That said, the level design here is really damn good throughout the campaign, and gunplay and movement feel great. Like the fact that the weapon trials barely have enough scripting to accomplish what they're going for, the ratings after each level despite being in a single-player campaign, the no saving/permanence, etc., they didn't really hide it. It's pretty great, but I also think it misses out on being something special by being a set of accessible map-making tools first, and a game second. This game actually has some good level execution in levels that build up to a big fight (even if the big bads themselves were kind of a wet fart).įinished the campaign and starting messing around with community maps and campaigns. Normally I would say I'm glad they didn't bother with trying to have actual bosses. although I guess that's apropos for how Doom and Quake ended. Was honestly expecting that to lead into something else, but nope it's just have a couple of lame fights and then not much for an ending. People were not kidding about how bad the last level is. Thankfully the community levels have some levels that make farming the rest of the kills trivial, but that that was just a bunch of wack busywork (which I did because I'm an idiot, apparently). The achievement for getting 10,000 kills was stupid, as a full playthrough through the campaign left me about 5k short even with getting 100% kills on every level. I feel like I stumbled upon it by dumb luck and it turns out there really isn't an "intended" way to discover it. except for the very last one, which both requires random wallhugging (in a way that really wasn't required anywhere else in the game) and picking up on a queue that is some videogame-ass logic (and also impossible if you don't have audio). The way most secrets were hidden were surprisingly restrained. Wrapped up the game and got all the secrets and achievements.
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