While quite a bit shorter, it's narrative and game design ambitions approach official missions. Which is a big deal for a mission from '99. A bit crude and rough in some parts, it's still head and shoulders above majority of other missions from the era. I loved how it doesn't leave Garrett to forced ghosting in the first half of the mission when...
Yaaaaaaaaaaaaaaaaaaawn. Well, it made me want to sleep. So much for awakening... I don't know why the author thought that picking every damn lock in this damn mission was something exciting, but there you go. It seriously overstays it's welcome. Both the length of the mission and the amount of locked chests and doors, given lack of variety of lo...
It's a short and beautiful mission with, perhaps, a bit too much marble for my taste. Interiors and exteriors feel lived in, believable and always a pleasure to look at and explore. Beautiful views from the roof as well.
Barely any story in it and for the most part it feels like an aesthetic piece with solid gameplay. I liked it overall.
At first I thought "oh no, it's Wrichards, isn't it?", but it's actually a decently designed mission (for it's time). It's bizarre layout and blockiness without much sense of scale is a bit deceiving. In terms of gameplay it's not nearly as bad. It only contributes to it's "fever dream vibe", Hellbound-like maze.
There are things that feel un...
Neat idea executed to near perfection. And it's snowy atmosphere hits the spot for the season. First day of winter.
We had missions like this before: a creepy host in a big house. The oldest one that I can remember is "Lord Edmund Entertains!" And it's really awesome to see how far FM community advanced since those days. Squeezing everything...
It's solid, but so unremarkable, that I struggle to write something about it. It's just rooms and corridors on top of rooms and corridors. It's just a castle. With rooms. And corridors. And doors. Nothing offensive, it's a well-designed map with internal logic and structure, that makes sense. It's basic, medium-sized map, that doesn't offer anyt...
It's an OK early mission, that is somewhat spoiled by dull crypt design. I get that it's supposed to be disorienting, but it ended up being more monotonous than disorienting. There's a bit of nice storytelling in the first part of the mission with decently designed Hammerite shack, that hides a digging site underneath. The digging site is really...
Make no mistake, it's a good mission from game design stand point. It has interesting secrets, that require paying attention. Some good free form environment manipulation. It's structured well, logical and traverse isn't exhausting. Yet it doesn't try to overwhelm you with marble or super-tight patrols. Visual design is very boxy, even if logica...
For a vertical mission like this I didn't do much climbing, tbh. It's more like a long spiralling street, that goes higher and higher to the mansion, and it's quite linear. While the main objective is straight forward, with a few nice twists and spooks, the optional stuff was brutal. I don't have many points in perception, so it took me ages to ...
The only good thing I can say about it is that it explains what SPCF from "Retrieval" FM from the same author is. And, believe me, you don't need to know. The rest of it is pure ugly junk, that nobody should ever spend their time on.
Despite the neat idea of trading items for items, it's incomprehensible, buggy and ugly piece of work. I did majority of goals, but I dropped it after I couldn't figure out how to get into the Keepers area for an item to trade for the sword. Plus the money pouch was bugged and I couldn't take it from a guard in SPCF (whatever it is).
Avoid.
So I found all keys, treasures, including the sword, but I defeated the count with two holy water arrows (had to make a run from the fountain). The game didn't register my kill and failed to end properly. Maybe the intended way was to sneak into the treasure room to get the sword and then duel the count on swords, but hey...
Anyway, the missi...
Not sure what Viktoria has to do with any of this. It's a tiny tomb adventure (2-3 minutes long) with almost no story and no challenge. It does nothing wrong, but it doesn't do anything interesting either.
Someone probably tried the editor one free evening and moved on.
I'm assuming it's some inside joke regarding Bonehoard. 2 rooms to fool around.
You will be climbing and descending. You will be making tight jumps. And there's a nice twist in the final parts. Visually very beautiful, thanks to good use of shadows and interior props. The story is very nice as well, as expected from Lady Rowena.
If I had to complaint about something (and I feel like I'm forcing myself in this case), is ...
Very minecraft-looking mission with rather interesting game design and world building. Navigating the crypt is a bit tedious, but thankfully, it's not too long. The mansion part, on the other hand, is good. Windows, wood surfaces. A lot of room for experimenting. Strangely, it's doesn't have gold goal, so collecting valuables is waste of time, c...
Or navigating a child's mind. It strongly reminded me of kids drawings. Here's sort of a city street. Here's sort of a Hammerite temple. Here's a bridge. A waterfall. A bakery. And all of that is extremely crude in innocent kind of way, which is adorable. Yet, as a mission, it's barely playable. No sense of space or structure. Extremely buggy an...