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Centrifuge
Author: [Slug] Reviewer: [Archimedes]
- Aesthetics:
- The architecture in Centrifuge is nothing exactly special, and doesn’t compare to some of Slug’s
more recent works; like Vanilla, for one. But don’t take me in the wrong light: nothing special for
Slug is still pretty good. The excellent skylight architecture, the platforms, the curving tunnels,
the great underground system - it all adds up to a great yet simple architectural system, which I’ll
get into further in the gameplay section of this review. Texturing, however, suffers a bit more.
There is a lot of repetition with the platform mat, and it doesn’t curve along the dome very well.
The texturing on the walls, on the other hand, is excellent, using a mixture of a light mat and one
of the better wall mats. The dome’s walls are all stitched perfectly, which is a big plus - there’s
nothing worse in level texturing than a poorly stitched dome. The lighting in Centrifuge is very
good near the top of the large dome with all the shadows, but in the tunnels it’s basically just low
lighting, and in the rooms separate from the dome it’s a tad too bright; a few more shadows
would not be uncalled for. There are some total black spots in the level - I call that “black-hole
lighting”, which upsets the visual of the level. Luckily, it’s very rare in Slug’s classic, so it doesn’t
effect the level (and the score, for that matter) too much. The lighting, I believe, could have been
twirked a little more to better suit the level, but all in all, it’s pretty decent. The only dynamics I
can find are the stationary items - they don’t twirl ‘round and ‘round. Now you may be saying that
that’s nothing different or special, but if memory serves me, this was one of the first levels to stop
the incessant rotations of an item.
- Gameplay:
- The item placement in the level is handled skillfully by Slug, and is certainly one of the most
adamant reasons for my love towards this level. Not only did Slug balance the items excellently
between the areas, but he also took the wise course of action of omitting the concussion rifle.
Adding it would have literally destroyed the gameplay, for the level is small, fast, and
furious, which we’ll get into further. The flow in Centrifuge is where Slug really hit the nail on the
head, in my opinion. The design of the level contributes to this immensely: you have a dome in
the center which has a room on the north, south, east, and west sides. These rooms connect to
each other with a piping system, and they also have an underground tunnel system which
harbors the greatest weapon in the level, the rail detonator. This architectural plan makes it, as I
said earlier, extremely fast, and extremely furious; no one can ever afford to sit in one spot. The
playability is another great factor that keeps me coming for more: this level is a great way to
bring out your skill. There isn’t a concussion rifle for conc-lubbers to abuse, so aiming with what
you have is a great necessity. Many a time have I killed people with thermals on a sneak attack
from the raised platform, or with a saber dodging crossbow bolts, or with sequencer charges
dropped from above... Centrifuge has always been and always will be on my hard-drive because
of the great fun it offers with any amount of players.
- Final Comments:
- I don’t care what your taste is, this level is a must-download classic. You will especially like it if
you’re sick and tired of being blasted to the next world and beyond with a concussion rifle - this
level can be best described as a pure melee, not pure control by the Man with the Golden Conc.
Like Slug would say, Centrifuge is pure vanilla deathmatch.
- Scores:
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Aesthetics:
- Architecture » 90
- Texturing » 90
- Lighting » 92
- Dynamics » 92
Gameplay:
- Item Placement » 97
- Flow » 98
- Playability » 98
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Total Score: 94
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