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REVIEWS |
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Mount KurekBy Jeff Walters Released: June 1997 Download: mtkurek.zip (1.61 MB) Review by Fenwar Level BackgroundEpisode I of the Second Clone War Series. You must infiltrate an Imperial facility and destroy the cloning center found inside... Initial Comments
By now, it's probably almost impossible to have heard about this
level without knowing about the ending, but I can testify that it still
gets the adrenaline flowing as you draw ever closer. I can only imagine
how the first lucky gamers to download this level must have felt.
Level Design
There are plenty of "new" and interesting textures used for detail
throughout the level - one of my favorite examples is the forcefield
puzzle near the start of the level, which neatly contrasts a red beam
against the room's clean white walls. The mission never feels linear,
due to clever placement of the locked doors and appropriate keys. Even
though there is a set path through the level, the author makes the
player look for the way out, rather than just stride through the next
door.
Level Dynamics
What else is there to say?! Enemy and power-up placement is
well-judged too - playing the level on hard, you're never overwhelmed
and there are just enough power-ups to patch you up after each fight.
But drop your guard for just a moment, or wade into a fight without due
care, and you'll end up with a big dent in your health score.
Level Experience
Throughout the level, the little touches work hand-in-hand with the obvious big set-pieces to maintain the tension - from the speeder bikes that buzz past your head outside, to Sate Prestage's ominous arrival at the base, the attention to detail makes you forget that this is a Dark Forces level. For the duration of your stay on Mt. Kurek, you're fully absorbed into its own universe. There are only two parts of the level that I could level any criticism towards. One is the standard-issue Imperial detention block containing Ree-Yees, interrogation droids and an Ewok - the only point in the level where you think "I've done this before" (and the author had already made a detention center level, "The Great Escape"!). The other aspect of the level that lacks credibility is the way you learn the code to get inside the facility- I can't imagine any base that would hide such a combination that way. Still, it's a change from hunting for colored keys. But these complaints, and any others that anyone might have with the
level, are mere detail (you don't actually have to go in the detention
block at all) and they don't detract from the overall experience in any
way.
Overall ResponseIt's difficult to say much about this level that hasn't been said already. Since its release, levels have come along that have exceeded it in terms of architecture, design, and probably even INF programming - but none feel quite so dramatic. The only real disappointment is seeing the list of planned sequels to the level, of which only one (to the best of my knowledge) has ever been released. ScoreDesign Score: 90
Total Score: 92% Reviews Index |
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