Well this is certainly a fairly unique storyline:
Having foolishly stepped into a virtual reality
dooberie called 'Dreamscape' it goes wrong,
creates a Strogg filled nightmare and proceeds
to set about killing you. Well you have to admit
it makes a pleasant change from shutting down
(not very) secret Strogg facilities. Another
thing the plot does justify well is the constantly
teleporting in monsters. When this first happened
I thought it would get annoying pretty quickly,
but it actually adds to the tension no end.
After a while you really begin to dread hearing
the noise of something arriving and start fumbling
for a weapon while searching for something to
hide behind. It's good stuff. It also introduces
a new threat to the level in the fact that you
can get telefragged by something arriving fairly
often if you're unlucky (just save regularly
and it's fine).
Upon loading it, the first thing that strikes
you about the level is the sheer number of crates
it contains. Now if a levels' storyline revolves
around it being a warehouse then crates are
fair enough and perhaps even a necessity. But
if the storyline revolves around it being a
virtual reality simulator where absolutely anything,
real or imagined, can be created, why stick
with crates? The author could have gone for
floating space dogs with beanie hats, or giant
macaroons, or Elvis impersonating Molemen, or,
or.... Hmm, perhaps crates were a good idea
after all.
Cratey goodness aside, this level does look
pretty damn good. The combination of some reasonably
complex design work with some fantastic lighting
works well. What I particularly liked was the
way the author has used contrasting colours
in the lighting, but has done it subtly enough
that you just get the overall impression instead
of going "Aaiiee! Green, orange and purple
together? My eyes!" The fact that some
of the lighting has no visible source is a minor
quibble and so I'm not even going to mention
it. Apart from then I mean. Nevermind.
There's something like 150 monsters spread
out over the course of the two levels (the second
of which is pretty much a boss fight), and most
of them seem to have been modified in some way.
These modifications range from the slightly
surprising (the first time a Brain grabs you
with its' extra long tentacles) to the frankly
terrifying (the new Gladiators with their one
hit one kill, no matter how much health you
have, weapon). So with this many bad guys moving
around and you trying to remember how they've
been tweaked, there's certainly enough combat
to satisfy anybody (unless your name is 'Horatio
Neverbloodysatisfiednomatterhowmanymonstersthereare'
I suppose. But that's just plain silly, I mean
who calls their kid Horatio?). The only slight
let down in the combat stakes is the fact that
the last fight against the rabbit headed boss
is more of a trial of patience rather than an
exciting battle to the death. Y'see because
there isn't much in the way of health in his
area you really can't afford to be hit by his
BFG. As a result the fight rapidly boils down
to nipping out from behind a pillar, pinging
him (it?) with the Railgun and then hiding again.
Repeat until bored. But as I said, other than
that the combat is all good.
Weapons wise things are a little.... odd.
Not bad, just odd. It's not so much the fact
that you pick up almost all the weapons (bar
the BFG and Chaingun and that might just be
because I couldn't find them), it's the amount
of ammo you find. Like most people, when I'm
playing a level I watch my ammo counts and avoid
using any weapons that drop too low. However
while playing this level I watched my ammo counts
and avoided using any weapon that wasn't on
100% maximum ammo at the time. There's ammo
absolutely everywhere. No really, I mean everywhere.
Some of the trickiest bits were trying to avoid
picking up the big box of railgun slugs in the
middle of a fight because it would be a waste!
Sheesh!
As well as slightly excessive ammunition, the
other interesting thing about the weapons is
the inclusion of two of the guns from one of
the Quake 2 addons (I forget which one exactly,
possibly the good one. Can't remember). Anyway,
although you're laden down with such a ridiculous
amount of firepower the new guns are completely
unnecessary, it still makes a nice change to
have them.
All in all Machine Reborn is good stuff. It
packs enough combat and surprises into the pair
of bsps to keep you going for quite a while,
looks good and contains plenty of new stuff
to poke. As a result I definitely recommend
this to all you Q2 fans out there looking for
some hot action (or anyone looking for a level
with plenty of combat. Ho ho!). The other thing
that strikes me is that, although I haven't
tested it, this seems like it would indeed make
a top co-op level. Especially as you'd get to
point and laugh when your friend gets telefragged
by a new Tank arriving...