Hello, everybody! I hope that you all have enjoyed the walkthrough as much as I have. I know that James and Micky have been asking for player feedback, so as promised, I'll be posting my opinions on Episode 2's levels, as well as suggestions for what could be improved. I'll try to include three or so levels per post.
Episode 2 Intro: I’ll take an intro like this over a cutscene any day
![:)](https://forums.duke4.net/public/style_emoticons/default/tongue.gif)
In any case, this level is a highly atmospheric, short-but-sweet, and well crafted introduction to the excellence Episode 2 has to offer. The world, though apocalyptic and extremely grim and moody, is also aesthetically beautiful. The skybox effect is nothing short of amazing; the swirling clouds overhead, the lightning effects, and the ruins of buildings in the distance really add to the atmosphere. The area reminds me of a cross between the Real World in the Matrix and entering the Citadel in Half Life 2; we traverse through caverns, the rubble of buildings, and jutting pipelines intertwined with strange alien architecture. Towards the end, we come to that strange structure silhouetted in red, and encounter a familiar, shadowy enemy: a Beyonder. When that creep blasts you with its psychic attack, presumably killing you, and the game smash cuts back to the AMC base, you’re left shocked and full of questions, eager to discover how the main game and levels connect with the intro level.
The only issue I have with this introduction is that a lot of these questions remained unanswered during Episode 2, and that the level just feels disconnected plotwise from the rest of the levels. Is the level set in a future where the AMC Team failed, leading to the world’s destruction? Who is this character we’re playing as? Will we ever face these enemies? It’s really more of a nitpick than anything else, and I’m sure that future episodes will further establish the octobrains in the plot as antagonists, but at the moment, the intro level sticks out as disjointed from the game’s plot arc. I believe James refers to it as a dream in Episode 2’s conclusion, but this feels like a really last-minute way to connect it back to the main game. But still, I can understand its purpose and appreciate its design. Short, sweet, atmospheric, and a solid way to introduce Episode 2.
City Under Siege: Now THAT is how you introduce the players to the main game. City Under SIege is tough, intense, complex, diverse, and above all exciting to blast through. Its design incorporates elements from the supermarket in Episode 4, Hollywood Holocaust, some of Episode 3’s levels, and the layout of the Roch series. In other words, it’s an open-ended city level, where your goal is to enter several realistically-designed interior sections (a movie theater and nightclub, for example) in any order you choose, collecting keycards in each one to open a door that takes the player to the final (often alien infested) center of the level. We start off outside of the supermarket (as Micky, presumably, because he’s the awesome new character) and get introduced to the gameplay in a baptism of fire. Right off the bat, we get a few AMC soldiers to bring along with us, and the first room is absolutely filled with Cycloids. The supermarket, movie theater, bank, and nightclub, although noticeably more filled with enemies and more intense to fight through, generally are on par in terms of aesthetics with their vanilla Duke counterparts. They’re well designed, but the standouts in the city are the outdoor designs, the bar, and the section in which the player is shrunken.
Once again, the use of skybox really contributes to the atmosphere; you get a sense of the invasion’s scale when you look up at the underbelly of the mothership filling up the sky! The enemy layouts and destroyed sections of the environment are well-implemented and add to the city’s hostile atmosphere. The bar is of particular note as well; it’s well designed aesthetically, and has the feel of a makeshift AMC outpost as well, with the military equipment, barricades, minigun, and ammo boxes lying around. One of the best moments in the level occurs on the roof, where the mothership fires at those buildings in the distance. Honestly, the first time I saw that, I reloaded a prior save and rewatched the explosion just to screenshot it
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Excellent stuff. And of course, I can’t help but mention the shrunken section. Admittedly, it feels a little gimmicky (miniaturized functional motorcycle?) but the design is incredible. I like how the player enters the room and can scope the entire environment out, taking note of the layout and what objects can be jumped on. Whereas a lot of these regular areas lose detail when played through in small size, since all the objects are magnified, the objects depicted (the computer, printer shredder, LEGO house, all that stuff) still have great architecture and textures. And of course, the way you guys have incorporated getting extra missions is super creative, and satisfying when you obtain the mission data. Jumping into the shredder to get the password and punching it into the computer was honestly a creative and well implemented moment, and while I hope that you guys develop more means by which to obtain this mission info, this is a great idea. The LEGO house is also well designed, though I sort of wish that it wasn’t so damn dark. Honestly, the flashlight’s effect strikes me as a bit gimmicky, and it washes out a lot of the colors. But gameplay wise, it’s great fun, blasting through troopers through several small rooms. The motorbike, while farfetched, controls fairly well, and using it to escape the room through the air ducts is fun, and welcomely varied. This area also introduces the whole concept of hidden briefcases that contain new artifact weapons. Whereas I couldn’t always tell if what I was picking up was an artifact in Episode 1, these briefcases really excite me. As soon as you see one, you know that you’re in for a new treat, and waiting for it to open and to reveal its prize is nothing short of thrilling. I also enjoyed how the briefcase is hidden; you can see it in the distance when you enter the room, and through careful exploration can rappel safely down to it to collect the weapon.
