{"version":"1.0","provider_name":"Rainbow Dash Network","provider_url":"http:\/\/rainbowdash.net\/","type":"link","title":"Narwhal (narwhal)'s status on Sunday, 27-Sep-15 01:50:13 UTC","author_name":"Narwhal (narwhal)","author_url":"http:\/\/rainbowdash.net\/narwhal","url":"http:\/\/rainbowdash.net\/notice\/3993119","html":"@<span class=\"vcard\"><a href=\"http:\/\/rainbowdash.net\/user\/32751\" class=\"url\" title=\"MetalTao\"><span class=\"fn nickname mention\">metaltao<\/span><\/a><\/span> Yeah, I think a really big obstacle of rebooted media ends up being &quot;how do we streamline this content for a modern audience while maintaining the charm of the source material&quot; and it's a difficult line to walk. Because yeah, in some way lots of media end up becoming &quot;products of their time&quot; and won't necessarily translate well into a modern context, and in a lots of ways works that are &quot;products of their time&quot; have that context of age to help establish their creative identity. That seems to be a shortcoming of the 2014 Thief game, in that it lacks any sense of identity by trying to obfuscate a preexisting context of identity. It plays into standard genre conventions in a tame and idealized manner, essentially becoming an archetypal genre piece as a means of providing a seemingly modern contextual vehicle for the gameplay, but as a result the game as a work lost so much of its personality and charisma."}