![]() Game play is fast paced. You won't have a whole lot of time to sit around and plan your next move. Puzzles are logically laid out, you should not get stumped easily here (although the secrets may remain that way your first time through). Nice touches include rotating fans (large and deadly, I chatted through one with a grunt and he got sliced), and also moving walkways which are enabled with a strategically placed switch (which you will need to find). The positioning of the enemy was suburb. Logical gun emplacements give this base a sense of realism. The more difficult foes are very deadly, but you will quickly discover that you will have a better battle position with a bit of exploration (keep moving!). The triangular doors were also aesthetically pleasing and a bit different from the usual entranceways. Overall this is a fun fast paced level. One can only hope that this is only The Final Level for Anders Persson using Quake I. It would be very interesting to see what he would come up with in a Quake II setting. |
![]() Indicative of the many nooks and crannies in this large base map.
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