Force Fire
Mission Type:
Author:
Post Date:
Download:
Julia, Michael, Lisa
June 3, 2001
Level Review
Basics
Reviewer:
Overall Score:
Date Reviewed:
Antilles
83 / 100
June 23, 2001
Design:
Dynamics:
Experience:
81 / 100
87 / 100
81 / 100
First Impressions
Force Fire was an interesting level. You, with your way-cool sidekick Sariss, must infiltrate a base and shut down a device that neutralizes your power. Sariss follows you around quite well and is helpful; she never got stuck, though she did hit me in the back with lightning a few times.
Review Screenshot 1
Review Screenshot 2
Design / Visuals
The architecture of Force Fire was excellent. The use of sloped surfaces created some nice looking areas, and also helped to cut down on boxiness. In addition, there were plenty of niches, shelves, pillars, consoles, ramps and catwalks and other small details to keep each new area interesting and different. One hallway, triangular in shape, was very impressive because it made complex turns and was constructed beautifully. I also liked areas such as the hangar where you first enter the base, where you are able to go up and down to different levels. While nearly the whole level had a consistent amount of detail, some of the areas had a few problems that could be improved. For example, the ramps leading down to the lower section of the base are so steep that you would be better off grabbing some climbing gear and rappelling down! Going back up is a doosey, Kyle sounded a little out of breath if you ask me. HOM made a brief appearance in the beginning area, and it was pretty bad too. I think you can only see it if you ride up to the TIE fighters on the elevator, but it was all over the place up there. Texturing was very nice; the selections were proper for an Imperial base, and they looked pretty nice throughout. I noticed multitudinous stitching errors, but they did not detract from the experience all that much. The best display of texturing was in that triangular hallway I mentioned; all the textures match up perfectly even through non-ninety degree turns. To sum it all up, Force Fire was a nice looking level.
Dynamics / Interactivity
Another aspect of Force Fire that had both high and low points was the enemy placement. The level was pretty much the perfect challenge; it was not too hard that I was frustrated, but hard enough to pose a challenge. You can pretty much fight your way through the level without dying too much, but it did have a few areas that required multiple tries. However, though the enemies were sometimes given an advantage such as elevation or concealment, more often they were standing around the hallways scratching their necks. I didn't feel like I was prowling through the enemy's lair in a dangerous race to stay alive, it was more of a lazy shoot-em-up with a plot. It was the right difficulty, but it wasn't really that exciting to play. There were plenty of power ups. Force Fire had a lot of enhancements that really improved the level. Once again, take a look at the triangular hallway. As you enter each section of hallway, the lights go on around you and turn off behind you, causing you to always be in the lit section. There were lots of ambient noises and your usual doors, force fields, and breaking glass etc. In addition, there was a cool thrusting thing at the end, it's hard to describe but you'll see it, and there was also a little puzzle. It was actually kind of lame, because all you do is figure out what order to press the buttons in and you complete the level. Not to mention, it's ripped straight out of MotS level four. One of the best enhancements was Sariss; she follows you and assists you throughout the level, though she is probably most helpful at the end against Sith enemies.
Playing Experience / Atmosphere
The atmosphere of Force Fire was decent; it did feel like an Imperial base, but it also lacked the excitement factor that you should feel running through the lair of a host of enemies bent on killing you. The lighting was okay, nothing real spectacular. Some areas also had a really ugly purplish-pink color in them, I didn't like that very much. Furthermore, I didn't notice much use of shadowing either, the level looked like it was lit with sector light rather than the regular fashion. Gameplay was interesting, and the objectives were pretty original and worked well. It might have been a bit more interesting if there were more obstacles that you had to find a way around, such as permanently locked doors, or broken elevators or something. It just seemed a little too easy to get around considering you are an intruder.
Review Screenshot 3
Review Screenshot 4
Final Thoughts
Force Fire is a quite decent level, you should definitely check it out.
Design:
Dynamics:
Experience:
81 / 100
87 / 100
81 / 100
Overall:
83