of the statue out the front after you roam down the right-hand side of the building, and the front door is the only absolute cutoff point in the entire level (I don't count the very end section because you don't have any real control after that point; you're just wandering around unable to do much except follow the scripted escape path while Erin talks at you again).
I found them reassuring; they stop throwing jumpscares at you when real opponents are around, and I had fun luring them to their burning death under the electric lights.
I missed most of the loot, and didn't even think to look at statues! I watched one video where the player dropped down to the very low levels of a lift shaft at the beginning of the game and they then climbed quite a few stairs (with floors to explore in between) - none of which I did. I just wanted in and out! :D
I think.
Maybe I'll change my mind when I replay Deadly Shadows...
In the Moira Asylum, I was too busy watching out for the next time they would try to blindside me with a jumpscare to appreciate the backstory scattered throughout the place. I just got desensitized to anything else, and by the time I got to the lower levels, creatures that should have been scary on the first level where you really face them were practically relaxing.
The only fire I've actually seen in there was with the room that explodes when you pick the lock, throwing you (harmlessly) backwards and giving you a brief glimpse of a figure at the door. I don't recall the associated room number, but it was one of the doors looking down the small cross-corridor in the middle of the ward.