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Review: Groups Vitae

A short but sweet experience.

Project information

Title
Groups Vitae
Author
Pablo 'Phantom3D' Fernandez
Platform
Unreal
Scale
Single Map

Main review

Once again, our level of interest is an SP outing released on June 1, 1999 by the Spanish mapper Pablo Fernandez, second of the two. This and its sister project The Mines: Escape are the only levels of his for Unreal single player, and short at that - but are they worth a play? This article will attempt to answer that question, focusing on the final work of Pablo, which is a simple variation on a topside of a mining region theme we remember from Return to Na Pali's first level.

A stash of pistol power-ups

As with the previous level's case, Pablo hasn't made any effort in the storyline department at all. The player's identity and purpose are once again limited to searching for four switches required to progress (this time steppable tiles on the floor as opposed to clearly visible red arrow buttons from the prior map), and preserving one's own hide by eliminating anything that moves, be it Skaarj, Krall, Brute or an occasional pest like a tentacle or a pupae. As opposed to the mine map, however, the player is excellently equipped for the task, as the weapon offerings include the flak cannon and the eightball just to name a few, and there are more than enough dispersion pistol power ups to fully upgrade the weapon and then restore its battery to the full should the player run out and is not willing to wait. The only gripe I have with the gameplay is that the player appears in a tentacle-filled room and is immediately attacked upon spawning. Such suckerpunching by the game is absolutely not welcome.

A breath of fresh air

The level's visual presentation is spot-on: while certainly much simpler than the mentioned Edge of Na Pali with its Terra Mining Region, the area evokes the same purpose. The music track from ISV Kran adds to the feeling of mystery, being surprisingly fitting, even though I expected to hear Dusk with its splendid action section instead. The visuals are simplistic (albeit the terrain in the outside area really isn't bad) and the areas feel a bit cramped but the sense of place is there. There are no BSP holes to be found. As for the aural layer - aside from the music and monster grunts, there's barely anything to speak of.

Inside the outpost

Summary

The second level by Pablo Fernandez, released on the same date as the first one, is a short but sweet experience. While much simpler than the offerings of the mother game, it certainly offers an enjoyable ride nonetheless. If anything, the question must be asked: why weren't the two combined into a map pack? They certainly mesh well together so the potential was there. It's also a shame we haven't seen more of Pablo's SP work, as he could've evolved into an author of great things.

Download Link:

https://unrealarchive.org/unreal/maps/single-player/G/sp_groupsvitae_v2…

 

Score
Build (22%)
  • Architecture
    Imagination, realism and detail of structures used in the design of the level.
    3
  • Texturing
    Use of textures in the level. Technically speaking, alignment and scaling. Choice of textures, and quality of any custom textures used.
    5
  • Lighting
    Lighting of the level: does it look cool? Use of light colour and other effects, and sourcing of lighting (no light out of nowhere).
    5
  • Sound
    Use of ambient sounds and event sounds to give the level atmosphere, and the quality of any custom sounds. Appropriate use of music and silence to complement the atmosphere.
    3
  • Technical Execution
    Technical soundness of the level, i.e. no visual glitches, no random deaths or other gameplay bugs, and a good framerate.
    6
Cast (14%)
  • Conceptual Grandness
    Scale, imagination, awe & originality of design and layout, physical foreshadowing of future areas.
    3
  • Story Construction
    Backing story & progression via translator, subplots, and script of voice acting where applicable. Logical choice of opposition.
    0
  • Story Implementation
    Progression of the written story via the events of the level, and performance of voice actors where applicable.
    0
  • Gameplay Awe
    Quality of scripted sequences, originality and staging of combats. Maps that force the player to "learn by dying" will be penalised.
    5
  • Gameplay Balance
    Balance of weapons and items to creatures, including difficulty settings. Most importantly, fun factor.
    6
Rating
Below average
Score
36%

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