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Control Center
Author: [ Mattx] Reviewer: [Kindler]
Aesthetics:
Gray, gray, and even more gray. In the tradition of the Nar Shaddaa type levels, Control Center offers a "gray" level. Everything within this level is gray; the walls, the floors, the catwalks, and the tie fighters. Getting beyond the color, this level has some interesting rooms. Throughout the maze one will find a hanger, a bar, and arena, and a control center, all with their own unique feel. Each of these rooms offers a stunning arrange of cogs. The hanger is full of four cannons each able to fire a concussion rifle. One in the bar may encounter a barrage of force lighting, and deadly site falling from the ceiling. All of which, and more, can be detonated from the control room. The architecture is a combination of these rooms with linking halls and elevators overlaid in a disjunctive form. Give yourself about ten minutes to get used to this area, its easy to get your bearings off. Furthermore, there is a lack of any dynamic lighting and HOM errors litter numerous doorways. Overall, the aesthetics were par with most average levels.
Gameplay:
Beyond the average scene, this level is so overdone with cogs and 3do's causes, within certain areas, a drop in the frame rate and substantial lag. If you can avoid these bad areas, the overall game play seems to flow decently. With a size good for 4+ players, there is a decent array of weapons to choose from, although, the placement of the objects leaves much to be desired. One concussion rifle can be found with enough ammo around to sustain a player, and next to that a full shield power up. All in all, any player who can get to that will be ready for battle before anyone else leaving a lopsided game play. Also, numerous areas near long elevator shafts become a fight to keep from falling. Do not try to peek over else you will find yourself falling down the shaft to your death.
Final Comments:
I really started disliking this level. I felt I was fighting the lag and easy to fall down shafts while trying to figure out how things worked. Although within fifteen minutes of play, may thoughts changed. After getting accustomed to the flaws, I was able to enjoy a good kill or be killed match. For those of you gunners who can overlook lack of eye candy, this level might be one you would like.
Scores:
Aesthetics:
  • Architecture » 60
  • Texturing » 55
  • Lighting » 40
  • Dynamics » 65
Gameplay:
  • Item Placement » 55
  • Flow » 75
  • Playability » 80
 

Total Score: 62


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