FEARCITY

by Dave Pitts


(203) views since Nov 2018


Released: 2004-11-15
Mode: SP, DM
Difficulty Settings: Yes
Featuring: 1.4+
Sound/music: No
New Art: No
New Cons: No
Score: 82

Review by Forge on 25 June 2018

A city styled map.

Aside from a couple texture choices and alignment issues, along with the need for a few more ambient sounds, the map is put together nicely with good solid shading and architecture.
The elevation and scenery are constantly changing. Duke drops down shafts into sewers or underground tunnels, moves through streets, negotiates control rooms with machinery and a warehouse, swims through water pipes, and navigates through apartments.
There are some minor logical flaws; like a second story garage with doors that would open to nothing, and a manhole dropping the player into a tunnel a block away, but otherwise it's designed fairly well.
The layout starts pretty linear, but in short order it becomes a maze of lifts, ventilation shafts, tunnels, rooms, and portals with doors sealing the player into moving in one direction.
It can get quite confusing initially because of the number of directions the player can chose from, but once everything is properly explored out, the loops and forks become useful for getting from one location to the next in the most efficient way.
Game play is a key card hunt, and the cards are very well hidden. The difference between a smooth game and some serious frustration is a matter of stepping in the right sector to reveal the blue key, and noticing the obscure button to reveal the room the red key is located in.
The blue key isn't that hard as there are supplies in the sector with the touchplate to lure the player onto it. The bloody-hand button can easily be passed by.
The yellow card, stashed in a pillar near the hidden switch that raises the panel concealing it, isn't necessary to finish the map, but does provide a couple extra supplies.
More fun than sinus congestion.

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