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 <provider_name>Rainbow Dash Network</provider_name>
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 <title>Narwhal (narwhal)'s status on Sunday, 27-Sep-15 01:50:13 UTC</title>
 <author_name>Narwhal (narwhal)</author_name>
 <author_url>http://rainbowdash.net/narwhal</author_url>
 <url>http://rainbowdash.net/notice/3993119</url>
 <html>@&lt;span class=&quot;vcard&quot;&gt;&lt;a href=&quot;http://rainbowdash.net/user/32751&quot; class=&quot;url&quot; title=&quot;MetalTao&quot;&gt;&lt;span class=&quot;fn nickname mention&quot;&gt;metaltao&lt;/span&gt;&lt;/a&gt;&lt;/span&gt; Yeah, I think a really big obstacle of rebooted media ends up being &amp;quot;how do we streamline this content for a modern audience while maintaining the charm of the source material&amp;quot; and it's a difficult line to walk. Because yeah, in some way lots of media end up becoming &amp;quot;products of their time&amp;quot; and won't necessarily translate well into a modern context, and in a lots of ways works that are &amp;quot;products of their time&amp;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.</html>
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