Added: 5 years ago
From: jillym1231211
Views: 17,656
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  • i want the song in the background

  • awesome theme

  • /watch?v=iPm8uUdPRjo

  • that music.. when the dagger showed up. it was in the trailer for thief deadly shadows. the old trailer that was in the deus ex: invisible war game.

  • i think it was the weirdest level i ever seen, that woman giggling make you feel watched and unsafe

  • I like the glowing mushrooms in the bathroom.

  • i love this mission.

    its so f'''kin disturbed and mad

  • Классная игра! :)

  • This cutscene is chilling.

  • the song in the background (when victoria and constantine are introduced) is reverted.. sounds like one at least...

  • That level freaked the hell out of me. As you get deeper in the mansion it just gets weirder and weirder. And that giggling...

  • Im not sure, its been some time since I read it (or I just think I read it? lol) But I think the lvl designer of this mission is the same one that designed the Crandle in T3.

  • Nope. :)

    The designer of The Sword was Sara Verrilli. She had secondary help from Nate Wells, and for the Thief Gold version, Emil Pagliarulo added a huge area. Sara didn't work on T3 at all. She also did the primary work on Strange Bedfellows, Mage Towers, Thieves' Guild, and Kidnap. She helped on Ambush!, Eavesdropping, and Trace the Courier.

  • The primary designer for The Shalebridge Cradle was Jordan Thomas, who did not work on the other Thief games. He was helped by Randy Smith, who was there for all the Thief games, and was primary designer of the Haunted Cathedral and Return to the Cathedral, and Escape (which is why he worked with Jordan Thomas on The Cradle). Randy also was primary designer of A Keeper's Training, First City Bank And Trust, and Sabotage at Soulforge.

    Should be noted that everybody chipped in something on all.

  • @melosebrainuhoh giggling?

    

  • @CianThEfuR When you get deep into the mansion you start hearing a woman giggling. You seriously didn't hear it when you played this stage? It was creepy as hell because it made it feel like somebody was watching you.

  • Damn, those pagan texts at the beginning make me jizz my pants and crap myself, they're that good and scary!

  • The first time I played this level I actually thought the house was constantly shifting its interiors. Kind of like "The Cube"...

    It didn't make sense until I started relying on the compass. But even that was nearly hopeless...

  • this cutscene is so well performed. the game was epic. "I prefer my payment in cash not in liquor, Mr...."

  • "(..) and the mansion is confusing to navigate in " well said :D I felt like Alice in Wonderland in there.

    Amazing game!!

  • @w4f3l interesting! the guy who made some of the 3d architecture in the thief games. worked on an alice in wonderland game. Iikka Keränen be his name, just found that out on his wiki. and then remembered your comment here. so cool comparison!

  • @SeamusPaxman Holy shit!Thats a finnish name! He's a finn!

  • Lol Personally I Loved This Level.

    It Was Challenging and Very Fun In My Opinion

  • you can say that again. i found only one way to get to the top floor even that wont work always.

  • Haha!

  • This level was annoying, especially because of the stupid crooked house, it's so stupid! XD I lost so many time! :P

  • cool i lov ethis game

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