The City of Arca Tera
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Level Review
Basics
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Date Reviewed:
Ryan
73 / 100
October 13, 1998
Design:
Dynamics:
Experience:
70 / 100
70 / 100
85 / 100
First Impressions
This was a pretty enjyoable level. Though the architecture could have used improvement, the atmosphere and gameplay were fairly well done.
Review Screenshot 1
Review Screenshot 2
Design / Visuals
The overall level design in Arca Tera was fairly good. Architecture, for the most part, was varied and interesting. That was one of the things I enjoyed about this level. Each section, whether the streets, the sewers, or the subway station was unlike any other part of the level. This prevented the player from becoming bored, which happens frequently when traversing the same type of architecture throughout the whole level. Although no two areas were alike, this level's architecture simply did not stand out. Many exterior areas were hardly more than huge rectangles. Texturing was where the level started to slip, in my opinion. I felt that many of the exteriors of buildings were extremely drab and could have used some more detailed, lively texturing. Better texturing and more detailed architecture would have really helped in the level design department.
Dynamics / Interactivity
Enemy and item placement in Arca Tera was less than I had hoped for. The level was not overflowing with adversaries, but the ones who were present were tenacious, and power-ups were few and far between. The placement of gear was a major annoyance for me. At times, I would get stuck in certain areas with minimal health and little ammunition. Since power-ups were only found in large groups, you don't have much to sustain yourself in between these caches. This forces you to replay a particular section until you live through it. In addition, I noticed several places where gear items were floating - something that really draws away from a level's realism. Contrary to enemy/item placement COGs were well done. The addition of a jetpack (and the grappling hook which I never actually used) were nice features for playing as Boba Fett. Also, the inclusion of a soundtrack COG was a special bonus...as many levels fail to implement so simple a feature.
Playing Experience / Atmosphere
Mood is where Arca Tera succeeds. The thunder and lightning COGs, as well as the raining sound effects present in the exterior areas were well done. This is added to by the subdued lighting, which gives the level a distinctive feel. Unfortunately, real details were lacking in most areas. In particular, the exterior areas were plain, with each building looking like a large box. Realism was also lost with the floating objects and the forcefield that could be passed through before being turned off. Somehow, the first city section of the level just seemed cramped. I wished the city could have been enlarged and expanded, with more shops, cantinas, and buildings to explore. Overall, atmosphere in Arca Tera was pretty good. Playing on an unaccelerated P133 with 48 MB of RAM, this level performed well, with only slowdown in a few places. I was disappointed that there were no objectives in the level, as everything else was better than your typical add-on. Beginning and ending cutscenes were nicely done, and I did not experience any crashes or other critical problems with this level.
Review Screenshot 3
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Final Thoughts
All things considered, The City of Arca Tera was a decent level. This level had the potential to be great, however it was lacking in a few key areas. Upon completing this mission, I was left with a "well, that level was alright" attitude, something that many levels fail to provoke. I look forward to many improvements and additions in level number two of the Boba Fett Trilogy.
Design:
Dynamics:
Experience:
70 / 100
70 / 100
85 / 100
Overall:
73