Once we collect all of the keys, we’re teleported to the mothership as it departs from the city. I’ll get this out of the way first: although I enjoyed this section on the whole, it has some issues that irk me. Probably my least favorite aspect of the ship is the weapon progression, or lack thereof. Like the Abyss, this level strips you of your gear and makes you rely on temporary weapons. In the Abyss, however, there was a real sense of variety and progression between the weapons you got. You wielded that machine-gun like staff, before upgrading to a shotgunish bone thrower, then to the weird organic shotgun, before finally the badassery that is the Stygian Warcannon. In the mothership, however, we only get our hands on Assault Enforcer chaingun, the laser chaingun, and (briefly) a shrink ray. The chaingun style weapons are pretty commonplace if you’ve played any EDF missions (I know the that laser chaingun is different, but not by a significant degree) and I generally only take them if I need to, since they feel slightly mundane and underwhelming. These weapons get the job done for the enemies we face, but aren’t particularly enjoyable to use (the shrink ray is an exception, but with only 10 shots, not for very long.) Additionally, while the ship’s design really exhibits the Cycloid’s design flairs and really feels like the hostile interior of a mothership, I feel that the opening areas contain too much… green? The docking bay area incorporates some varied architecture and palettes,but the opening area kind of looks monotone in its color choice (I’m sorry if I’m being vague.) I’d prefer some more metallic architecture like what we saw in the Episode 2 intro, but this is no big deal. And lastly, that fight with the Cycloid Emperor is a pain in the ass. Seriously, without body armor, his rockets can one shot you, and without a jetpack or room for great mobility, I had to retry the fight multiple times before bringing him down. Not to mention that with only the laser chaingun, he feels like an overpowered bullet sponge. I had to glitch out his AI somewhat by getting him stuck behind an alien ship before he went down. Not to mention that the fight is slightly glitched out; on my first recorded playthrough, the next scripted self destruction sequence would not start after I killed him, forcing me to restart the area. Oh well; it feels damn good to take him down, at least.
The self destruct sequence with the ship is also excellent. Using that alien craft to escape, and witnessing the destruction of the mothership from within, really puts you in awe of the technical accomplishments you guys have made. It’s not about exploration or anything; it’s about intense combat with the alien commanders and trying to navigate the wreckage of the ship. My only issue with this section is that between the ship’s somewhat stiff navigation and turning, the size of the areas we fight the commanders in, and the fact that they shoot those plasma projectiles, it’s almost impossible not to get the shit pummeled out of you and avoid taking damage. Towards the end of the level, I was so low on health from all the commanders that a single brush with a wall would destroy the ship. I’d suggestion either fine tuning the controls or allowing for wider battle spaces if the ship is going to be reused. In any case, it’s a great feeling when you escape the mothership and blow the Cycloids on it to the cosmos. Great level, great conclusion.
I should probably mention the cinematics, although I couldn’t think of a proper place to put the description. The opening one where you’re riding in the helicopter well crafted, getting you excited for the encounter with the Cycloids in the level. General Graves, while somewhat cliched, has a kickass voice, and the music selection is great… if not for the fact that it can only be completely muted by turning off the game’s volume (not just the music volume), and that the owners of the song are copyright watchdogs who’ll choose to mute my entire goddamn video and put a cap on the quality for the 20 second excerpt that I used >.< Like a smalltime YouTube user like myself poses much of a threat to their copyright interests. Seriously, though, I would suggest not using the “muted song playing in the background effect”, as it isn’t affected by muting the game, and forced me to completely mute the audio for the cutscene. Not a big deal, and not your fault at all, but that’s just the world of copyrights. Moving on, I especially liked the ending cutscene; the mothership exploding, the ship reentering the atmosphere, and the biker killing that last Cycloid were all great moments. It really serves to wrap up this excellent opening level quite well.
