This is the final mission from Banshee, an early trail blazer in the art of making FMs. Unfortunately, it is the weakest thing they produced since guardhouse 1. Fortunately, Banshee knows their craft, and this mission is mostly high quality.
This mission starts off with a shop where you can buy... basic equipment. By default you don't have a blackjack, or lockpicks. (Though these things can be found in game if you don't buy them.)
The thing that will really make or break your opinion of this map however, is the vault. Without saying too much, it's an interesting challenge. The gameplay in general is actually pretty strong aside from that, and on the tchnical side, I didn't encounter any issues.
If it feels like I am not saying a whole lot about this mission, that's not a suprise. It's a pretty average mission, with average gameplay, and not much flair. It's just a solid mission, with nothing to make it stand out aside from the little trick it pulls with the vault. It's plot is bare bones, and there isn't enough special about it to really comment on.
One thing I will say: Tfix breaks the enterance you are supposed to use if you don't have any lockpicks. Voodoo removed the abiltiy to mantle onto lanterns, which disrupts the route in. This isn't going to be the first, or last, time I will have to mention Tfix (not newdark) Breaking things in FMs. So Tfix gets a big fat 1/10 on that front. Also Tfix makes this change without really properly telling the player when they install it.
So to recap: Average mission, a weak outing from Banshee, but a strong mission relative to the rest of the early FMs. Tfix bad.
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