Ruins of Talos 2: Phantom Point
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John Johnson
A long time ago in a galaxy far, far away...
Level Review
Basics
Reviewer:
Overall Score:
Date Reviewed:
Emambu
90 / 100
Unknown
Design:
Dynamics:
Experience:
89 / 100
89 / 100
94 / 100
First Impressions
This is the sequel to "Ruins of Talos". Once again, the author has supplied us with an amazing story that continues in the same fashion as the last one. Marek having found out that his parents might not be dead as previously thought, know sets out to find them. The author has shown a talent for telling stories and this one is no different.
Review Screenshot 1
Review Screenshot 2
Design / Visuals
Architecturally speaking, this level had a fair amount of detail. The imperial factory that you start next to is pretty dull, as is the jail that you run into halfway through the level. However, the jungle is the main focus of the detail. Using textures that were first introduced in "Jungles of Caldoun" this level succeeds in capturing a jungle atmosphere. The caves, which you'll spend a good deal of time wandering around in, look and feel natural with many different coves and pathways that branch off of each other. The main imperial base, although not as dull as the factory or the jail, is still consists mostly of boxes. However, some rooms are setup in a circular fashion and one is shaped like a star. Also, there is a lot more detail in the rooms, and one (the control room) offers a hint as to where the passage that leads to the map room might be located. It's a shame that the author couldn't implement the same amount of detail into the imperial factory and jail as he did with the main base because those are the only two spots in the level that are dull to look at. Also, the factory has the one bug (glitch) that I found in the level. If you look at the conveyor belt at a certain angle, part of it disappears. It's not much of a problem, but I thought I should point it out since I couldn't find any other bugs in the level. Everything was textured properly (ie no stitching or miss-alignment problems).
Dynamics / Interactivity
The only advantage that you get in beating some of the tough customers that appear in the level is the Armory room. Therefore, before you decide to go into the jungle caves, make sure you search both buildings- that make up the imperial factory- for the Armory room. It's possible to beat the level without ever finding it, but it does increase the challenge. Enemy Placement was great. The hardest part of the level (for me) was in the jungle caves. The main enemy in the caves are scout troopers, who are really difficult to hit. The dim light and the jungle texture cause them to blend in with their surroundings. This forced me to get in close so I could see (and shoot) them. By that time though, I had already taken several lasers blasts. It was absolutely perfect. The author could put in a couple of troopers and still create some fierce firefights. The cloak-troopers at the end were pointless. I wish the author would have left them out, especially since they are found in the secret passage that leads to the hidden map room. Item placement, unfortunately, was one the levels weak spots. When fighting in the caves, the author doesn't supply any shields, and only a handful of health packs. However, once you reach the imperial base, it's shield heaven. There are tons of them lying around, seemingly at random. The level would have benefited more if the items were spread out more. The enhancements however, were spread out and used to great effect. The new BM's, FME's, and WAX's that were used contributed to the level overall. Nevertheless, what really stood out in my mind were the VOC's. The jungle sound was absolutely incredible, and added to the overall atmosphere of the jungle. The VOC's for the spiders were also outstanding not to mention scary.
Playing Experience / Atmosphere
The atmosphere and feel of the level was terrific. The jungle felt like a jungle, which enhanced the gameplay. Lighting was used to good effect, which brings out the mystery in the level. The author really knows how to successfully unfold a story as you make your way through the level, searching for the hidden map room. Furthermore, he is clever in how he uses his clues that will help you figure out where this room is. A word of advice: make sure you visit the prisoners at the jail. Realistically, the level had a few problems. Although everything was setup in a believable manner, the ending left me with one impression. Somewhere in the level there is a secret passage, and in that passage there is secret door that leads to the map room. Moreover, this passage contains not only spiders, but also cloak-troopers- as you discover the true purpose of the base. Why then, after all this time, are the imperials unable to find a secret door after milling around in that passage? Despite all their technology, they can't discover that one of the walls is really a door. This doesn't hurt the level too much, but it would have been a lot more believable if the imperials didn't even know about the passage. Fortunately, this was the only complaint I could really find with the level. Gameplay was great. The level ran fast and smooth on the P133 that I played it on. Despite one problem with the conveyor belt, this level is bug-free. Also, due to its fun and challenging atmosphere, this is a level that you will want to go back and play again.
Review Screenshot 3
Review Screenshot 4
Final Thoughts
If you haven't already, download this level. It has a ton of new features, a great story-line, and a realistic atmosphere. It should be perfect for any SP fan.
Design:
Dynamics:
Experience:
89 / 100
89 / 100
94 / 100
Overall:
90