A unit with 4 single player maps, start maps,
and an exit scene. These are wrapped up in a
lengthy story that sets the scene nicely from
the monsters' perspective - an atmospheric touch.
There's also inter-map messages which probably
continue the story if you're patient enough
to wait for them to appear. The theme is a dark,
gothic medieval look, with a chilly Norse feel
using Daikatana and Hexen2 textures, which have
converted well this time. Grey-ish stone walls,
wooden sections, celtic stone trim and gothic
details are used consistently, but design-wise
each map is worth treating individually. Good
build quality and atmospheric lighting are common
to most maps, but the skies are all different,
which reduces the coherence. Sounds are sometimes
well used. Gameplay varies from map to map,
but is generally solid and challenging, with
some custom monsters used - Axemen, Gremlins,
tougher Knights. In particular, modified Nehahran
"Barons" are used as increasingly
difficult boss monsters - a good, fresh challenge
as a bosses, but their attacks can be frustratingly
fatal. Supplies are good: ammo is quite plentiful
especially in later maps, health and armour
are sparser. A few Scourge of Armagon extras
are featured too. Skill settings are reasonably
effective.
Start: "Beginning
of the End" / "Epoch Gateway"
are the starting maps. Firstly a wee
little Idbase room which leads you into the
skill-choosing start map proper. This is an
unusual but surprisingly successful blend of
the not-very-blendable Ikbase style with this
unit's medieval style. All quite good, and thence
onto...
Rainpal/Rainend: "Rain
Palisade" is split into two parts,
and easily the design highlight of the unit.
A really strongly themed medieval castle, starting
with swamps and an impressive fortress entrance,
then leading through various hallways and courtyards
to eventually reach a foreboding final arena.
Proper structures like pillars, arches and bridges
are enhanced with ruined sections, spikey bits,
and gothic details. A map with a good sense
of place. There's a few varied secrets but only
a little exploration. Gameplay is nicely balanced
for a first map, it's challenging for sure,
but there's nothing really outrageous - most
fights can be made quite reasonable with a bit
of care. There's a steady flow of monsters,
and fitting with the convoluted design, they
tend to lurk. The fighting escalates to the
first boss.
Rapture: "Castle
Rapture" is not quite as distinctive,
but still a very good map, with some impressive
medieval halls and a variety of well styled
rooms that compensate for the occasional arbitrary
area. Angles are well used and texture details
are particularly striking. Lava is also introduced,
complete with the now-obligatory tinted-texture-coloured-lighting-fakery,
which certainly enhances the setting. Only one
secret and no exploration (not without naughty
slope jumping). Gameplay is now a bit tougher,
but again there's nothing unduly nasty (apart
from the boss of course). Just a steady stream
of medieval monsters, with the occasional ambush,
and plenty of reinforcements when backtracking.
Monster infighting can be fairly common here.
Sub: "A Cross to Bear"
is a more arbitrary map - pretty much a typical
Alk map but textured in this unit's medieval
theme. Thus, solid, well angled designs, but
no outstanding set-pieces (there's also at least
one "cloned" section). Gameplay is
tougher once again - the player is given increasingly
good weapons, but there's an increasing infestation
of monsters to blast through. Medium class monsters
are increasingly common, and the fighting is
straightforward, relentless but fair, with a
hard boss as usual.
Storm: "Storm Dungeon"
is a definite climax for gameplay, though not
for design. The design is still good though,
a symmetrical, arena-esque complex of ominuously
large scale medieval hallways. The usual solid
architecture with pillars and walkways, angles
and arches is present, but in a slightly metal
style. A continual storm with thunder and dramatic
lightning adds a lot to the atmosphere and makes
it quite an unnerving place to fight in. There
is a bit of exploration, but the symmetry means
there's little to choose between routes. The
gameplay is most appropriate for a final map
- very hectic and exciting. While a variety
of monsters attack on the ground, Ogres are
perched on every ledge above, and you really
have to play hard, bring out the big guns, shoot
first and all that. The final boss is tougher
yet, and the more complex setting means it's
a good final challenge.
"Distant Thunder"
/ "Entrance to the End" is
merely an exit map, neat enough. A section of
canyon and cliffs around lava falls and rivers,
it's an atmospheric setting for the final on-screen
messages detailing the final twist in a stylish
and solid unit.