Dark Legion 2
Mission Type:
Author:
Post Date:
Download:
David McHale
January 18, 1999
Level Review
Basics
Reviewer:
Overall Score:
Date Reviewed:
Antilles
61 / 100
January 7, 1999
Design:
Dynamics:
Experience:
65 / 100
40 / 100
60 / 100
First Impressions
Unfortunately, you're under attack as soon as the level starts. Let's see how this level made out...
Review Screenshot 1
Review Screenshot 2
Design / Visuals
Level architecture wasn't as detailed as I had hoped for, considering what I had seen in Dark Legion I. There was not a whole lot of detail, and the level bore a strong resemblance to DF level nine, the Robotics Facility. First off, the starting area was very plain. The walls were flat and vertical, and the outdoor areas would be much better if there were more caves and rock outcroppings. Just a little formation jutting out does a lot for making things more interesting. There is a huge canyon off to the left, and there was a carved out area on the far end which helped this area greaty. I feel the area was just too massive; if it were smaller, it would be easier to make details, and they would be more noticeable. At one point, there was a little pond that was frozen over. It had a hole in the ice where you could drop in and swim around a little, and this area was well done. The wampa cave was also well done. The sectors were not rectangular, and had interesting shapes. The walls also did not stretch up all the way to the sky, and it made for an interesting area. Little nooks and crannies are what make these outdoor areas look real, and the cave was a quality area. If more detail like the type found in the cave was used everywhere, things would look a lot better. One bright point was the ground: it was varied and not just flat the whole way through. There were rises and slopes, creating uneven terrain which added to the architecture. Unfortunately, the rest of the level was a series of rectangles except for a few areas. The outside of the base was a little boring except for the addition of support pillars, which were sloped. They helped to take the edge off of the boxiness. Inside the base however, is where the architecture slumps. Sectors are usually rectangles or squares, and it's a bit plain. There were some beams in the control room that looked nice, but there was only one set of stairs. No ramps or elevation change through architecture, unfortunately. The interior areas of this level were improved over Dark Legion I, with more attention to details like beams etc., but I felt the outside areas were much better in the first level. Texturing was pretty fair. The outside areas were all the same snowy texture, but that's understandable since most snow looks alike. The cave did feature a different rock texture, and the texture in the pond looked frozen. I noticed more than a few places where the textures didn't line up correctly during the level. The choices inside the base were chosen well; they were varied, and they lined up most of the time.
Dynamics / Interactivity
Enemy placement in Dark Legion II was not commendable because there were too many enemies. Storm Troopers were very abundant outside in the snow plains, as well as inside the base. They were tenacious, and there were very few power ups. By my count, there were two med kits, four energy cells, one shield recharge, two rail charge packs, and two Bacta tanks. This limited amount of power-ups has to get you through almost the whole level, and it's not nearly enough. There were a lot of enemies, and very little ammo except for what you strip off the dead bodies of your foes. I know I was short on energy cells, as well as power cells, for most of the level. However, I felt that the one revive was well placed. It was located after you've fought numerous stormies, commandos, officers, and Dark Troopers, and was happily accepted. Unfortunately, these "Dark Troopers" look little like the real Dark Troopers from DF. As for COGs, there were doors, an elevator and a few slash grates, and apparently 'aisleep' was used. I thought the conveyor belt was done well, and it was cool when a crate blew up, revealing a DT. There was also a force field in the base and a cool cutscene, but other than that there was not a huge amount of COG enhancement.
Playing Experience / Atmosphere
The atmosphere of this level was not great. You're constantly short on health, shields and ammo, and it made it rather annoying instead of enjoyable. I just couldn't get into it. Fortunately, there weren't any major drops in frame rate, but the lighting wasn't too impressive. It could be improved by using shadows and dim areas, which were only used once or twice. Realism was rather lacking; I wasn't aware that vornskrs were indigenous to ice worlds. Also, General Mohc runs the DT project while Grand Admiral Thrawn is in the Rim fighting pirates at the time, so he could not have been present to run this project. His skin looked good in the cutscene though, except that his hands weren't blue. Also, the DTs didn't look totally like real DTs. The walkers at the end of the level could not have gotten there since the only door large enough to accommodate them leads to a mid sized chamber which didn't have any more doors. As you can see, the big problem with this level is realism, but everything else gets fair ratings.
Review Screenshot 3
Review Screenshot 4
Final Thoughts
I think this level could still use some work, but it has some promise. The outside areas need to be more detailed, but the inside areas are getting better. More sloped surfaces and details would make architecture better, and a note to all authors: power-ups are a necessary part of playing the game.
Design:
Dynamics:
Experience:
65 / 100
40 / 100
60 / 100
Overall:
61