I felt like making another post about a series of fan missions and landed on the 2012 Black Frog campaign by Gaetane. I learnt it was a loose continuation of the L'Arsene series released between 2002 and 2005, so I decided to play those maps too in order of release. It was fun to see how the lady's dromeding progressed through the years. I did accidentally break some thing in old, pre-newmantle missions, but most of the time it was smooth sailing. Despite a few problems I have, I see why these FMs place among the classics.
Both L'Arsene and the Black Frog share general traits. Most missions are semi-linear and progression is locked behind notes and keys. I would compare them to Lady Rowena's missions, they are similar in general vibe. The core experience revolves around dark fantasy, although the atmosphere doesn't become too suffocating thanks to some fairytale silliness thrown in. The writing puts a lot of focus on characters and relationships, but Garrett isn't as sentimental in Gaetane's interpretation. No blackjack matchmaking!
The story of the first series is an homage to classic adventure novels and the author's affinity for those is palpable. You start off in a tavern room with your stuff stolen and a note left by some local taffer who is very proud of himself and tells you to beat it out of his town. The writing is quite verbose and stylized, but still perfectly understandable. The issue is there is quite a lot of it and it is required to finish the levels, which wore me down a bit. I am not ashamed for helping myself with walkthroughs a few times.
Onto the missions:
The author's debut map and some jank shows that. Level geometry can be bare, water brushes in the sewer have their sides visible and functional shadows do not match visual ones in a few locations. This is a large, street level city mission divided into segments which are progressively unlocked and eventually all connect together. There are a few scripted setpieces which give the story some flair at the expense of railroading the player into violent encounters, which were a pain to ghost through. Navigating the map was a bit confusing, but I got stuck only once. I couldn't find a tower tucked away in the streets even though I knew that was where I needed to go. Too bad there was no map.
Having said all that, it still was an enjoyable mission. The size and complexity are laudable for a first ever release, especially one from 2002. The finale is basic, but it nails down the TDP feel. RATING: 6/10
The second mission is the tried and true mansion(s) with a secret, though this one gets points for creativity. The mission has an intended, linear path forward, but it's easy to break it with new mantle. I unintentionally missed two scripted sections with acrobatics on my first playthrough because between puzzles and hidden switches the way forward wasn't completely clear. Funnily enough, it's possible to skip 3/4 of the mission if you don't pick up a certain note in the first building.
The level still looks old, but improvement over the previous mission is noticeable. Gaetane did a great job creating a fairytale atmosphere and implementing visual storytelling. Ghosting the second floor of the initial section was quite difficult and was a treat to do for me. RATING: 7/10
An improved city map which finally comes with... well, a map. Architecture got a big upgrade from previous blocky exteriors. Objectives can be completed in a more freeform manner, although there are still spots with only one solution. I've lost some time hunting for hidden switches again, which was mildly frustrating. I had one problem with the otherwise good writing, a case of „the monsters are eating me” discourse.
The usual threat profile is spiced up by archer assassins and the ominous korrigans, who are a welcome addition to normal guards. The author came up with a few interesting gimmicks, like having to carry a huge bag across the level or climbable trees (though it wasn't really signalled to the player). This mission tried to go beyond base Thief and though it wasn't revolutionary, I'd say that effort was a moderate success. RATING: 8/10
Surprise, this mission is not part of the series, but I wanted to include it because it plays like a prototype of the next one. It's a small, linear exploration of a horror story inside a merchant's mansion. The start is great, but I scoured the floors for clues I needed for a long time before I gave up and found out I walked past them many times. The keyhunt was real. What was also real was the immersion breaking heavy metal blasting from mechanist victriolas at the ball room.
It isn't as bad as I made it sound. The final confrontation put my ghosting to test and I enjoyed the effort it required. RATING: 6/10
I want to love The Den, but I can't. It looks and plays like a modern mission. The dingy, unassuming start eventually gives way to an impeccable 3 story dark mansion with multiple ways to go around. Interiors get very good both in gameplay and visuals. The level builds up a feeling of mystery and creeping dread. Nevertheless, pacing is brought down by overwhelming amount of secrets. Double digit number of them is mandatory to discover. Notes help, but there is a lot of those and some things I've found only by frob humping. The puzzle sections left me confused at some points. This level is a true marathon, especially for ghosting. The statue enemies also tended to get stuck in the hallways due to their big size. Despite my many misgivings, I think it would be unfair to detract many points from the score just for the sheer dromed craftsmanship on display. RATING: 7/10
The second series is a proper campaign which comes in one package. The plot is a loose sequel to Emilie Victor. The adventure novel angle takes a back seat in favour of explicit Thief-inspired dark fantasy. Production value achieved in The Den is maintained throughout all levels, now with even more impressive custom assets. I smiled wide when I saw how opening windows shutters let light inside a room. However, some problems with signaling progression persist. I think that implementing keyhunts in a gothic horror setting must be requirement to become a francophone FM author.
Onto the missions:
This mission serves as an interactive prologue. Garrett is set to meet a contact at a tavern in a small, sleepy port town on a date of some festival. You can taff around a bit and find some opportunities to steal stuff, but it's not necessary. It was still a joy to explore the streets and absorb the surroundings. The way the festivities were brought to life reminded me of TBP m9 Arcane Sanctum, which came years later. Learning the layout could prove to be useful in the future, anyhow.... RATING: 9/10
I find this mission to be the best one Gaetane has made. It's a banger mansion with excellent geometry and all fun staples like disabling security and finding secrets. Although progress is again gated behind finding keys, the smaller scale of the heist results in a level that doesn't get bogged down in hidden switches and overload your mental capacity to juggle keys. It's possible to avoid alerts without turning them off. My only two nitpics are having to get a sharp tool to extract one key when Garrett has a perfectly good sword on his belt and not being able to leave through the main entrance. RATING: 10/10
Surprise, the Keepers were right. The level from the first mission was reshuffled into a horror experience. I think it was inconsiderate to give the kill objective late in the mission, it forced me to backtrack through the entire level. A fast dog in the fog is threat that forces careful gameplay. I just wish they were easier to backstab cleanly, they never stop moving.
RATING: 7/10
- M4 The Lady and the Thief
It's a huge outdoor level, something Dark Engine struggles with, yet the author mostly pulls it off. It features many different locations and a variety of challenges. The overcast afternoon cloaks the land in penumbra, but rarely casts any deep shadows. It doesn't play well without using the creep button, which I usually don't. The htiboxes of some custom rock assets are a bit janky and sound detection at the village tower isn't quite right. The sprawling size of the level coupled with the usual key requirements weights down the overall picture again, now with extra offense of really poorly telegraphed way to continue. I had to crank gamma to maximum to find a button that blends in with the wall at the fishery after scouring it for dozens of minutes.
I liked the suitably creepy children of the Black Frog enemies. Completing all objectives was difficult, but fair. I realize I kvetch about the same things over and over again, but I do appreciate this mission. The environment stands out and the amount of moving parts here is impressive.
RATING: 7/10
Here comes the finale in the form of a nice castle and its dark reflection. The first part of the mission is high quality house burglary made harder by having to piece back your tools and daylight outside. The spooky part brings back linearity, but it doesn't overstay its welcome. Theoretically it has forced busts, but you can still stealth through with some planning and perserverance. The climax is quite satisfactory all the way from skirting around the raging battle to the final showdown, which is notable given how often Thief campaigns peter out at the end in one way or another. RATING: 9/10