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Phil Cook v2 wrote:
> That could have been better. Both the story and design was very nice and
> it had a few neat little platformng innovations such as the footprints
> showing where you'd land, but it just lacked something IDK.
Exactly my feelings. It would be lame without the tie-ins to the book. Sort
of like pron music without the porn to go with it.
> I've got SS2 to run on XP and added in the SHTUP high-def texture patch
> without a problem if you've got Thief to run so should SS2.
Maybe I'll give it a try. I have three games already I've started and I
can't get in spired to play any of them.
> To be fair you are stuck on a space-station or space-ship in SS1 and SS2
> respectively so gray is the theme ;-)
I understand why. The right answer is to be clever.
Myst had a very small amount of data space available for the way it was
built. So what do they do? They put you on an island, where there's a
natural barrier preventing you from wandering, rather than just a "you can't
go that way" message. None of this Undying "Jammed!" stuff.
> unlike some games I didn't get overtly lost in SS2.
I *still* get lost in Thief. :-) Even Bafford's Manor is pretty baffling
sometimes.
>> And a novel way of doing things. Perhaps Mirror's Edge was inspired a
>> bit by Portal.
>
> Conceptually perhaps,
That's what I meant, yes. More a "puzzle of how to get there" than anything.
--
Darren New, San Diego CA, USA (PST)
"Ouch ouch ouch!"
"What's wrong? Noodles too hot?"
"No, I have Chopstick Tunnel Syndrome."
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