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Though remorseless weight watchers points in the act of killing, weight watchers points he sees murder as a gauche vulgarity, unworthy of masters such as himself. Being a good thief means not needing to kill. Indeed, on the highest difficulty level, you are not allowed weight watchers points to kill at all. Playing missions at this expert level lays bare video games' violent roots, because in a game, to kill is to simplify. By withholding that most basic of tools, Thief challenges us to approach its play as Garrett approaches his career: as an art form requiring patience and mastery. In becoming Garrett, if you choose to kill, you do so because it makes things easier for you. To his intense frustration, Garrett finds himself dragged again and again into scenarios that require him to be the "hero." He is just too good at what he does to escape the notice of those who would benefit from his talents.
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