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Fan Mission Reviews, walkthroughs


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#101 Anderson

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Posted 15 January 2017 - 12:01 PM

You have got to be the most dedicated reviewer! Great reads to pick on which FM's to choose for the future for everyone if the description does not suffice.


Edited by Anderson, 15 January 2017 - 12:02 PM.

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#102 The Dark One

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Posted 19 January 2017 - 03:49 AM

Anderson, on 15 Jan 2017 - 09:01 AM, said:

You have got to be the most dedicated reviewer! Great reads to pick on which FM's to choose for the future for everyone if the description does not suffice.

 

Nah, I just don't have a life. :P

 

But really, I do plan to review every mission, it just depends on when I feel like playing/writing. I have many more missions that I've played to review, I just like to have a bit of room to do them. :P I'll try and get a few more up soon.


Because in mystery novels, the first suspect is almost certainly never the murderer. No matter how much unmovable evidence there is, it will all be smashed in pieces by the wrath of the remaining number of pages of the story.

 

-"The Evil Spirit of the Zushi Clan" from Virtual Carnal Pleasure by Yamada Fuutarou


#103 Anderson

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Posted 19 January 2017 - 01:40 PM

 

Nah, I just don't have a life. :P

 

But really, I do plan to review every mission, it just depends on when I feel like playing/writing. I have many more missions that I've played to review, I just like to have a bit of room to do them. :P I'll try and get a few more up soon.

 It's totally fine to practice somewhere. No need to bring lamentation or self-flagellation for any activity outside daily life to discourage you. Because you write well.


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#104 The Dark One

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Posted 30 January 2017 - 12:36 AM

Disclaimer: This was done on the lowest difficulty, because I like knockouts. :P

 

House of Theo (by Theothesnopp) is a slightly atypical mission, maining due the aesthetics. This time, Not-Garrett has been hired by no authority less than the Emperor himself to infiltrate the titual house of Theo to find information on possible weapons, gold, a moll, etc.

 

The mission is mainly different in it’s presentation, which is the best part of it. The mission starts with you staring out at a nice looking skybox with a sorrowful piano tune playing, and then you turn around and see a whole castle looking down on you. It’s honestly very well done, and sets the scene of this large, desolated area quite well. The castle itself, however, is a tad too big, which a little too much open space. This may have been needed though for the higher difficulties, which restain knock-outs. While I didn’t beat it on that difficulty, it seems like it's very fair, based on my observations. I also hope you like that piano, because it never stops playing, and gets repetitive after awhile, not to mention loud, which makes listening for guards that much harder.
 

One review I read said that there’s a little too much backtracking in this mission, but I don’t think I agree. For the most part, it’s simple to get from one area of the castle to another, and most of the backtracking is short. The only parts of the mission that will almost definitely give you trouble are the atic and a first floor hallway. The former has a guard who’s a pain to knock out, and the latter is a door you need to go into in pitch darkness. And a guard who’s sole job is to stand there and let you bump into him because you can’t see where you’re going.

 

All in all, good mission, though it’s quirks can annoy. Recommended.


Edited by The Dark One, 13 February 2017 - 02:36 AM.

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Because in mystery novels, the first suspect is almost certainly never the murderer. No matter how much unmovable evidence there is, it will all be smashed in pieces by the wrath of the remaining number of pages of the story.

 

-"The Evil Spirit of the Zushi Clan" from Virtual Carnal Pleasure by Yamada Fuutarou


#105 The Dark One

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Posted 13 February 2017 - 02:34 AM

Lords and Legacy(by Kvorning) is a mixture of city mission and mansion mission. This time, Not-Garrett has been hired by a coalition of townspeople and nobles who want to get rid of a nobel who’s oppressing them all. Sadly, his brother likes him, so there’s no arrowing him in his sleep. The plan is to steal a family heirloom and plant it in the brother’s safe with a fake note indicating that the brother was planning to have his brother killed and make it look like a robbery.

 

The mission is quite large, and is split into The Slums, The Commons, and the manor itself. The second could almost be a (small) mission unto itself. Graphics-wise, it’s quite nice looking, with more of blue tint to everything, much different from what I’ve seen in missions up t this point. Everything looks well, with the only real error being a door that leads out into blank space, but to be fair you have to go out of your way a bit to find it. However, the proportions felt off. It’s very hard for me to describe, but I felt like the inside of the apartments in The Commons in particular didn’t match the outside. I was somehow ending up on the other side of the map when I shouldn’t have been there, it felt like I was bumbling through the TARDIS at points. This might just have been me, but I noticed the same thing on a replay. Same thing with The Slums, check the perceptions of the lady’s apartment and where the side door takes you.

 

On the positive side, I did like the layout of the estate itself: Three semi-connected towers. A little linear, perhaps, but different from the norm.

