![]() ![]() Afterwards, you must flip three switches, which triggers a 45-second countdown to escape the map. It is here that you will be tasked to destroy sixteen small capacitor-looking things mounted on walls around the map. The F1 mission objectives do nothing to help either, giving only vague orders to proceed to a new map or defeat all resistance.īy the time you reach the Tectonic Stabilizer you'll have spent a good bit of time wandering aimlessly through depopulated levels. There's very little logic to the layouts of each area, with most designed first to slow your progress with meandering paths and second to provide an adequate challenge. Maps in Ground Zero use a lot of loops and alternate paths without clear landmarks, making it hard to tell if you've even been somewhere before if there aren't bodies littering the floor. Then you reach a point where you've killed everything on the sizable level and don't know where to go. All the elements are there for a different, interesting Quaking experience. Your foes are varied and scattered, with an unusually heavy emphasis on fliers of all kinds. The pack vomits guns at you almost immediately, setting you up with half the arsenal not two levels in. There are exploding crystals you can shoot, mine carts to ride, and excavators to Kool-Aid Man through walls. Ground Zero starts promising enough, with colorful, atmospheric caverns and mining complexes. Just like the rest of the series, this means battling through units of interconnected levels to accomplish goals and proceed to more important locales. ![]() This time you get ditched into an underground mining facility, which you'll need to escape to take out a gravity well generator that has the human fleet trapped over the Strogg homeworld. Turns out that every chapter in the Quake II story starts the same way, with your hard-assed marine's drop-pod getting clipped by something and ending up where it shouldn't. And there's no amount of polish that can make up for how low its lows are. Coming off of Quake II and The Reckoning, Ground Zero is a real shock to the system, not in how it looks but in how it plays. One level might look as good as the real deal, and the next might look like a teenager gave up halfway through making their school. If you've ever played user-created levels for a game, you know there are huge gulfs in quality between them. ![]()
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