CoR is rough around the edges in terms of design, but the gameplay offers a decent enough experience to have an enjoyable time. Later enemy usage could have provided more depth and felt less tacked on.
Browsing Doom 3
Developer: id Software
Aeon is a simple arena fight which could have benefited from better pacing and not have concluded so abruptly. Back in Time approaches a neat time travelling concept but combat is weak and easy. Investigation provides engaging and well paced combat, while Rising Lava creates a good concept that remains a constant threat, enemy usage creates tension and has fantastic design.
Each level feels alive and dynamic, the hostile nature of combat and limited amount of supplies on the harder difficulty provides a good sense of challenge while retaining some fairness. The non-linear layout and the many surprises in store kept things interesting, along with an internal achievement system for added replay value if those goals weren’t retrieved first time. An excellent set of levels that are consistently nice looking to boot.
While the gameplay for many might feel tame and lacking in terms of doing much, Pathways leans mostly towards an interactive narrative with some horror themes.
No doubt a good addition to the Z-Hunter campaign for the finale, offering strong mapping work, challenging combat and diverse ideas which sets it apart from the others.
The cheesy b-movie horror style through its visuals and presentation help to create plenty of charm here. However the combat doesn’t provide much of a challenge and focuses too much zombies which quickly becomes repetitive.
Short, enjoyable and challenging experience and great design. A must for Quake fans.
One fine level with a refreshing and nicely designed theme, good attention to detail and mood, rounded off with tight, action packed gameplay.
Manages to remain an enjoyable experience through its varied encounters and increasing hostility during progress, accompanied by high quality visuals across two different texture schemes and providing a tense atmosphere through its choice in lighting. Solid map all round which feels similar to the vanilla levels.
Two levels taking place within a brightly lit industrial setting using a stone and brickwork texture scheme. The action feels alive which steadily increases in difficulty overtime while many diversions along the main path help to keep things interesting.