Melan
Arcane
I have already had my say about the Calendra missions, so I will only comment on a few things.
- No matter how you view the mission, it is just petty to deny it as a technical accomplishment. Yes, there have been more advanced missions since, but in 2002-2003, there were two that broke the expectations of what Thief could be, and Calendra's Legacy was one of them (the other one, Sledge's Inverted Manse, also got its author hired in the game industry). End of the list. CL does things which Thief was thought to be incapable of, and Midnight in Murkbell in particular is so technologically advanced it is in a league of its own. It is also a complete reskinning of Thief 2, has its own distinct aesthetic, and features a ton of custom, mostly high-quality content. Yes, that will get someone hired in the game industry, and with very good reason.
- The criticism of Murkbell's gameplay changes strikes me as the complaints levelled against Thief's undead levels - a misunderstanding of the intent behind the mission. In the mission (but also in A Meeting With Basso), your skills are tested in situations where the standard Thief strategies don't work entirely as expected. That doesn't invalidate the experience, just like undead don't transform Thief into a Tomb Raider-style action game. You are still Garrett, but you have to adopt to slightly different rules. Murkbell's genius is that the playing field changes multiple times, presenting different challenges in different stages of the mission: having to act quickly in the timed first segment; having to do without equipment in the second; and dealing with the undead in the third. The museum heist plays vastly differently depending on when you pull it off, and places like the streets or the cathedral are thoroughly altered.
- Together, the dynamic story and the complexity of the environment have the potential for an exemplary amount of emergent gameplay. You can do a lot of things in the mission which were not planned, but become possible in the realm of its possibilities.
- CL offers a wealth of side objectives, some of which also give you ample help against your opposition. The dagger, the eyes, the amulet, and even the extra stashes you find are very useful, but you have to earn them. Most missions dole out equipment all too generously (although this is a valid gameplay conceit), while in CL, they become informal mini-objectives, and play an actual part in the story.
- I have always considered the third mission the least interesting one, but for the record, I think much of the architecture in the Keeper compound was actually built by someone else - Saturnine, perhaps? If I recall correctly, it was also one of the first full-scale Winter missions, and does it rather well (including mostly faithful recreations of multiple locations from Thief's closing cinematic).