
By Neil
Manke 1/8/97
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"You awaken,
locked in a cell. Far below is the courtyard where you are to be executed
in the morning. Your obvious goals; escape from the cell, find a way to
the courtyard, and then escape from the Medieval compound. On the way,
visit the blacksmith's shop, see what's for dinner in the cookhouse and
check out the guillotine." -Neil Manke
One of the strong
points about a Neil Manke map is that he usually has a great premise as
to why you are where you are when you begin playing. His debut map is no
exception.Somehow you are slipped a shotgun, then from there you have to
figure out how to get out of your cell, evade the other compound denizens,
and escape with your life. No small task, even for a hero like yourself.
Architecture
you ask,"very believable" is the answer. Game play you ask, the answer
is "what game?" For you will come to believe that this desperate race to
freedom is really happening. O.K., at least a fantastic movie! Even on
his debut level Neil has supplied you with hints (included in the readme
file) to help you out should you get stuck. Perhaps the toughest was figuring
a way out of the cell, but once you discover it, it was obvious all along.
The other thing
about this level, and really other levels by Neil, is that so much of the
"props" scattered about actually work. They move or in some way behave
as the object would in real life. It is this attention to detail that will
keep you coming back for more, as well as the believable world that is
constructed.
Ok, looks like
there is not much time, the cell door is open and you've got a shotgun,
you had best make a run for it while there is still time... |
Well I am
out of that closet they call a cell, but I am along way from being free.
Long drop
to the courtyard. This place has more nooks and crannies than Mick Jaggers'
face.
I suppose
this is where McDonalds got the idea from..oh well,,no time for sightseeing.
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