The future. Gotta say, that background, despite being awful in at least one respect, is very nice. When I look at that, I think to myself yet, that is the future. This is a mostly typical Duke level at this point, lots of side stuff you don't need, fairly straight shot to the exit. The odd part is that the way forward is set up slightly strangely, at least in my head. You have to go back to a seemingly irrelevant computer board slot to advance. Seems like I never made the connection between the barriers those have and the ones that turn off. The nuclear reactors, which are more and more seeming like an afterthought, seemed more obvious in their connection to the barriers throughout the game.
Next up, remember that level where everything was an x shape? This is like that, except harder. There's only one way up, and naturally the game puts a lot so you have to keep climbing up. There are a lot of enemies, mostly mechs, and flame jets. That said, while the majority of the level is harder, the key is on the left side of the level and the way out is on the right, so assuming you're swift and avoid most of the fighting it's not that much more difficult.
This one changes up the formula, still a lot of platforms in an X shape, but this is confined to a smaller part of the level. I suppose it's better than another maze, but it feels just as lazy. There are a lot of mechs in this part, and when they're on small platforms it's hard to hit them without getting hurt. Moreso when you still don't have any additional shots. I got the jump boots now, but that's essential. I actually went through all of this level, at least as much as I could, twice, hoping to find another shot. There are some platforms I couldn't reach, which leads me to suspect the game placed the grappling hook in an earlier level as a secret.![]() |
I don't know how it got there, but that thing's stuck. |
Having come out of the last level with only 1 health point, the next level was quite tense...until I got a full heal, anyway. This level uses the funneling thing the last one did, without all the danger that came with that one. The only real dangerous time I jumped down blindly was towards a bolt on the ground, which strikes me as incredibly cheap even for early Apogee. But by that point I had plenty of health, so it didn't really matter.
Now I'm in a lab, next to a locked door. Seems a strange and sudden choice, but I can roll with this. This level is almost a complete cakewalk, almost an apology for the last level. Except at the end there are the hidden spikes on a conveyor belt. I smell Broussard. Come to think of it, a lot of what I've said about level design in this game wouldn't be too out of place in the Tomb duology he did. Curiously, there's a slot for a computer card I just never found.Surprise, you thought you were going to get to do things easy starting another level. No siree, falling down with some mines. I left the last level in bad shape, so this turned into something far more dangerous than it should be...unless you go all the way to the left, then you're fine. This level is weird. There's the same old funnel back to the start, which I did fall into once, but you can also just...ignore it and go to the way to the boss. The level isn't that generous with health, even if I did get two full heals. Oh, and the boss is basically the same as the one in the last episode, the arena is even basically the same.And the game ends with Duke winning in vague terms. Guys, Arctic Adventure had more ending text than this, couldn't you have said something about a parade in his honor or something? I know this wasn't exactly an exciting story, but come on. Well, I'll think of something to say in the summary.This Session: 2 hours 00 minutes
Total Time: 7 hours 25 minutes
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