Galaxy of Fear 1: The Empire's Capital
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Level Review
Basics
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Date Reviewed:
Matthew Pate
83 / 100
August 30, 2001
Design:
Dynamics:
Experience:
84 / 100
76 / 100
81 / 100
First Impressions
First, I'd just like to say how sorry I am that this review is 5 months old. I don't really have anyone to blame for it except myself, and for that I apologise to Ryan, the rest of the staff, you, the loyal reader, and especially the author, for waiting so patiently with so little of the complaining that he is rightly entitled to. And on with the review... There was just one thing that bugged me majorly about this level; the readme says you can get stuck if you don't follow the goals carefully. I managed to miss an essential key, and about half an hour later found myself stuck... I had to cheat to continue. The author should have stopped the player from progressing without getting the essential key. Other to that, there was nothing particularly of notice to bother me.
Review Screenshot 1
Review Screenshot 2
Design / Visuals
The architecture ran the full gamut from downright poor to awe-inspiringly great without overusing details. Naturally, the start of the level was the poor start, but it got better quickly. Soon I was running around the circular edges of buildings, bounding about landing platforms and exploring labyrinthian facilities. It is a pity that this excellence couldn't have started at the beginning and gone all the way through; as it is the start seems badly out of place. But I think the fact that it improved steadily more than redeemed the author. I mentioned earlier that the architecture wasn't overly detailed, yet still awe inspiring. How was this seeming paradox achieved? By utilising the JK's trademark "damn huge" areas feature. There were lights scrolling away 100 metres in the distance, with ships flying about and everything. However some hallways seemed to drag on for a little too long, seeming like a cheap way to garner more playing time from the level. This did not happen frequently though, thankfully. The texturing was the way it should be; unnoticable. It's when you start noticing that the author has been deliberately covering the insides of boxes with some picture files that your suspension of disbelief is shattered. That was not the case here, despite the author using the much maligned default LEC textures. I have been known to express disgust towards these textures, yet in this case I hardly noticed them. They were just how the walls were.
Dynamics / Interactivity
From the start there were plenty of enemies. Plenty and plenty. In fact, my strategy consisted of running past most enemies, which is probably how I encountered the objectives bug. Plenty of enemies is fine, as long as there is health and weapons to match. For most of the start of the level, this wasn't the case. I ended up having to cheat and so when the health finally turned up later, it was already too late; I had cheated. The enemies were placed rather deviously though; with Storm Troopers patrolling around a corner just as you came to it, enemies below you on bridges, above you, on transports around you and everywhere. Unlike many levels where you feel like Rambo and blow everything moving away, here you had to be careful and only pick those fights you knew you could win. Were there some health to patch you up every so often, this feature could have worked brilliantly. As it is, however, it failed, as once I was cheating, what was the point in running? The extras were lacking, sadly. I think I saw some custom textures, and there were some brief introduction and ending cutscenes, but nothing spectacular. The plot is only hinted at in the text file and mission briefing, and you don't really get a whole sense for *why* you're assassinating this rebel officer. And that brings up a point; I thought the Rebellion didn't assassinate its own members?
Playing Experience / Atmosphere
The level felt like an Imperial controlled area; they could just pop up at any time without warning. You had to be on your guard. There were ambient sounds, flying ships, and commentary by the player to reinforce this. You definitely feel like you're in a city... of some sort. The level is set on Coruscant, but it could be Nar Shadaa, Corellia, or Generica IV. Indeed, the level was originally submitted as a space station, and only one change was required to turn it in to a terrestrial city. This lack of focus can rub off on the player. If they don't know where they are, how can they be expected to *care* where they are, or what they're doing for that matter?
Review Screenshot 3
Review Screenshot 4
Final Thoughts
Download this level for a fun bash. With a bit of refinement, like more of a plot and a bit more focus, this level could have been truly great, but as it is it is just very good. Do yourself a favour and enter the "Galaxy of Fear"...
Design:
Dynamics:
Experience:
84 / 100
76 / 100
81 / 100
Overall:
83