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Lady Thalia and the Seraskier Sapphires
by Emery Joyce profile and N. Cormier profile
Navigate fraught social situations by day and pull off heists by night as Lady Thalia, the not-actually-aristocratic thief bent on making a mockery of British high society.
Winner, Best NPCs; Nominee - Melpomene, Best Individual NPC - 2021 XYZZY Awards
Audience Choice--Best PC, Funniest, Most Dashing Criminals, Main Festival - Spring Thing 2021
| Average Rating: based on 21 ratings Number of Reviews Written by IFDB Members: 5 |
Thalia is the Greek muse of comedy, and she’s an apt namesake for what’s the most purely fun game I’ve yet hit in the festival. It felt like LTSS was grown in a lab to plaster a grin to my face – I’m a sucker for anything involving British twits, heists, libraries, and museums, and here we’ve got the eponymous burglar planning not one but three heists (at a library, a museum, and a British manor), all to tweak the nose of a supercilious society doyenne. Oh, and there’s an extended game of cat and mouse played against a sexy art-theft consultant to Scotland Yard. Still, even if these particular tropes aren’t your specific cup of tea, the breezy, clever LTSS is a rewarding gem of a game.
Admittedly, I went into this one expecting to like it – one half of the authoring duo, E. Joyce, previously wrote What the Bus? for the 2020 Comp and Social Lycanthropy Disorder for last year’s EctoComp, both of which I’d played and really enjoyed. And the gauntlet thrown down by the ABOUT text got me even more excited:
"[The game] has been lovingly researched; much of this research was subsequently thrown out the window for reasons including plot convenience, genre convention, wanting to have female characters do things that women shouldn’t historically have been doing, and things just being funnier that way."
Happily, LTSS lives up to this initial promise. The opening does a great job of establishing the milieu, the antagonist, and the player character, who’s a social climber with a masked alter-ego and a fondness for relieving snobs of their possessions. Hearing her stuck-up hostess brag about the gems she’s about to parade at a fancy party, our heroine takes it upon herself to lift not just the jewels, but also a rare book and valuable painting in the lady’s possession.
The game thus plays out as a trio of heists, each proceeding according to a well-paced structure: there’s an initial planning meeting with your sidekick Gwen, who’s a seamstress and gadgeteer of no mean skill, then a sequence of casing the joint incognito, before the final nocturnal visitation to put the scheme into action. Of course, the best laid plans of mice and muses gang aft agley, so even the most meticulous preparation doesn’t save you from occasionally having to improvise. And then after each heist is done, you get to read about your exploits and get debriefed – and rated – by Gwen.
These sequences are all really well done – none wear out their welcome, and each builds momentum into the next as you’re eager to see how the groundwork you’re laying will pay off. Each works differently, too, which helps keep interest high. The briefing scenes are pure dialogue, primarily giving you a chance to add some shades to Lady Thalia’s characterization as the outlines of the plan get established. When you hit the streets, you usually get a choice of three or four leads to pursue to gather information, hide your tools of the trade in a useful spot, or recruit confederates, before time is up and it’s time for the heist. It’s possible to succeed or fail at each of these subtasks, which could make the actual burglary sections faster and easier, or more time-consuming and challenging – these bits are set up as linear gauntlets, and can be appropriately nerve-wracking, though generally you’re more in danger of making a mess of things and having to endure Gwen’s mockery than of losing life and limb.
The challenges are varied, too. Most of the social challenges use a system where you choose an approach from a menu of direct, friendly, or leading (this last meaning you’re asking leading questions aimed at getting more voluble types to share more than they ought). This is a nice framework, since it creates some structure around what could otherwise be very fuzzy social challenges, and it also prods the player to think about the personalities and desires of the other characters rather than as mechanical obstacles to circumvent (admittedly, sometimes using the direct route with servants and employees can feel a bit like bullying, though Thalia typically stays on the right side of that line). One heist largely hinges on a word puzzle; another’s all about planning ahead; and a third involves Burke’s Peerage, because of course this is that kind of game.
The writing is just as good as the puzzle design, in particular when it comes to the protagonist. Thalia herself is a joy to inhabit, and has some of the best lines. Here’s her reflecting on how her status has risen after many successful jobs:
"You are at the level of wealth where you can get people to do you favours by giving them money, but not quite at the level where people will do you favours because you said you might give them money, so you are here in disguise."
And here she’s sizing up a potential mark:
"She has the air of a spinsterish academic — which you don’t mean as an insult; you can appreciate a bluestocking. You’ve appreciated some of them quite a bit in your day."
(Yes, Thalia is unashamedly randy).
There are a few flies in the ointment: I ran into a couple of small bugs (when faking a swoon in front of one of the museum guards, I got a “cannot execute macro” error, and when chatting with Lady Satterthwaite’s maid, one of the friendly dialogue options appeared to redirect back to the same passage, so I had to choose a different approach to progress). There was one sequence that I found hard to parse –the duel of wits with Mel in the museum – where I understood what Thalia was planning but wasn’t clear on how to implement it given the options available (this was the one place where I save-scummed). Gwen also scored my performance on the first heist as a 15 out of 13, which could be an error or just an indication of how awesome Lady Thalia is, I suppose. But these minor flaws do nothing to detract from the zippy, cannily-designed pleasures on offer – LTSS is a must-play, and here’s hoping this isn’t the last we see of its dashing heroine.
You are quite the sophisticated art-thief, choosing to perform your particular art as stylishly as possible.
You also can't stand being talked down to by snobbish Upper Class-Ladies.
So you decide to stick it to Lady Satterthwaite, robbing her of not one but three family heirlooms without a trace of your stealthy little self.
Lady Thalia and the Seraskier Sapphires is a delightfully funny heist-game. I very much enjoyed finding out what angle to use in my conversations with the different characters to get information or favours.
In fact, these conversation-puzzles make up the most part of the obstacles. You can get quite a good feel for the kind of person you're talking to from their response to your first question, so you can tweak your approach accordingly.
I especially enjoyed talking to your Scotland Yard-nemesis. There is a real chemistry between the protagonist and the detective trying to catch her.
There is also some traditional code-breaking involved, but I believe you could circumvent that by making different choices.
The writing in Lady Thalia really sparkles. It's fast-paced, funny and engaging, with just a sprinkle of backstory involved.
As I said: Delightful!
This game does a lot of good things, and really drew me in.
You play as a nouveau-riche socialite who is also a catburglar/art thief.
Gameplay revolves around two mechanics: conversation and puzzles.
The conversation consists of choosing one of three attitudes: Friendly, Direct, and Leading On (?) (I can't quite remember what they stood for). Most conversations last 2-4 choices and you have to use the feedback you get from the NPC to determine if you are making the right choices or not, so there is some allowance for mistakes.
The puzzles consist of both strategizing (often the choice is between being fast and risky or quiet and slow) and text-entry. I liked the last puzzle quite a bit.
I found the Gwen character a little annoying, but enjoyed the MC a lot. If you're a fan of Alias the Magpie, I think you'll enjoy this too.
Note: The many save files available were great. I decided not to try and get a perfect game, but I did use one save once to recall what someone had said many turns earlier.
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