A great atmosphere can save a mission with bad gameplay, and great gameplay can save a mission with dull atmosphere. I believe 'The Hobbit' has unfortunately none of those - even though the concept was certainly interesting, and I suspect the creator was perhaps going for a surreal level design like 'The Sword' had in Thief: The Dark Project(?) If my assumption is right, then I can say the direction was good, the implementation was... quite the opposite.
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