Post Posted: 26 Nov 2013, 19:48
So, DD made this map a while back. I had criticisms but I generally liked it and enjoyed the gameplay. I wrote a review. Some might feel the initial review was overly negative, but I meant it when I said I had fun in the level and if the review sounded harsh it was simply because the map was held back by things I felt the author was more than skilled enough to fix. And so here we have Gothic Resurrection SE, promoted by the author as an improved version of the previous release. Of course I was curious.
I remember being very vocal of the things that could have been done better when I penned the review on USP, and my first impression of the new edition showed me that some of those things were still amiss. Balance between clever scripted sequences and half-baked ones still pop up. For example, opening the first door you see two Skaarj Warriors kneeling by a human female. What is supposed to happen is that the player should walk through the archway and the two Skaarj are supposed to spook, slay the woman, and flee into the level. But I've played a few Unreal levels in my time, and few more shooters in general, so what I did was stand in the doorway and got to taking potshots at the two Skaarj, winging one and immediatly triggering their flee sequence. With them gone, I stepped forward and the human female hilariously exploded into gibs with a shrill scream. Not long after, I walked up a staircase and triggered fight music, but instead of continuing up the staircase I thought better of it and stepped back down into the courtyard, where I could see the ambushing Skaarj pacing the balcony, confused to where his target had gone. A few potshots later, he jumped down and we engaged normally.
To balance this, there are some remarkably well crafted scripted events like a perfectly choreographed skirmish between a soldier and a Skaarj Berserker that segues nicely into a tough encounter. Later in the level two Skaarj scouts came at me from a location I did not expect. So, I know the skill to cultivate these scenes are there. I just can't understand why two released versions later, these two early sequences are still so rocky.
In any case, the rest of the level is still quite good and although I did not notice the glaring changes to justify a second version it is still a good single release that can offer some entertaining gameplay. The layout of the level is well thought out and while it isn't a long venture, it interconnects nicely and provides plenty of hidden areas. Using keys as a gameplay mechanic can fill players with dread, but they are done well here and lend nicely to the theme. There are several instances of genuine ambush surprises and while most of the enemies coming at you are Skaarj family foes there is no way to be bored in here.
Overall, I didn't experience anything in this version that overrides what I felt and said in the main site review. The doors work better now but I didn't notice this until I read the list of changes after I played the level; these are things that should always work, and if they do and I don't notice them than kudos for doing your job.
PS - Still love the pupae swarms that appear in this level. Make sure you run to a staircase players!
