Rescue the Princess - Freedman Threat
Mission Type:
Author:
Post Date:
Download:
Julia, Michael, Lisa
October 17, 2000
Level Review
Basics
Reviewer:
Overall Score:
Date Reviewed:
Emambu
67 / 100
January 10, 2001
Design:
Dynamics:
Experience:
70 / 100
64 / 100
70 / 100
First Impressions
This is the third level created by the author, and is arguably his best one to date. That doesn't mean it was without any problems (especially concerning the level's atmosphere). However, many things were improved upon in this level. The personal goals set out seemed simple enough: improve the architecture, provide a challenge (ala puzzles), and add lots of new features. Some of these goals were more successful then others. Let's see what fit and what didn't.
Review Screenshot 1
Review Screenshot 2
Design / Visuals
Architecturally, this is the author's best level. Compared with his first two, this one has more detail, proper usage of slopes, archways, pillars, beams, and multiple levels of elevation. However, just because it's the author's best, doesn't necessarily mean that it's above average. Much of the level still consists of cubes, and yet it's such an elaborate and detailed arrangement of cubes that it almost evens out. Almost. Some of the rooms looked good but were lacking that creative and realistic edge since most everything was done with right angles. Then there were some areas, like the anterooms to each of the four main doors, that were not only box-like but also lacked detail as well. I hope the author sticks with it because a little bit more effort with the cleave button will yield some remarkable areas. Texturing, like the architecture, is better in this level then the first two; however, it's still not on par with some of the more recent levels of today. The main problem wasn't stitching errors (though I caught several of them). It was the overuse of certain textures and an overall lack of variety. Certain areas did look pretty good, but there was no consistency. The fact is that the areas that contained detailed architecture and balanced texturing were the exception and not the rule (the weapons control room on the second floor is an example of good architecture and texturing). This needs to reverse itself if there's going to be any chance of creating a level with superior design.
Dynamics / Interactivity
Simply put, this level is a frag-fest. Enemies can be found everywhere, and they're always grouped en masse. Furthermore, their actual placement raises a few questions as to how they got there. For example there are quite a few spots that you can only get by using Force Jump and yet I still found several imperials in these, seemingly, hard-to-get-at areas. The Trandoshan in the weapon testing area is a perfect example. The two stormtroopers, and a civilian, in an adjacent part of the same area is another. Then there's the item placement. Now, notice I said this level was a frag-fest. I never said, however, that it was hard. This is because the author puts in every item imaginable. You could weigh down a star destroyer with the amount of shields and health packs here. Plus, if that's not enough, your armor releases an occasional flow of bacta into your bloodstream in case you get seriously injured. In the future, it would be in the author's best interest to balance the enemies and items more appropriately. This is one section where more isn't always synonymous with better. Fortunately, enhancements is one category where that last statement can apply (though it doesn't always, see review for "A Slave's Tale: Narra 2"). For starters there's a briefing at the beginning of the level, and a cutscene at the end. New WAV files are included in both of these areas. Personally, I think it's wonderful that the author lets his daughters help out with each level. You can complain all you want about how the voices sound too young to be realistic (although speaking strictly from the level's standpoint this is a hindrance). The point is that this kind of family unity scores huge morality points with me. Too bad it doesn't affect the overall score though. Back to the level, there are also new 3DO's, and COG's. The latter is spread throughout the level. Completing the first objective required several new COG's and all work very well in conjunction with the plot. I also liked the Gonk that laid down mines...very clever.
Playing Experience / Atmosphere
Lighting is also something that the author is going to have to work on. For starters, it's never good when both my lightsaber and my field lamp cannot penetrate the shadows. That just won't do. However, most of base's substructure is like that. And since roughly two thirds of the level takes place in the substructure, I can easily see players getting frustrated at the inability to see very well even with all their personal light sources. Along the ground floor, the lighting was pretty monotonous. The only shading worth mentioning is on the upper floor by the weapons control room. Realistically, this level had some good points and some bad points. Unfortunately, the bad outweighed the good considerably. On one hand, I enjoyed some the puzzles. The first one was well thought out, and requires a bit of thinking. It's a brief respite from all the mindless shooting. The plot is also well done. I always try to stress that a good background story can enhance the atmosphere of a level significantly. That's pretty much where the good points end though. First, there were little things. At the very beginning I walked out to the edge of the cliff. I looked up and saw a starfield. Then I looked straight out and saw a starfield. On a whim, I decided to peer over the edge of the cliff and- you guessed it- I saw a starfield. What the heck kind of planet is this? Another little thing in the beginning was that sometimes walking on concrete in the vent shaft sounded like I was walking in shallow water. Those were little things. One of the big complaints I have with this level is the setup of the base. To be blunt: it looks nothing like a base. Aside from the weapon control room and the main room with the data encryption rod, there's nothing here that looks like a base. Much of it consists of random rooms within the substructure. Also, how many times must this be said before authors get the message: don't mix imperials and aliens unless absolutely necessary. This was not one of those necessary situations. The plot says it's an imperial contingent that was sent in, emphasis on the word imperial. Yes, it does say in the plot that other group made an attempt to capture the new weapon, but then why were they assisting the empire? Out of curiosity I lead a group of stormtroopers into a Trandoshan. What happened you ask? They both opened fire on me, and worked together against me. That's a big no-no, especially when they're supposed to be rivals for the same thing. Why are there Kell Dragons in one part of the substructure? How did they get there? Also, why is there water in the substructure? I entered the base through a water drain that was above the base not below it. Lastly, is there any other way out of the base besides a water drain and a hole in the wall? There's no indication of a front door, nor is there any indication of the possibility of one. No locked doors. No areas of the base that can be seen but not reached. It gives the impression that the whole thing is isolated with no way in or out. These kinds of realism issues must be addressed, from the small ones all the way up to the big ones. Otherwise a player is going to run through the level, and then when he's done wonder what it was he just played. Fortunately, the levels runs smoothly, and there weren't any bugs other then the occasional stitching error. There were one or two small HOMs, but they didn't detract from the gameplay.
Review Screenshot 3
Review Screenshot 4
Final Thoughts
Out of the three levels currently done by this author, this one is the best. That's not to say that it doesn't have its fair share of problems. However, each one has been an improvement. A little bit more balancing of the enemies and items, and a lot more effort on the level's realism will yield a true winner. As for this one, you might want to try it once anyway because there are a few good things in here. Don't be surprised if it doesn't stay on your hard drive for too long though.
Design:
Dynamics:
Experience:
70 / 100
64 / 100
70 / 100
Overall:
67