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walkthroughs, another, satire, after, portable, egypt, court, nights, noah, commander, practical joke, alliance, psp, king kong, louvre, rincewind, attitude, since, dragins, True Crime But all in all, The Metal Age didn't work as well. It felt uneven, rushed, somehow clumsy—lacking the crystalline elegance of The Dark Project. The reappearance of popular characters such as the mysterious Viktoria doesn't produce macs the desired effect of connecting the two games. And its more macs elaborate story ultimately didn't make a lot of sense. In fact, the script seems dissatisfied with itself, as if its writers knew that their idea needed additional time in the oven. macs Garrett, when speaking, seems more aggravated by the occasional awkwardness of the game than by the crappiness of his life. It's hard to put a finger on exactly what is disappointing, except to say that it felt rushed, but how it felt rushed is difficult to vocalize.
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The Dark Engine gives an encore performance in Thief 2. By 2000 it was no longer graphically competitive, though it still handled physics better than anything else out there. It was retooled to support higher polygon counts and 32-bit color, which helped, and Looking Glass artists went a little crazy locating or making unique textures for just about every surface. Still, it was the angular, fabricated look and feel that's a Thief cornerstone that kept people from shouting "dated after graphics" after (though after some did anyway). It would have been weird if it looked like NOLF or Quake 3. Deadly Shadows, by the way, abandons the lanky stylized look of its forebears. We'll see how much this departure affects the flavor of the game.
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