Big Trouble in China: Let me get this out of the way quickly: the only issue I have with the next series of levels is that, much to the disappointment of Sang and myself, that we never get to meet Lo Wang. All jokes aside, however, the China saga of Episode 2 is one of the biggest highlights of the entire TC, and I love pretty much every moment in it. So it’s suitable that the first level of the sequence is thoroughly enjoyable and badass.
You’d expect the level aesthetics to take a lot of cues from classic Shadow Warrior - which it does - but also manages to mix in elements from 2013 Shadow Warrior, along with some authentic elements (since the games often tend to parody Chinese culture.) What I’m saying is that while levels in Shadow Warrior often were parodies and stereotypes of Chinese culture, the levels in the AMC TC feel much more genuine in their depiction of these environments, whilst still maintaining a solid sense of humor. Aesthetically, BTIC is excellent. The use of skybox is quite impressive, and viewing the Hong Kong skyline in the distance is mesmerizing and really gives you a sense of being inside a massive urban landscape. The level itself seems to be a park or plaza of sorts, with no central purpose other than providing some nice eyecandy (an outdoor park, Buddha Statues, a dojo-style room, etc.) and providing access to connecting buildings (hotel rooms, restaurants, a washroom etc.) It all feels refreshingly original, and is well-designed and pleasant to look at. Of particular note is the busy street that you can see outside of the windows; it’s a nice detailed touch, adding to the atmosphere and really showing off the care you guys put into this level.
In terms of level design, my favorite aspect of the level lies in how you place the secrets. In many, many Duke levels, secret areas feel a bit artificial and gimmicky. It’s not a bad thing; it’s just a little silly to think that a certain photograph in an office building is actually a hologram concealing a cash of pipe bombs, for example. The secrets in BTIC, on the other hand, really feel authentic; you never lose the feeling that you’re exploring an urban plaza in Hong Kong, and give you a sense of the scope of the environment outside of the level’s boundaries. The secret concealing the green keycard is a prime example. Not only is it super well hidden (as Micky can testify, I only found it by getting creative with the barrel), you access a new and fleshed out section of the level (a hallway in a hotel building) that doesn’t feel like a gimmicky cache of supplies the designers tossed in. Then, with the keycard, you explore a set of sewers before emerging in the restaurant's bathroom and entering the main dining room to grab the floppy disk. In other words, the level never breaks my immersion, thanks to its atmosphere and thoughtful secret layout and design.
The rest of the level also holds up consistently. Compared to City Under Siege, which overwhelmed me a bit on my first playthrough, the somewhat confined and less complicated (though still non-linear) nature of the BTIC makes it a breath of fresh air, and allow for it to flow well. Getting that sword pickup and slicing through the enemies in the dojo is great fun, though I wish that the the SW title music didn’t play on top of the level’s absolutely kickass first level remix (Whoooo wants some, Wang, Wang, Wang, Wang…). Enemy placements are generally fair, with some isolated encounters with the Triad members mixed with large fights where they surround you in all directions, such as when you exit the washroom. I don’t have a ton to say on the combat and progression, aside from that they’re well implemented and make the level fun to playthrough. I kind of wish that there was a shrink ray in the level to allow access to that one secret, but it’s an incentive for repeated playthroughs, I suppose, and not a huge deal. My favorite part of the level definitely involves locating that green key, accessing the sewers, grabbing the floppy disk in the restaurant, and using it on the PC to gain the extra mission info. Again, it’s a great mechanic that incentivizes exploration and gets you hyped for when the mission info finally comes out of the printer.
I also really love how the level gives you the choice to return to AMC Base to switch characters / gear and recuperate. However, I prefer to transition straight between the levels, as you get to keep your weapons (although this incentives the supply drops, which is cool.) The train section kind of reminds me of the opening level of Blood 2 (now that’s an obscure one!). It’s simplistic in design and layout, but it looks pretty good, and the firefights are intense and fun. You get the impression of riding a fast moving subway train, which is pretty neat, I suppose. The intensity of this section further serves to juxtapose BTIC against the next level, The Wharf. I enjoy variety between levels, so I’d mark this as a good thing.
Overall, a great level, and yet another reason why I enjoy Ep. 2 so much. Whereas the second level of Ep.1, Dis Base, kind of overwhelmed me owing to its spacious design and creepy atmosphere, BTIC is a lot more accessible, and leaves a great impression on the player. I’d say this is my 2nd favorite Hong Kong level, tying with Tower of Life. All in all, between the introduction level, City under Siege, and BTIC, I can definitely say that Ep.2 opens with a fantastic and largely successful bang.
Next time, I’ll take a look at The Wharf, Oil Rig, and Island Facility. I hope you enjoyed reading my opinions on these levels!