 

Difficulty-wise, it;s up there. I don’t think that the loot goal is that hard to hit, but be prepared to dig through the level (and people’s pockets) for it. Thankfully, you can break into people’s homes to find what you need. I always like this part of city missions, and want plenty of it. I just wish it was a little more clear which places you could get into. The higher levels have (thankfully) optional objectives which require you to avoid getting seen and refrain from knocking people out. The former is definitely possible and I’m assuming the latter as well. The layouts are set up to make stealthing possible. There is one portion that I feel to be a tad unfair, as it suddenly puts you up against a character with no warning, and with little chance of escape. Either you know it’s coming, are very fast, or break the AI. The guards also have annoyingly good hearing, especially at the estate. As in, “Can hear you clomping around outside one floor up” or “Can hear a board creak one floor up and one room over.” It’s almost random how it works, and can be annoying. The creaking boards idea is interesting though.
 

Speaking of layouts, I want to go from there to another completely unrelated topic: atmosphere. One of the best parts of city missions is the little ideas and tidbits scattered around, and this mission has them. From a low-key love story, to a creepy haunted apartment, to a serial killer lurking in The Commons, it’s all done pretty well.

 

All in all, solid mission, with only a few slip-ups here and there. Recommended.

 

P.S. Also I borked up my last review, got the author wrong. Will be changing.


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Because in mystery novels, the first suspect is almost certainly never the murderer. No matter how much unmovable evidence there is, it will all be smashed in pieces by the wrath of the remaining number of pages of the story.

 

-"The Evil Spirit of the Zushi Clan" from Virtual Carnal Pleasure by Yamada Fuutarou


#106 The Dark One

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Posted 28 February 2017 - 11:06 PM

It’s the season of Valentine, so let’s do Christmas.

 

The Parcel (by Xonze  is a short and sweet little mission. Not-Garrett has had his parcel stolen, and goes to break into a place and steal it. That’s it. That’s the plot. Though the reveal of what the parcel is and who Not-Garrett is stealing for does raise some amusing mental images.

 

Graphics-wise, it’s no better or worse than average. The snow is nice, and I think it’s one of only two missions I’ve seen that incorporates it. The layout of the house is plausible, and I like the way it looks from the outside, with some nice lights in the windows, though I don’t think that they match up with the outside that well.

 

Difficulty-wise, higher than you’d expect. While it’s not hard to evade and/or knock out the guards (this is one of the few missions where my stealth score is 0), the loot is well hidden, and careful searching and unconventional frobbing is a must. There’s also a needed key shoved on someone in a different position than normal, which can jam you right at the end of the mission. But other than that, it’s a pretty smooth ride.

 

All in all, a short little Christmas mission. Short, but Recommended.


  • Melan, Moonbo and Anderson like this

Because in mystery novels, the first suspect is almost certainly never the murderer. No matter how much unmovable evidence there is, it will all be smashed in pieces by the wrath of the remaining number of pages of the story.

 

-"The Evil Spirit of the Zushi Clan" from Virtual Carnal Pleasure by Yamada Fuutarou


#107 The Dark One

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Posted 25 March 2017 - 08:33 PM

Geez, been too long.

 

Sons of Barltona 1 (by Carnage) has a one in the title, but since there hasn’t been a two, I’ll just treat it as its own thing.

 

This time, Not-Garratt is named, though I can’t recall it. Anyway, his mentor has vanished while investigating a merchant, and he’s angling for some answers. Hence, breaking in. The break-in is oddly difficult. The house itself is lightly guarded, and once you get to the second floor you more or less have free-reign of the place. Getting in, however, requires you to dance around a whole circle of torch guards, with little room for error. You can find a trick or two to get around, but expect more than a few issues on a first playthrough. This isn’t helped by the fact that one of the optional objectives is to not be noticed, which is a bit of a wonky trigger at the best of times. Sometimes a well-fired water arrow gets the guard to draw his sword, but the failure doesn’t trigger until a bit later.

 

Loot-wise, it’s hard. The available loot comes close to the goal, and you’ll have to look carefully for it. Those of you who won’t rest until you get every single bit of change will be frustrated, because part of the loot is in the pockets of guards. Who are in the light. Who are angled so that you have to be crawling on them to grab it. Thankfully, they’re not needed. Unless you want all the loot, in which case, good luck to ya.
 

As stated above, the mission starts difficult before dropping down again. Once you get into the house it’s much easier, with the only real sticking point being finding an office key on one of the guards, and even then you don’t even need to go in there, I recall. Getting out is the same as getting in, though I feel I should warn that the passage you use to get in can’t be opened from the inside. If you don’t realize that, then you’ll be forced to run out one of the doors and make a break for it. Personal experience, yes.

 

Also, fair note, apparently the game locks if you go on the roof. This isn't something you can do accidently, but it's worth noting.

 

All in all, a decent mission that needed a better difficulty curve. Recommended, but don’t make it your first mission.


  • Moonbo and Anderson like this

Because in mystery novels, the first suspect is almost certainly never the murderer. No matter how much unmovable evidence there is, it will all be smashed in pieces by the wrath of the remaining number of pages of the story.

