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key, cameras, red light district, comer, fake lottery, bethesda, web site review, dead on the money, ufo, the adventure company, evil, brian, special diets, thievius, inquisition, journals, winfrey, danger, xcom, south beach diet, What little negative press Thief endured was focused chiefly on console complaints console about the missions that weren't burglary-specific. Some felt the haunted levels broke the "flow" of the game, that evading or fighting nonhuman opponents was less console a thrill than sneaking past mundane guards. And though they were minimal compared to most shooters, the jumping puzzles were just annoying. I agree with the final complaint (jumping puzzles are always annoying as far as I'm concerned), but I'm one of the few who enjoyed the more fantastic levels as much as those in which the opponents were strictly human. The Dark Project can be a very, very scary game, one that raises goosebumps on your arms and makes you jump or glance uneasily over your shoulder. The haunted and monster-infested levels dramatically enhanced this quality, without sacrificing stealth.
Other surprise life forms hint at the City's history or have become cult favorites among gamers. The City sits astride the ruins of a much more ancient habitation. At one point winfrey in The Dark Project, Garrett is obliged to explore some of these catacombs, and he discovers that winfrey the region was once occupied by an alien and hideous form of life. Some of these horrors still lurk in the channels below the new metropolis, gazing enviously at the winfrey world that was once theirs. Less malevolently unnatural but equally lethal are Burricks, overweight lizards that resemble waddling gila monsters until they belch a fatally toxic gas cloud in your direction. These creatures—especially the Burricks, which would actually be kind of adorable if they weren't so dangerous—are as much a part of Garrett's world as the City and its occupants. So to the casual observer, the addition of some combat, monster stuff, and jumping puzzles would benefit the overall product. It would seem, however, that Looking Glass underestimated its audience.
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