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REVIEWS |
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Lahara HotelBy Michael Messer Released: November 1996 Download: hotel.zip (351 KB) Review by AlexG Initial CommentsThis level has a rare and unusual talent... one that seems to be lost in many levels. It starts out good, continues to stay good, and ends good. In fact Lahara Hotel is regarded as one of the best levels ever. And when you are one of the best levels ever and I review you, one of two things happens.
This will be a number two review because, as stated, Lahara Hotel
will stand up to whatever verbal abuse I can throw at it and STILL come
out on top of many levels. This level has it ALL! Cutscenes, music, and
a full color, photograph-enhanced briefing. We will explore these things
in greater detail in the Dynamics section. So, enough with the Initial
Comments... let’s move on to the review!
Level Design
Let’s take a level-by-level look, shall we?
LEVEL 4This is where Kyle starts his search for the diplomats. It’s laid out fairly well, with a convention center and some rooms. The view of the city is just spectacular. We never get to see much of the city skyline in the Nar Shaddaa level, but here you have an unobstructed view. There is also a lounge area, which is a nice addition. It even has a good bathroom, with a toilet made of real sectors, instead of a strange FME that follows you wherever you go (no pun intended). I think it’s time for a little griping, however. First, why are the balconies dirty? Take a closer look, and you’ll see that they’re covered in a thick, green slime. Also, there was no door from the balconies to the rooms. Somebody could fly up in a ship, jump into your room from the balcony, steal all your stuff, and then leave. I bet insurance companies have totally refused to cover this hotel. Another thing, why is there a lounge on the TOP level of the building? Just a minor thing, but I think it would go better near the lobby. But that’s just my opinion. LEVEL 3
LEVEL 2What can I say? A forcefield, some rooms, and not much else. Whilst this level is functional, it's not ornamental, so there’s not much point in continuing on here. LEVEL 1 & BASEMENTLevel one is an outstanding lobby. It has a small little café, and a revolving door gives access to the street. The street is just a maze, which could have been added to, but it’s still nice. An elevator gives way to a nice parking lot, and you can get out through a garage door to the street. Why doesn’t the street connect to the streets outside, though? The only way to get a car down here is to drive it through the lobby, down the elevator, and then into a parking space. Not usually a good idea. Level 1 also has a nice little reception desk, but some computer terminals could have made it better. OTHER DESIGNOne other thing really stands out here. I dare any one of you to go
and find a square door jam. You won’t. They’re all slanted, and they
look really nice. Also, the maintenance shafts add a lot to the level.
You can even turn the power off in the whole hotel if you want, and that
adds some fun to the level as well. More on that in the Experience
section.
Level Dynamics
The cutscene is completely new, showing the Crow flying toward a
beautiful planet. That’s about all there is to it. The briefing is great
for the level... short and sweet, just like it would be since Kyle is in a
hurry. I just wonder why Jan doesn’t say anything about rescuing her
twin sister. Maybe they hate each other.
Level Experience
The only thing that could have added to this level would be some
people. Just a few employees or guests locked up in their rooms or
something. I got the feeling I was alone in the hotel most of the time.
It jut seems that if a hotel were locked down, there’d be people LOCKED
inside. Oh well.
ScoreDesign Score: 9
Total Score: 93% Reviews Index |
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