A spectacular three-dimensional maze with scores of interconnecting ducts, paths and (sewer) channels that at times conjures that special magic of world-building ambiente of the very best and in terms of richness of content and visual elements even further improves on the exploratory pleasures of Disorientation. Feels much bigger than it actually is, also through clever use of paths that are closed but then open as the gameplay progresses . Downsides? Yes the acrobatics puzzles can be a little "too over much" at times but my main gripe in terms of mission design would be that the eponymous main area (and all the mandatory objectives appendant, or the game's "second part") can only be reached (to my knowledge) in one single way (tentative sin #1) the beginning of which is not quite obvious/is relatively difficult to spot (sin #2), posing combined a relatively high stuck hazard. And I would also wish that, for all the excellent writing and hinted at storylines in all author's missions, there would be for once a good classic dramatic arc with a conclusive ending, as the story here (as always) feels once again incomplete (a follow-up maybe?) And finally, despite the mission's creation context and with all due reverence to the original game, maybe bring it out in T2 version with all the improved (and maybe even custom) assets of the latter? (spoiler) PS This disruptor reports: Haunts won't fight thieves, what evil is this?
thumb_up thumb_down Votes: 0
star 9 / 10
Confirm delete
Do you want to delete the entire topic?