Crucial Conflict: 2 - Waterworld
by Maarten Pinxten
(250) views since September 2019
Difficulty Settings: No
New Art: No
New Cons: No
Review by Forge on December 16-2011
Duke's saga of bad luck with flying craft being shot out from under his arse continues as he crash lands on a small artificial island used to service local shipping and oilrigs.
The aliens, having taken up a taste for seafood, are in residence and don't like to be disturbed. Duke must remove the threat, turn on the light house beacons, and radio for a ship to come get him.
Turns out the ship that shows up for the rescue belongs to pirates and rum runners (which are also aliens - those nefarious bastards - have they no bounds?). The ship takes Duke to their off coast base where, again, Duke must get rid of the threat and escape through their secret, underground bootlegging tunnel.
The trimming and architecture are very well done and the strong lighting and shading in the underground areas really provide a nice gloomy ambiance. Texturing combos and minimal detailing complete the feel without being too intrusive.
The layout and design are pretty straight forward; getting lost or not knowing where to go next is not an issue.
There's an even amount of alien encounters followed by minimal stashes of medpaks and ammo to keep it at the level where it's still challenging.
It's not a slug fest, but it's no walk in the park either.
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