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I'll hopefully have a longer post on The Dark Mod later. The short version: The Dark Mod doesn't feel exactly like Thief: The Dark Project or Thief II: The Metal Age, but it's undeniably Thief and I quite like it. For now, some screencaps with small commentary. I'm playing on an older computer using the smallest resolution, so this isn't the best The Dark Mod can look. I did touch the images up a bit in Photoshop to increase sharpness and brightness/contrast.
Missions pictured: Thief's Den by Fidcal, Rake-off by Jesps, and Flakebridge Monastery, also by Jesps. ("Flakebridge Monastery" is an undead mission and there are some corpse and horror images once you get past the stained glass screencap.)

These first two screenshots are from "Thief's Den," which I haven't played very far. A nice and moody urban setting.

The water effects are impressive; the stones actually look damp. I also like the very minimal HUD; the only item permanently on screen is the light gem. (In comparison, the first two Thiefs also always displayed your health bar on the bottom left.)

The next two screens are from "Rake-off," which was the first Dark Mod mission I completed. This was a fun readable, especially #10.

That is a lot of gold.

The rest of the screencaps are all from "Flakebridge Monastery." As with all Thiefs, you have an objectives list . . .

. . . as well as a map.

A single candle for lighting . . .

. . . can be used to light other fixtures, such as this wall lamp. Object interaction in The Dark Mod is surprisingly comprehensive; not only can you pick up, set down, or throw most objects, you can also rotate them and adjust how close they are to your body while holding them. As such, you can angle candles to light lamps/torches/etc. instead of having to use a fire arrow, as in previous Thiefs. Here's a short [19 seconds] video demonstrating object interaction and candle lighting in-game.

Gorgeous. I took this shot while mantled on top of the statue. Above, a domed stained glass window is set into the ceiling; the incoming light casts the colours and pattern onto the floor and down the stairs.

At least he died in a comfortable position? I took this screenshot particularly for the effect of the bones shining in the moonlight.

An ambient of a baby crying sounded when I opened the door to this room. I thought I might find something like this, but the part that got under my skin the most was that the cradle was still rocking gently from side to side. The lack of readables, together with an adult skeleton spread over the nearby bed and floor with an axe embedded in the mattress, only made the scene more unnerving. What happened here?

I was wondering if The Dark Mod would have Haunts (my favourite undead), and behold! It does! It's a bit strange seeing Haunts as skeletons with bony fingers and all after being so used to the older versions.

For comparison, here's a Haunt from Thief 2: The Metal Age. (This screencap is one of only two I had on file featuring a Haunt; the fan mission is "To The End With Nothing," in which you also play as a Haunt.)
Missions pictured: Thief's Den by Fidcal, Rake-off by Jesps, and Flakebridge Monastery, also by Jesps. ("Flakebridge Monastery" is an undead mission and there are some corpse and horror images once you get past the stained glass screencap.)

These first two screenshots are from "Thief's Den," which I haven't played very far. A nice and moody urban setting.

The water effects are impressive; the stones actually look damp. I also like the very minimal HUD; the only item permanently on screen is the light gem. (In comparison, the first two Thiefs also always displayed your health bar on the bottom left.)

The next two screens are from "Rake-off," which was the first Dark Mod mission I completed. This was a fun readable, especially #10.

That is a lot of gold.

The rest of the screencaps are all from "Flakebridge Monastery." As with all Thiefs, you have an objectives list . . .

. . . as well as a map.

A single candle for lighting . . .

. . . can be used to light other fixtures, such as this wall lamp. Object interaction in The Dark Mod is surprisingly comprehensive; not only can you pick up, set down, or throw most objects, you can also rotate them and adjust how close they are to your body while holding them. As such, you can angle candles to light lamps/torches/etc. instead of having to use a fire arrow, as in previous Thiefs. Here's a short [19 seconds] video demonstrating object interaction and candle lighting in-game.

Gorgeous. I took this shot while mantled on top of the statue. Above, a domed stained glass window is set into the ceiling; the incoming light casts the colours and pattern onto the floor and down the stairs.

At least he died in a comfortable position? I took this screenshot particularly for the effect of the bones shining in the moonlight.

An ambient of a baby crying sounded when I opened the door to this room. I thought I might find something like this, but the part that got under my skin the most was that the cradle was still rocking gently from side to side. The lack of readables, together with an adult skeleton spread over the nearby bed and floor with an axe embedded in the mattress, only made the scene more unnerving. What happened here?

I was wondering if The Dark Mod would have Haunts (my favourite undead), and behold! It does! It's a bit strange seeing Haunts as skeletons with bony fingers and all after being so used to the older versions.

For comparison, here's a Haunt from Thief 2: The Metal Age. (This screencap is one of only two I had on file featuring a Haunt; the fan mission is "To The End With Nothing," in which you also play as a Haunt.)
(no subject)
Date: 2012-02-20 10:49 (UTC)(no subject)
Date: 2012-02-23 22:45 (UTC)(I have finished Thief: Deadly Shadows, but didn't like how movement felt in that game compared to previous Thiefs and only played one fan mission.)
The first time I played Thief 1 and 2, I think I spent about a year on each. Since then, I've tended to finish new games within a month, though there have been a few exceptions.
Out of curiousity, have you been playing the German or the English versions? I know the German version of The Metal Age has some unique ambient music; the fan-created soundtrack I have for that game used the German version and it throws me every time I hear a section that isn't in the English version.
(I've always considered myself a computer gamer, but tend to play mods for my favourite games [especially Thief and Deus Ex] over investing in newer games.)