Obi-Wan's Escape
Mission Type:
Author:
Post Date:
Download:
Anthony Piggott
July 23, 1999
Level Review
Basics
Reviewer:
Overall Score:
Date Reviewed:
Ryan
47 / 100
July 25, 1999
Design:
Dynamics:
Experience:
40 / 100
40 / 100
50 / 100
First Impressions
This episode is made up of three separate levels, though don't let that fool you. The total sum of what you get out of all three of them is hardly more than your average level. Our hero, Obi-Wan, is captured by a band of Tuskans and held in a jail cell, from which he must escape. That being said, let's get on to the review.
Review Screenshot 1
Review Screenshot 2
Design / Visuals
Level design in Obi-Wan's Escape was one of the lower points of the episode, as was texturing. While some areas held a hint of detail, the remainder of the level was generally boxy with bland, repeated texturing. The screenshots pretty much say it all. In these cases, I believe that the overall scale of the architecture should be reduced, making it easier to add details and eye candy, as well as an increased emphasis on choosing textures that mesh well with the architecture. The architectural precedent set by the first level is followed throughout the second and third, with nothing particularly memorable ever shown to the player. In fact, the third level is barely more than a twisting water pipe that carries you to your ship in about 10 to 15 seconds. Taking the 'city' in the second level as an example, the player is greeted with what is essentially a huge box with a single building in the center. In such a case, more individual buildings around the edge of the city (rather than a plain wall) and textures would have made an incredible difference here. The same is also true of canyon that the Tuskan base is hidden in. While the walls were placed at non-ninety degree angles, they were still perfectly vertical, with no details or niches. A more irregular rock surface, combined with good use of light and darkness would have greatly defined that section of the level as well. The basis of the architecture was present in Obi-Wan's Escape, although it needed a good deal more refinement and detail work.
Dynamics / Interactivity
The dynamics of Obi-Wan's escape were on par with the architecture, particularly the enemy and (lack of) item placement. A look at the screenshots will show you just how little time was spent placing enemies in this level. Most rooms are either totally devoid of life, or else teeming of Tuskans (generally the latter). While the addition of Force Pull to your inventory made them easier to vanquish, just seeing the mobs of enemies standing around was a disappointment. Unfortunately, item placement was the precise opposite of enemy placement in Obi-Wan's Escape. There was, if my observations serve me right, exactly one health powerup in the entire episode of three levels – a lone bacta tank. Now, the overabundance of enemies, compounded with the total lack of shields and health made for a poor gaming environment. In any level, it is essential that a balance be achieved that challenges the player, but at the same time is actually able to be beaten. Level enhancements were typical ones for the most part, with some regular doors and a few key-operated doors. The thrusting water pipes were probably the most interesting cog work of the episode, and the end was topped off with a new 3do – a Naboo fighter. Regardless of what enhancements this level did have, it doesn't stand out against that we have come to know and expect from LEC levels, and even many of the previously released custom levels.
Playing Experience / Atmosphere
The overall gaming experience in Obi-Wan's escape was slightly above average. Lighting was good in select places, with nice use of shadows and shading effects, though a vast majority of the level was the same light level. Authors need to realize that the use of lighting is a great way to highlight architecture and texturing, and therefore is essential to creating a mood in the level. In this case, many of the decidedly plain textures and architecture could have benefited greatly by more attention to lighting. With regard to the atmosphere as a whole, the poor enemy and item placement also took their toll on the realism of the level. All things considered, Obi-Wan's Escape felt rushed and more design time could have probably improved it substantially. On the bright side, there were no crashes or technical problems, and framerates were high throughout the level due to the simplistic architecture.
Review Screenshot 3
Review Screenshot 4
Final Thoughts
This level is interestingly fun in its own way, though it pales in comparison with the quality of recently released levels. Of course, there is no better judge as to the value of a level than your own experience, so if you are curious and can manage the 400 KB download, feel free to play it once.
Design:
Dynamics:
Experience:
40 / 100
40 / 100
50 / 100
Overall:
47