Yug'rin & Zak: Part 3
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Level Review
Basics
Reviewer:
Overall Score:
Date Reviewed:
Matthew Pate
84 / 100
June 21, 2000
Design:
Dynamics:
Experience:
82 / 100
86 / 100
80 / 100
First Impressions
This is the continuation of the author's popular Yug'rin and Zak series. Although a fairly high quality level, a few points let it down. Read on, dear readers...
Review Screenshot 1
Review Screenshot 2
Design / Visuals
The architecture was above average, although not the author's best. Several areas were great, but there were quite a few bad areas, too. There were plenty of architectural goodies, such as walkways, overhangs and even a dome in one area, but some felt as though they were placed there for the player to have an interesting experience, and not because the base would actually be built that way. For example, in one place, for an officer to get to his station he'd have to jump on a couple of crates to get there. Of course, gameplay is more important than realism, but I think the author could have done a little better. Texturing was quality work, too, with a great variety of textures, but it didn't look as though there were too many textures. They fitted in seamlessly, creating a richer experience. Sometimes textures I wouldn't even think would fit in a space station were used, and to great effect too. Some textures felt a little out of place, though, but you'd only notice them if you were out to notice them (like me).
Dynamics / Interactivity
I felt that the enemy and item placement was (I know I use this phrase a lot, but it's true) nigh on perfect. Enemies were placed around corners or behind windows, or on patrol, but the best bit was, most of the time I couldn't simply force-pull their weapon without getting up close to them. Needless to say, if I could force-pull people's weapons from the other side of the map, I'd have a dull gaming experience on my hands. Luckily that wasn't the case here. Item placement was very well done, too. Just before a large squad of stormtroopers, I stumbled across my buddy, Zak (more on him later), who helped me demolish them with ease. Later on, I found a Super Shield to deal with my old favourite, the Dark Trooper. Unfortunately for me it ran out before I could kill him, so retreat was the prudent option! Enhancements were plentiful and top-notch quality, too. There was the aforementioned Zak, who would follow you around and would even stop before running into you. There were some new cutscenes, with more than just text popping up, and some great music to boot, and there was also some stormtroopers with blue shoulderpads with their conc rifles. Great stuff!
Playing Experience / Atmosphere
A large part of the lighting was made up of pulsating thing lights, which although cool, wasn't especially realistic, played havoc with the framerate (and was likely to induce epilepsy in someone!) The normal lighting was pretty good, with shadows in some places and bright areas in other places. I mentioned the layout before, so I'll just re-iterate: A level should be fun as well as halfway realistic. After all, it's more enjoyable if the player feels immersed in the gaming environment. The author mentioned one problem, but it wasn't very major. At one point, a lift goes up when you stand on it, but won't go back down again. If you were to force speed across, then you wouldn't be able to get up and would have to kill yourself. It isn't exactly a major problem (because you have to intend to cause it), but it would have been nice if the author tried to come up with some work around.
Review Screenshot 3
Review Screenshot 4
Final Thoughts
Another quality level by the author, as usual. A definite download, but it'd be nice instead of the author making another quality level he'd make a brilliant level.
Design:
Dynamics:
Experience:
82 / 100
86 / 100
80 / 100
Overall:
84