Project information
Main review
Early in 2021, Nikola's story as a SP/coop mapper has started to come full circle. Her latest release, Eusebius_Fall, or the expanded remake of the first part of Wasserburg Eusebius (2014) is out and - while not including the whole previous experience - it fares significantly better in all aspects. It took seven years for Nikola to return to the Water City and, with a lot more experience under her belt, it shows in every corner of the map.
Visually, the level has received a huge overhaul, with plenty custom textures replacing the stock ones, the scaling no longer being all over the place, the crystals are no longer enlarged books, the lighting is much more moody, enhancing the feeling of mystery and there's plenty custom decorations in place too. Concept-wise, it's still a Castlevania-esque dungeon rather than a genuine city, with libraries and sacral areas scattered throughout.
There's much better ambience around, combined with the custom Sonus track that adds to the tension during exploration. On the gameplay front, the route has been streamlined a bit, making it difficult to miss out on weapons and ammunition - which all shall be needed as the combat encounters are plenty and challenging, with Skaarj and Krall working hand in hand, and occasionally brutes providing suppressive missile bombardment. The progression feels properly gradual, with combat becoming more and more challenging, as Skaarj Snipers and Behemoths join the fray, until the inevitable climax that is a boss fight against a Skaarj Warlord. Once that flying cow is dealt with, the player opens the last door... and for the time being, the experience ends.
From the technical standpoint, the level is much better than the original, with much more improved lighting, proper scaling of the geometry and lack of BSP issues. On the other hand, the second half of the level suffers from sudden FPS drops and in the more foggy areas, occasionally something flickers. The level could use some polish on that front. There's also barely any story, the player is still clueless as far as their purpose here goes, until they see a shiny chalice at least, which is when we realize that we're here to raid a tomb. Occasionally the adventurer comments on a closed door and on one occasion a Nali speaks but that's pretty much it.
Summary
The remake of Nikola's first SP/coop work delivers a much better experience in almost every aspect, even in its partial form. Nikola has stated that the series will be continued and this release gives us hope for an even better end result. Highly recommended.
Download Link:
https://unrealarchive.org/maps/unreal/single-player/E/eusebius_fall_d2c…
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ArchitectureImagination, realism and detail of structures used in the design of the level.7
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TexturingUse of textures in the level. Technically speaking, alignment and scaling. Choice of textures, and quality of any custom textures used.7
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LightingLighting of the level: does it look cool? Use of light colour and other effects, and sourcing of lighting (no light out of nowhere).8
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SoundUse 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.7
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Technical ExecutionTechnical soundness of the level, i.e. no visual glitches, no random deaths or other gameplay bugs, and a good framerate.7
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Conceptual GrandnessScale, imagination, awe & originality of design and layout, physical foreshadowing of future areas.6
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Story ConstructionBacking story & progression via translator, subplots, and script of voice acting where applicable. Logical choice of opposition.2
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Story ImplementationProgression of the written story via the events of the level, and performance of voice actors where applicable.3
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Gameplay AweQuality of scripted sequences, originality and staging of combats. Maps that force the player to "learn by dying" will be penalised.6
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Gameplay BalanceBalance of weapons and items to creatures, including difficulty settings. Most importantly, fun factor.8