Jedi Search 2
Mission Type:
Author:
Post Date:
Download:
Ryan Briggs
February 2, 1999
Level Review
Basics
Reviewer:
Overall Score:
Date Reviewed:
Emambu
75 / 100
April 2, 1999
Design:
Dynamics:
Experience:
62 / 100
71 / 100
51 / 100
First Impressions
There is a more detailed story to this but I decided to boil it down to its summary. I am pleased that the story for this level is a bit more in depth then the last one. I would like to know who this "old friend" is, and how he knows Kyle but I guess I shouldn't complain. In any case, the story is a big improvement from the previous level.
Review Screenshot 1
Review Screenshot 2
Design / Visuals
Architecturally speaking this level reminded me of "Jedi Search": boxy rooms, repetitive texturing, and an apparent lack of detail. Interestingly enough, though this level does not have much detail to it, I found it much more appealing then the previous level. I think this has to do more with the size of the rooms then anything else. "Jedi Search" had huge expanses of nothingness. Even the Imperial parts were large and flat. Here, the rooms are smaller, and the author included slopes and differences in elevation in order to keep everything unique. A few rooms actually looked commendable, with slopes and other things added to give it an aesthetically pleasing look. However, the architecture wasn't perfect either. Just like in "Jedi Search" parts of this level suffer from a lack of detail. Most of it is noticeable in the large, boxy rooms, which lack such simple things as pillars, beams, consoles, terminals, etc. Texturing was, for the most part, very well balanced. The author mixed and matched various textures for the floors, walls, and ceilings. The end result is a level that looks imperial. However, it too isn't perfect. Occasionally, the author used the same texture over and over. Also, the floor texture for the cantina room was absolutely terrible. I really wish that the author could have taken it out because it doesn't help the level at all.
Dynamics / Interactivity
To be honest, I was disappointed with the enemy placement. It wasn't the number of enemies per room. It was the fact that several enemies appeared to be just standing in the middle of a hallway or conversing with other imperials. Maybe it's me, but I was never able to combine the phrases "imperial", "on-duty", and "social gathering" into a complete thought. I'm also a little annoyed that the author mixed aliens with his stormtroopers again. This is an imperial ship, yet there are three grans brawling for some reason in the cantina. Items were placed with a little more thought. Most were found in storage rooms and if the author decided to place them in hallways they were usually out of the way or in alcoves. The only part I can think of where they were placed poorly was in the cantina where the author kind of throws them around. As far as enhancements go, there were relatively few. There's some in-game text which helps develop the story even further, but the rest consists of standard locked doors, elevators, and forcefields. As you can see, there's not much there. However, everything that's used, helps the level as well as adds a bit of challenge (even though a locked door is not what I'd call a challenge).
Playing Experience / Atmosphere
Just like in his previous level, the major problems in "Jedi Search 2" occur here. First off, there absolutely no change in lighting, and if there was it wasn't noticeable. Shading is commonly overlooked by authors. Proper use of shadows can really help bring out a certain mood in a level. However, being forced to look at one degree of light throughout the entire level is boring. Now, that's not even the worst part. What really drops the levels score is two things: One, there is absolutely no semblance to this level whatsoever. Rooms are just randomly slapped next to each other in the author's vain attempt to construct an imperial ship. By the way, what is this ship supposed to be? The text file mentions a star destroyer leaving orbit around the time Kyle descends into Dathomir's atmosphere. However, if this is a star destroyer then it's the worst interpretation of a star destroyer I've ever seen. Even if it's not one, then it's still has major semblance errors. After killing the dark jedi on the bridge, (which will bring me to the second thing) I took a look at the map. What I saw shocked me. It's three floors of a tangled mess! There's no orderly construction or setup (in other words: nothing imperial) to it. The bridge scene also brings me to my second point: the dark jedi that the briefing talks about is really Jerec with this lame excuse about how he's really a clone, and that the original Jerec didn't know the true power of the force. Well, this one apparently knows even less about the force. The only thing he did was use force jump... a lot. Needless to say, it was a poor way to cap off such a mediocre level. I'm not even going to go into the fact about how wrong it is to stick Jerec in a level when everyone knows that he already died at the valley of the jedi. As far as gameplay is concerned, most of the level will be fast and fluid. Since a lot of the rooms are small boxes, the framerate remained high, even with the 3D graphics card off. Bugs were minor as well. There were only a few spots where I detected stitching errors. I commend the author for at least making a fully functional level.
Review Screenshot 3
Review Screenshot 4
Final Thoughts
This is one of the shortest reviews I've written. Part of that is because there's not much to say about this level. Lack of detail was a contributor to this level's score (like in his previous level) but it's not as severe. What the author needs to do now is to develop a better atmosphere. As for the level as a whole... it's a step up from "Jedi Search" but I still won't recommend that you download it immediately.
Design:
Dynamics:
Experience:
62 / 100
71 / 100
51 / 100
Overall:
75