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Unreal Tournament

Review: The Landing

I think you will enjoy it

Project information

Title
The Landing
Author
Mike "Hellscrag" Wilberforce
Platform
Unreal Tournament
Scale
Small Campaign

Main review

The original review, of a less finished release in which the third map was incomplete, based on the old review schema:

Here is a piece from the story:
"You watched on the bridge view screen as the torpedoes flew towards your ship... then as the ship began to break itself apart, you fled to your escape pod. But as the pod left the ship, it was clipped by a piece of flying debris and you began to spin out of control towards the planet's surface...
With a *crash* you land in a small night-time valley. Time to explore, and hopefully find a way off this ball of rock you've landed on."

Well the first level, you exit your ship after a small earthquake and explosions, (which are you crashing I assume). There is a small Nali hut, and a canyon trail, from there you read a Nali's diary and enter a archive of caves. There is alot of free exploration in this level, you could beat it quickly, but there are some other routes you can explore, and a few translator messages setting the scene. Combat mostly consists of gasbags, mantas, and tentacles. There is health and ammo spread threw out the level, but I felt it could have been more spread out. There is also a few puzzles, which I liked, then as you walk to the exit of the cave, a door closes behind you and the next level loads.

In the second level, you are set in a Nali town, where you first talk to a nali living outside the village who tell you that, the Krall have taken over the town. Scripted sequences and a good atmosphere set the scene, I thought the music, sounds, and the sky really helped set a dreary, moist atmosphere. After accomplishing what you must, a nali sends you off on a boat towards an island. I thought this map could have had a bit more detail, I thought the houses looked kind of plain.

Now we come to the third level, and my personal favourite (even tho it is not finished). This map has an awsome atmosphere, on the boat you approach a large mercenary structure, as the music comes it gives you a kind of happy feeling (don't ask me why..). The music and sounds set a wicked atmosphere, and with this structure looming above you the foreshadowing is amazing, you know you will get in there some how. The stroy of the island is indulged apon, you finding it used to be a dwelling for the Nali to dwell in peace, but now some creature or species has taken over (the merc's). I really liked this map, and it would have been better finished, all-though it wasn't, :\.

All in all, the map has simple, but atmospheric architecture, average lighting, and well chosen music, sounds, skies, and translator events, and textures, although I didn't really like some of the texturing in the caves, but that's my personal opinion on that texture set itself.

I think d/ling this set of maps would be a healthy choice for your hard drive :). I think you will enjoy it.

Summary

Old Score: 8.5

Score
Build (0%)
  • Architecture
    Imagination, realism and detail of structures used in the design of the level.
    0
  • Texturing
    Use of textures in the level. Technically speaking, alignment and scaling. Choice of textures, and quality of any custom textures used.
    0
  • 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).
    0
  • 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.
    0
  • Technical Execution
    Technical soundness of the level, i.e. no visual glitches, no random deaths or other gameplay bugs, and a good framerate.
    0
Cast (0%)
  • Conceptual Grandness
    Scale, imagination, awe & originality of design and layout, physical foreshadowing of future areas.
    0
  • 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.
    0
  • Gameplay Balance
    Balance of weapons and items to creatures, including difficulty settings. Most importantly, fun factor.
    0
Rating
Not present
Score
0%