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Robbing the Cradle

"Robbing the Cradle" is a level in the 2004 video game Thief: Deadly Shadows, developed by Ion Storm. Unlike other levels in the game, it features a strong survival horror theme, in addition to the stealth gameplay typical of the Thief series. Players traverse an abandoned, haunted orphanage and mental asylum called the Shalebridge Cradle, while attempting to free the soul of a young girl from the building's captivity.

Overview
"Robbing the Cradle" is the penultimate level of Thief: Deadly Shadows (2004), a video game developed by Ion Storm. In addition to the stealth gameplay typical of the game, the level features a strong survival horror theme. "Robbing the Cradle" takes place inside the Shalebridge Cradle, a conscious, malevolent and abandoned orphanage and mental institution. It is patrolled by creatures called "Puppets", the reanimated bodies of former inmates. The Shalebridge Cradle is divided into two sections: the "Inner Cradle" and "Outer Cradle". The player begins in the Outer Cradle, which is designed to terrify players, but which secretly contains no dangers or enemies. The Inner Cradle is roamed by Puppets. The building's backstory is unveiled in a nonlinear fashion, via clues scattered within the level. while fleeing from silhouettes of the Cradle's staff. ==Development==
Development
The central ideas behind "Robbing the Cradle" were conceived by Thief: Deadly Shadows project director Randy Smith in 2000. Smith had designed a horror-based level, "Return to the Cathedral", in 1998's Thief: The Dark Project. Although he had intended only to make it "atmospheric and suspenseful", the level was widely held to be terrifying. Smith developed a theory of horror design to retroactively explain the success of the level. in part because of his interest in horror design. Thomas explained that the Shalebridge Cradle's design was based on "dozens of actual, existing Victorian hospitals and reputedly haunted buildings". The Danvers State Hospital was a key influence, and Smith went with other members of the team to visit an abandoned asylum in Austin, Texas. Thomas gathered photographs by urban explorers and studied past methods of treating mental disorders, and he "read reams of patient and staff interviews". Audio director Eric Brosius composed the Cradle's soundscape, which Gillen later described as "a drunken miasma of sound [... that makes] you uneasy until an unexpected noise splits asunder". ==Reception and legacy==
Reception and legacy
"Robbing the Cradle" was widely praised. Gillen hailed it as "one of the most brilliant and disturbing levels ever committed to PC", and he believed that it was "probably the scariest level ever made". GameSpot's Greg Kasavin called the level "remarkable" and "nerve-wracking", and IGN's Shunal Doke noted in a retrospective feature that the level's audiovisuals combine to "scare the living daylights out of you". In April 2013, the level was highlighted as "powerfully atmospheric" by Valve writer Marc Laidlaw. Maximum PC included "Robbing the Cradle" in its list of the "Scariest Video Game Moments", with the magazine's Brittany Vincent noting that the level features "a frightful mixture of lobotomized patients, suffering spirits, and evil intentions". Bloody Disgusting placed the level fourth in its "The 15 Scariest Moments in Non-Horror Games", and its staff wrote that the level "managed to burn itself into our minds forever, as well as creep us the hell out." Writing for Official Xbox Magazine, Ryan McCaffery ranked Deadly Shadows fourth on his "My Top 5 Scariest Games of All-Time" list, based solely on "Robbing the Cradle". He considered the level to be "perhaps the single most brilliantly designed mission in a genius trilogy of games." In a reader poll conducted by The Daily Telegraph, Deadly Shadows tied as the twelfth scariest video game, in large part because of "Robbing the Cradle". The level led Computer & Video Games to place Deadly Shadows on its list "Fear Factor: The 12 Scariest Games Ever Made". The magazine's Iain Wilson wrote that the level is "considered one of the scariest levels ever created". After finishing work on Deadly Shadows, Jordan Thomas went to Irrational Games, where he designed the "Fort Frolic" section of BioShock. He later became the creative director of BioShock 2. Smith later wondered if the team had "overdone it" with "Robbing the Cradle", and he stated, "I worry a little bit in retrospect about people who just wanted a 'sneaking around mansions and stealing stuff' experience [being] forced into their deepest nightmares." ==Notes==
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