Beyond Glory 2
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Level Review
Basics
Reviewer:
Overall Score:
Date Reviewed:
Emambu
94 / 100
Unknown
Design:
Dynamics:
Experience:
94 / 100
90 / 100
96 / 100
First Impressions
The plot only left me with one question: How did Thirtrae escape the Emperor's wrath with only a mild scolding (I didn't put that part in the plot)? When the Death Star was destroyed Lord Vader, the Emperor's right hand man, lost his arm as punishment. Furthermore, the creator of the Death Star, Bevel Lemilisk, lost his life - sort of. So how did Thirtrae manage to escape with a scolding from the Emperor for funneling resources? It's not that important and the plot is otherwise sound, but I thought I'd just mention it.
Design / Visuals
After reading the progress reports at the DF1999 site, I was prepared for a well constructed level. I knew from his first level, "Beyond Glory," that the author is capable of making an architecturally superior level. However, he just wasn't consistent. Well, this time he more then paid back his architectural mistakes with this level. The detail in this level is astounding! There were times when I sat there wondering if the DF engine could go any further. All throughout the level you will see signs of an enriched environment. The outside is well detailed and shaped appropriately to give it an "outdoorsy" kind of feel. Interior architecture was more stable, but by no means dull or unoriginal. There are all kinds of guardrails, consoles, stairs, and just general detail that keeps the eye busy. Texturing was equally impressive. No one texture dominated the level. At the same time, the level wasn't just a mess of textures. Also, exterior textures and textures inside the palace were used in a believable sense. In other words, the textures used were ones that you would expect in a palace. However, contrasting the palace is lab where the textures are more sterile and give off the feeling that you're inside a lab. Could it get any better? Yes, because there were no stitching or mis-aligned textures. The only problem I found was that sometimes the green tile texture clashed when in the vicinity of a stone texture. You'll know it when you see it, but it's a relatively minor complaint.
Dynamics / Interactivity
Rather then throw stormtroopers into the level, the author wisely converted the imperials into mercenaries, Rodians, Grans, and a few Trandoshans for good measure. Placement of these enemies, for the most part, was really good. Towards the end there a few too many for my liking but that can be argued since it was the end. As for actual placement, I have no complaints. Each enemy was placed with a purpose, and none of them were just standing like they had nothing better to do. Items were also well placed. In the beginning it's easy to stock up on shields and ammo. Towards the end the former of the two isn't nearly as available, but there is enough if you're conservative and if you hunt around a bit. Ammo was a bit excessive. I ran into a repeater within the fist minute of the game. However, the big guns (fusion cutter and concussion rifle) were a little harder to get at. Also, the author left out the assault cannon, a wise decision considering there are no Dark Troopers in the level. Enhancements, like the level's architecture, were incredible. All throughout the level, the author has added new things to give the level a much bigger appeal. My favorite part: the dialogue. The actor playing Thirtrae does an good job of playing a villain. Also, Rant's voice, while not acted out, was equally incredible. When the author explained to me how it was done, I was amazed at how a not too difficult trick (not a simple one though) could be pulled off with surprisingly good results. The end of the level has some neat tricks that put the player on the edge of his seat for several tense minutes. It was a great way to cap off the level.
Playing Experience / Atmosphere
Of course, even if a level has superior design and lots of enhancements, the entire level will fail if the atmosphere is unable to put the player in any kind of mood. This brings me to my next topic: lighting. This has to be one of the most underrated parts of a level. DF authors especially have a tendency to ignore the use of light and shadow in a level. Not so here. The author exercises a good use of shading in this level. In the underground areas, lights flicker and threaten to blow out. Towards the end of the level, the author uses a large amount of shading within the labs. Furthermore, the author accents the mood even more by adding a sense of urgency to the player. I won't say what though, because there's no reason not for you to play this level to see for yourself. The only problem with the level was the semblance of the palace at times. In some spots the level was just a little too linear for it to be an actual palace. Moreover, a lot of times there would be only one way to move. It isn't a big problem; I just wish that the author could have given the player a bit more freedom of movement. That's pretty much the only thing I could find wrong with the atmosphere. There were no bugs at all. Framerate also wasn't much big of an issue. Despite all of the detail, and all of enhancements, this level runs smoothly on a P133 with 16 mb of RAM. This might also run quickly with only 8 mb of RAM but don't quote me on that.
Final Thoughts
Hands-down, this is one of the best DF levels I've ever had the pleasure of playing. I can't think of all the reasons why you should play this level...just play it! To the author: congratulations! Now make another one.
Design:
Dynamics:
Experience:
94 / 100
90 / 100
96 / 100
Overall:
94