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>> No.4862134 [View]
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4862134

>>4859118
Oh right, and I remember really liking that one too. Not only it shares with Prisoner's Revenge the swift enviroment transition, but also how condensed those enviroments you're traversing are. While in Payback you couldn't explore completely both the prison and the manor, in this case each building or phase of the mission is complete but simple, and it connects with the others without taking too much space.
At this point I'm sure I'm gonna forget about this one and be delighted again by the next prison break FM like it's the first. I wonder if there's one where our thief doesn't even start with a lockpick.

The prison itself seems to take inspiration from Cragsclet by placing a stationary guard watching over a cell block. But unlike that prison and the one in Payback, this one is ran by the city watch. Glad to know that the hammerites don't hold all the power in the City.

After Torben this is the second mission where the player is sent to deal with a traitor protected by guards, and one of many where you have to deal with a dangerous foe. Assassins share the podium of "boss like npcs" with haunts and priests.

The trapdoor guarded by the haunt is an interesting idea: you know very well what will happen if you make a mistake, it's a trap meant to threaten, not surprise, the adventurer. And those spikes are something entirely new, unless I'm forgetting some specific moment from TDP.

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