![]() In this first moment, The Cradle’s themes are set-the relationship between those with power and those without, authority and the oppressed. The starting view is angled so that you’re looking up and it’s looming over you like a furious parent about to discipline a child. An ornate gothic façade on a dilapidated mansion. Even in Garrett’s introductory speech (opens in new tab), he doesn’t sound his usual cocksure self. I was expecting something special, so waited until the witching hour and played the game on a wall projector in front of a group of unnerved peers. Perhaps more than most in a passing email, Thief’s project lead, Randy Smith, had mentioned a “haunted house” level which was a deliberate extrapolation from the theories he laid out in a Fear feature in Gamer’s prehistory. Like anyone who plays The Cradle, I was anxious before I even arrived. It’s probably the scariest level ever made, an experiment in non-linear storytelling methods that pays off handsomely and a towering achievement for games. While The Cradle is based on Thief’s shadow-stalking mandate, and a clear extrapolation from the first Thief’s seminal Return to the Haunted Cathedral, it has amplified its source material to become something quite different. It’s what’s known in television parlance as a “format breaker”-something that subverts many of the set expectations of the show to stir the critical palette into new life. The Cradle is the penultimate level in Thief: Deadly Shadows. Your head pushed beneath murky waters until you choke and drown. If The Cradle is about anything, it’s immersion. To be immersed is to be surrounded and submerged, thrust into a new context. People bandy the word “immersive” around when discussing videogames, but miss the subtext of what they’re really talking about. Running from The Cradle is like running from the air around you. The interview with Jordan ‘Null’ Thomas, The Cradle’s designer, should be safe. The mapped section should be viewed in the same way as a walkthrough for a game you haven’t played. ![]() If you’ve never played The Cradle, but plan to… be careful. If you’ve never played The Cradle, and have no plans to ever do so, then rush right in, and more fool you. The secrets and hidden stories of this house of hell are explored, analysed and constructed into something that will hopefully enhance and illuminate the experience you’ve had. If you’ve played The Cradle-Thief: Deadly Shadows’ centrepiece level- then don’t hang back. ![]() Social Fairness: The aim of this category is to design business operations that honor all people and natural systems affected by the manufacture of a product.The following forms a journey into one of the most brilliant and disturbing levels ever committed to PC.Water Stewardship: The water stewardship category helps ensure water is recognized as a valuable resource, watersheds are protected, and clean water is available to people and all other organisms.Renewable Energy and Carbon Management: The renewable energy and carbon management category helps to ensure products are manufactured using renewable energy, in order to reduce or eliminate the impact of climate-changing greenhouse gases due to the manufacturing of the product.Material Utilization: The material reutilization category aims to eliminate the concept of waste by helping to ensure products remain in perpetual cycles of use and reuse from one product cycle to the next.As a step towards full certification, manufacturers may also earn a separate Material Health Certificate for products that meet Cradle to Cradle Certified™ material health requirements. The standard leads designers and product developers through a process of inventorying, assessing, and optimizing material chemistries. Material Health: The material health category helps to ensure products are made using chemicals that are as safe as possible for humans and the environment.
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