The Trap - which sits grenadelike in your inventory - provides some new hilarity for your deathmatches. It looks and works like the 'ghost-sucking' device in GhostBusters the one you'd hope would suck in Dan Ackroyd but always ended up sucking in the ghosts. Lob it into a fray of pirouetting deathmatchers, then laugh maniacally as the glowing yellow spiral of light sucks in anyone within a metre radius.
Giggle as beefy players flail around in mid-air, squealing to escape the might of the Trap. Anything drawn in and splatter-caked by the device - be they DM opponent or nearby monstie -ends up as health capsules useful when exploring the first aid-free levels. However, the deadly 'dimensional gate' in PainKeep was more powerful, and therefore better and more hilarious than The Reckonings Trap.
The mission pack's one new monster is the Gex, a kind of leaping gorilla-type beast not dissimilar to the demons in the original Quake. These boys have a few gimmicks up their sleeve. Firstly, they can really jump. Like horrible bi-ped fleas, the apes spring about all over the place, which makes them hard to track and easy to be complacent about.
Next they can swim. With a disturbing likeness to Patrick Duffy in The Man From Atlantis, these yellow thugs undulate disturbingly through water, happily chasing you for miles through the various mountain springs which dot the episode. And when you finally nail them, they explode into great gobs of deadly acid. The meat explosion is yellow, and these silver lumps of fish flesh that are painful to the touch come piling down around you.
There have been some subtle enhancements to the usual roster of nasties, just to keep you on your toes. The grunts, for example, now come in a few new, deadly guises. The slight greyer variants now take a good three or four super-shotgun hits to spank, and when they turn to face you they could either fire blue laser bolts, electro-boomerangs or -worse - the evil, red laserpoint gun, designed just like the gadget that people from Essex and unimaginative clubbers use to spice up their evenings.
A grunt with a laser can spike you from a healthy distance. If you try to avoid the grunt, he'll track you until you find a piece of decent cover.
On top of this, a wave of new monsters are out for your blood. Stalkers are spider-like creatures that can leap on to ceilings at the blink of an eye, evading your blasts, or dropping down on your head when you least expect it; Daedelus are an acid-spitting incarnation of Quake Its floating Icarus.
A number of other variants, plus some imaginatively designed Cbosses' also await. The disturbingly frequent presence of the dreaded Rejuvinator also makes things far more difficult, when previously killed monsters are raised from the dead in front of your very eyes. Sometimes it can all get a bit too much. The new weapons are not much consolation either. The chainsaw is handy enough for taking care of ground troops when low on ammo, but is next to useless against gun emplacements.
The limpet grenade launcher is cool, but can cost you health if you step on your own bombs. Proximity mines? Couldn't care less. The flechette gun is okay - a hark back to the original Quake -and the plasma gun is nice to look at and reasonably powerful, but somehow you can't help but feel that Claser beams' had no place in a game as gritty and militaristic as Quake II. Combined, a full arsenal would be enough to help you through the tougher levels of Ground Zero, but unfortunately Rogue haven't made it that easy, and you rapidly realise that conservation is the best policy.
Wide open spaces are a pretty rare occurrence in this game, which makes escaping the onslaught all the more difficult. In terms of single-player level design, Ground Zero is professionally put together. Sometimes this intricacy gets in the way. The story starts off with the player being part of an elite commando force that must infiltrate a hostile alien city.
Once inside, the player must scour industrial landscapes, crawl through waterways and air ducts, navigate treacherous canyons teeming with vicious mutants, stow away on an alien spacecraft and destroy the enemy's secret moon base. New enemies include Gekks, the Repair Bot which has the ability to awaken dead Strogg, new types of guards, an enhanced Tank, and an Iron Maiden equipped with guided missiles. New weapons include the Phalynx Particle Cannon, the Ion Ripper, the Trap, and and a power-up that increases rate of fire by four times.
There is a mastering error in track 5 The same song in Ground Zero track 5 doesn't have it. There are no reviews yet.
0コメント