Starts great with nice design touches (for example in and around the area of the pub within the walls of ancient evil keep) but later gets way out of hand in terms of size and the deja vu syndrome: it emulates the large vertical city mission style but this time it feels the author is not fully at it or fully authentic, it gets tedious soon and despite the size with few memorable or inventive points as the game progresses (seemingly making for it by the number and omnipresence of patrols - how did they actually get to some places and what exactly do they guard there, a ventilation shaft just to spite the player? ah, makes solid worldbuilding sense), it all has been seen already somewhere else. And the gigantic dimensions: there are many areas in the map that each alone would make a decent-sized small or even medium mission (for example the two castles/mansions or the theatre, plus the obligatory local hammer branch), but again, little of it memorable or original, or overall coherent enough to stand out and make a well-balanced package. In the end I was so exhausted by the sheer volume of the map and time spent that I just slogged towards the closing screen for god's sake to finally come. Provides a strong argument towards moderating volume for the sake of quality, that mission size limits make sense and that size alone doth not a top work make.
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