 |
| Kyle must
steal the plans for the Emperor's new
starfighter. | The story has some large
conflicts, not only with the Dark Forces plot laid out by LucasArts, but
also with the established sequence of events in Star Wars. For the most
part, the problems with this level end there. The rest is a nice blend of
tried and true design with new ideas.
The level isn't big, but there is plenty of extra space to explore, and
the design is interesting, with textures placed in areas where they fit
and make sense. It's apparent that the author spent the time to go through
and scrutinize all the aspects of this level before release, and didn't
put something in just for the sake of having it there. The different areas
in the level all have a distinct feel to them, from open expanses by the
river and dam, to the functionality of the mining facility, to the ominous
hangar where you find the TIE Fighter prototypes and make your escape. You
can't help but feel a sense of foreboding as the elevator brings you down
into the dark room where the TIEs are kept, knowing the havoc the fighters
will wreak in the years to come.
There are a few flaws; some of the overhangs by stairways require you
to duck, and there's a portion of the river that doesn't move due to a
suspended bridge above it. However, there are nice points as well. The dam
was a nice touch, the officer's lounge overlooking the canyon was cool
too. My biggest gripe was that the level was just too easy. Aside from a
massing of stormtroopers and commandos in the shuttle bay, there was
nothing to really jeopardize your progress, even if you skipped the
revives. There were no difficulty levels to customize gameplay, so I
couldn't make it tougher, and the puzzles in the level weren't all that
challenging. But then, if making the level tougher would have meant adding
a few Dark Troopers, I'd choose to leave it the way it
is. |