Narra: A Slave's Tale Part 1
Mission Type:
Author:
Post Date:
Download:
Deathstar4
February 2, 2000
Level Review
Basics
Reviewer:
Overall Score:
Date Reviewed:
Antilles
60 / 100
July 18, 1999
Design:
Dynamics:
Experience:
50 / 100
65 / 100
70 / 100
First Impressions
This level is decent, but it could use some work in each aspect. Check out the review for more details.
Review Screenshot 1
Review Screenshot 2
Design / Visuals
The architecture of this level was average. Nearly all of the level consisted of large boxes with smaller boxes connecting them. The lack of sloped surfaces and interesting rooms did little to detract from the boxy feel. Some octagons, triangles or trapizoids would really make things look more interesting and lively. Also, architectural elements needed to be created better. There is a set of steps that go up to a door, but they are so steep and thin (lengthwise) that you couldn't walk up them. You couldn't even jump up them either! It just made me wonder if the author even tested his own level. On the flip side, an example of some good architecture was the nice slanted beam in the hanger at the end of the level, which added a lot to the area. If the rest of the level had more beams, sloped surfaces, areas with multiple floors overlooking one another, for example, it would be a huge improvement over the current version. Texturing was actually below average. In a few areas, one texture was pasted on every surface of the room, and it just looked awful. Furthermore, most of the textures selected throughout the level were dull, boring blues and grays. There were also a few colormap problems which needed to be fixed. This mission just needed some style! Some more interesting textures with neat patterns would really liven things up, as well as some more variety. Overall, the texturing looked as if it had been neglected, as was shown by the rather sour look of the level.
Dynamics / Interactivity
Enemy placement was a step above horrendous. I found that some areas were absolutely flooded with foes. Take the TIE bay for example. I counted eight Imperial Commandos, and at least six or seven stormies. A repair bay for missle boats had a full brigade of stormtroopers, ready to blast you to bits. This all wouldn't have been quite so bad, but you have only two weapons. Your trusty Briar - which by the way you shouldn't have at the beginning because you're in prison, but you do - and a blaster rifle round out your puny arsenal. There was a revive for after the first group of troops, but you can't get to it! If you recall the steps I mentioned in the Level Design section, those are what you should go up to get over a big crate and to a revive, but you can't get up them. I had to put the flying code on. This is just one example of bad planning. Item placement wasn't halfway decent either. If you check out one of the screens, some shield recharges are just hanging in the air above a TIE bomber. They must have started installing repulsorlifts on those things... I found that there wasn't enough ammo, because you had to take it all from your dead foes, although it's rather hard to clear an area of them (all 20 of 'em) when you have basically no ammo in the first place. Techinically, there weren't enough powerups to keep you alive because you can't get the revive without cheating. There were a few spare shields laying around, but 20 shield points make no difference when you're facing a full squad of commandos with a nearly spent blaster rifle. On the bright side of item placement, Missle Boats and TIE craft were parked throughout the level, adding to the feel of an Imperial Frigate. Ohterenhancements were pretty poor. There were cutscenes, I admit, but they were so boring!! All you do is watch a picture of some people standing around while text pops up on the screen. I can't stand them, nothing happens, and it almost puts a negative spin on the level. There were a couple doors, but basically no other COG work at all. The best thing was the stormtrooper Davin Felth, actually a rebel spy, who helps you in combat. But, alas, that also had a downside. He didn't actually follow you around as you moved through the level, he just popped up next to you in a cutscene when you open a door. The new Narra skin was interesting, however.
Playing Experience / Atmosphere
The atmosphere in Slave's Tale was decent. I felt lighting was slightly above average, for there were shadows, and dim crawalspaces, but most areas were fully lit, or at least uniform in light level. All the fighter craft parked around gave a nice impression of a starship, but the bad texturing and architecture just made the level a little boring to play. Framerate was decent throughout, except maybe when you're staring at 25 TIEs. Unfortunately, the level was a little boring because all you did was run through. There weren't really any puzzles or obstacles that you had to find a way around or anything, just masses of troops.
Review Screenshot 3
Review Screenshot 4
Final Thoughts
This level is pretty much average in all respects. Download it and try it out for yourself.
Design:
Dynamics:
Experience:
50 / 100
65 / 100
70 / 100
Overall:
60