 

-"The Evil Spirit of the Zushi Clan" from Virtual Carnal Pleasure by Yamada Fuutarou


#108 The Dark One

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Posted 30 March 2017 - 10:59 PM

Solar Escape (by Tr00pertj), by its title alone, makes me think of those Japanese room escape games I used to play pretty often, even though I was terrible at them.

 

The plot is simple: Not-Garrett discovers a body in the swamp, as well as information on it that leads him to the home of one Sebastian Creep, who has arranged for the death of said man nad gotten his hands on a valuable scepter, and maybe more. Hence, breaking into his house, stealthing it, and leaving the note calling for the murder behind for blackmail purposes (even though it doesn’t help, because he can just get rid of the note. But anyway.)
 

This mission is small, but oddly difficult. There’s a good bit of loot, but a lot of it is crammed in odd locations, so you’ll have to take things slowly and be willing to look everywhere. Not helping matter are the guards: One is inside and near-impossible to get around if you want to ghost the mission, and one outside who can see you from there, and you really can’t get a good look at him, forcing you to try and remember where he is and not be there. The main gripe I have is with finding your way onto the upper balcony, the entrance to which isn’t clear or hinted at.
 

There’s another element of this that I don’t understand: Why does the woman ignore this strange man wandering the house? She’ll panic if you leave bodies lying around, but why is she fine with this robbery in the first place? It’s never explained, really. Also, why does Creep feel that he can take over the world with a scepter that A. only lets you travel between worlds, and B. can’t even get you back to your own? The diary implies that he doesn’t understand B. but A isn’t much better. Finally, why does Not-Garrett feel the need to leave by the church tunnels? Can’t he just leave the same way he came in?

 

I also want to take a moment to soapbox about an issue near and dear to my heart: Proofread your mission dang it. This has come up before, but I’ve only remembered to mention it now. No one is asking for Shakespeare level mastery, but at least make it flow. The grammar in this mission, for example, feels stilted and flawed, and needed someone to at least give it a once over. But that’s mainly a personal gripe (now watch as some smart guy nitpicks my own grammar. I suppose I deserve it. :P )

 

All in all, it’s a decent mission, similar to the last one I reviewed. Recommended, but don’t make it your first.


  • Anderson likes this

Because in mystery novels, the first suspect is almost certainly never the murderer. No matter how much unmovable evidence there is, it will all be smashed in pieces by the wrath of the remaining number of pages of the story.

 

-"The Evil Spirit of the Zushi Clan" from Virtual Carnal Pleasure by Yamada Fuutarou


#109 The Dark One

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Posted 13 April 2017 - 05:35 PM

Special Delivery (by Silencium18) is a short little thing. No really, one of the shortest missions for The Dark Mod.

 

The plot is as normal: Not-Garratt has gotten wind of a valuable diamond and sets out to rob and (if you’re me) give many guards concussions. Where this mission sets itself apart is in the choice of location. Instead of the normal fancy mansion, we have an industrial warehouse, bringing the problem of electric lights and metal floors. However, once you get through the first room, the rest is mostly smooth sailing. Getting the key you need is slightly harder than you might think, but other than that, this is a pretty smooth mission.

 

I don’t have much else to say, really. Recommended, even if I feel that experienced players will blaze through it.


Edited by The Dark One, 13 April 2017 - 05:35 PM.

  • Moonbo and Anderson like this

Because in mystery novels, the first suspect is almost certainly never the murderer. No matter how much unmovable evidence there is, it will all be smashed in pieces by the wrath of the remaining number of pages of the story.

 

-"The Evil Spirit of the Zushi Clan" from Virtual Carnal Pleasure by Yamada Fuutarou


#110 The Dark One

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Posted 18 April 2017 - 11:24 PM

Too Late (by Nielsen74) is yet another short mission. Don’t worry, I’ll get to some longer ones after this one.

 

The plot is simple: Not-Garrett is after another jeweled scepter (Bafford never learns), but finds that another group of thieves have made off with it already. Since Not-Garrett already bothered himself to get out at night, he decides that he might as well steal if from this new group.

 

Similar to the last mission, the setting is more industrial, taking place at a dockside warehouse. It’s an oddly liner level, with a straight shot from beginning to end, barring a little extra back area that  I don’t fully understand the purpose of. What makes up for that if difficulty: Loot is cannily hidden, guards are abundant, and higher difficulties limit your knockouts. It’s mostly fair however, with multiple chances to scramble on the higher ground and work your way around the guards. I do wish that it was a little more clear how far the light from the obligatory torch guard can reach, since more than once I had to scramble across the boxes to dodge it. But that’s not really the fault of the mission creator.

 

All in all, a fun little mission with some nice challenge behind it. Recommended.


  • Moonbo and Anderson like this

Because in mystery novels, the first suspect is almost certainly never the murderer. No matter how much unmovable evidence there is, it will all be smashed in pieces by the wrath of the remaining number of pages of the story.

 

-"The Evil Spirit of the Zushi Clan" from Virtual Carnal Pleasure by Yamada Fuutarou





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