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05-10-2017, 03:12 AM
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Vlam
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: Aug 2003
: ARG
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I wonder if maybe time constraints kept them from fleshing out the vaults? It would have been interesting if they could have varied the atmosphere and design of Mudomo and Mudanchee, or even expanded upon the lore of the areas so that we could learn a little more about why they're their and what their functions are. For me personally, Mudomo/Mudanchee needed to either act more as extensions of Necrum in terms of design (similar colour pallettes and shit), or they needed to take a more radical departure to make them feel more distinct. As they are, it feels like a bit of a halfway house situation.
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I liked the vaults, and it expanded the game time significantly. I did feel that doing the whole trials again was a bit cliché, but i enjoyed it nonetheless. Even if it seemed weird that the vaults were so close to Necrum and not necessarily desert and forest regions like Paramonia and Scrabania.
When you think about it, Abe (in AO/NnT) completed the trials to gain the powers of Shrykull. In AE, he only earns the power to heal the sick Mudokons. Yet Abe barely uses it (some special Mudokons also happen to have the healing ring ability) throughout the game so it is quite tedious. Mudomo itself has no actual "puzzles" (the level is pretty straightforward). Plus, you are possessing a Paramite to communicate with other Paramites only to complete a secret area (apart from that this feature is superfluous). All in all, I'm not saying that Mudomo and Mudanchee Vaults are bad levels, just that they're "fillers" and feel pale in comparison to Scrabania and Paramonia.
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