Operation; Get Bike Back

by Maarten & Merlijn v. Oostrum & William Gee


(270) views since Oct 2018


Released: 2003-06-20
Mode: SP, COOP
Difficulty Settings: No
Featuring: 1.4+
Sound/music: Sound
New Art: No
New Cons: No
Score: 96

Review by Forge on April 10-2013

A city map.
Explosions, fireballs, collapsing buildings, and destruction from start to finish, this level is an excellent example of a city under siege.
As a city map it contains the usual locations like an extended street area, alley ways, clubs, corner stores, roof tops, office buildings, alien infested sections, plazas, and the like.
Construction is very solid and well detailed. There are heavy amounts of sprite work and the texture combinations are excellent. Along with the city being blown up all around you as you explore there are plenty of ambient sounds, good shading techniques, and interesting lighting effects to cap off the war torn ambiance.
The layout is broken up into two primary sections. The first is the main street area acting as a hub while exploring for keys and unlocking buildings.
The second area is a smaller version of the first section which consists of navigating around a collapsed central building but is more in line with a straight go in find the key then go to the lock linear type path rather than open wandering.

Game play is a key card hunt.
The keys and locks are fairly easy to find and the biggest difficulty lies in remembering where the locks are.
The first street area is only so big and makes a large loop so they're not that hard to relocate.
The second major area does include a trick to get to a lock and involves climbing up a wall. It's not obvious that this is what's to be done, so it's either pure chance or blind luck that this is figured out even though the lock can be seen through a window on the other side of the structure.
The challenge of combat fluctuates from section to section. From the start the player is under fire and continues to be engaged in combat for most of the level.
Weapons and ammunition are scattered around and easy to find so taking the fight to the enemy is entirely feasible.
The placement of healing items is the factor that pendulates the game severely into the player's favor. During the first section of the level healing items are pretty scarce and sparsely doled out in small doses. Survival can be tough during this phase. The second major section of the map contains so many atomic health that the player can't help but trip over them. Some of those should have been placed in earlier portions of the map, especially around the major combat zones or tough respawns, or just removed entirely.

Texturing/Lighting-Shading: 10/10
Sprite Work/Detailing: 10/10
Ambiance: 10/10
Architecture: 20/20
Layout: 20/20
Gameplay/Design: 26/30
Overall: 96/100

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Gameplay Video

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