A large Egyptian level touted as the darker,
gnarlier sequel to Alk07 (review). It certainly
shares the Egyptian theme, but with a fully
different textures, which haven't translated
as well from Daikatana (and other games) as
well as one might expect. This gives a cruder
and less elegant look than the previous map,
though it's still a consistent theme. Architecturally
the map avoids recognisable Egyptian / temple
designs, and is mostly "an Alk map by numbers".
Thus, the designs are solid and angles are well
used, but it feels quite arbitrary and is hardly
more distinctive than a re-textured Alk11 (review)
would be. However, right at the end of the map
there are two more impressively designed areas,
that also eschew Egyptian designs, but have
more dramatic and memorable architecture. It's
a pity the more distinctive style of those areas
wasn't present earlier in the map. Build quality
is fine, but lighting is mostly unsourced, a
curious omission.
There isn't much exploration, but there is
one very nicely placed, and useful secret. The
mostly two tier layout does mean that at some
points if you fall off the upper tier, it's
a long way to get back up. Gameplay also sticks
to the Alk tradition of being tough and continuous,
though a good ammo balance should make it enjoyable
for most players. Medieval monsters are used,
along with some custom monsters, including Scourge
of Armagon's ever-so-cute Gremlins. The latter
usually just attack in gangs, but are sometimes
well placed to show their entertaining characteristics.
Combats are a blend of normal fighting and ambushes,
which are frequent but initially "light".
Later on such surprise attacks, though predictable,
feature waves of monsters, which proves a more
exciting challenge in the final arena. Weapons
are in fair supply, as is ammo, so it's a well
balanced map. Skill settings tend to affect
weapons rather than monster numbers.