Well, now that I've
finally conquered this, I'll write a little review.
Story
There's a discrete storyline to accompany the hold. It is somewhat of a cliche and doesn't really add much since it's mentioned at the beginning and then kind of forgotten (I'm sure it is probably mentioned in the mastery level, although I haven't got there yet). It doesn't detract from the gameplay though, which is good.
Gameplay
The majority of rooms are of the style where it's obvious what to do, but actually
doing it is the hard part. In the beginning you've mostly got (brained) horde management. This continues for a bit into the main levels (you'll get to have lots of, er, fun with brained rattle-serpents). You also get some 'surrounded' type rooms. There's the odd lynchpin style room, which were of course the least frustrating and the most enjoyable (
Prologue: Once South, Once East,
The Basements : 1 West, for example).
This isn't a bad thing -- most rooms were still enjoyable to play, it's just that several rooms in a row with brained rattler hordes gets a little tedious. So with these styles of rooms the hold has a tendency to get a little frustrating. And just looking at
this room gave me a bit of a headache. Also, the last room I completed was
The crypt : Once South, Once West - I literally spent around 700 moves aimlessly jumping through tunnels until that queen just happened to get in the serpents way by chance
I know, I know, it's not really 'chance'...
I would say that Orientations turned out to be my favourite level - surprisingly, since it was probably the most difficult. I just felt pretty good about solving those rooms and they're actually a lot more fun than they first look.
Difficulty
I had to put the difficulty at 7.5 brains. Simply because it took me quite a while to get a working strategy on a lot of the rooms. But as I said, most of the difficulty is 'frustration' rather than 'what do I do?'.
I get the impression that the difficulty is what has put a lot of people off so far - I mean, at the moment, there are hardly any high scores - I was incredibly surprised at the number of times "
1st place!!"
flashed on the screen (not to last, of course).
Aesthetics
Aesthetics are simple and effective. The soul focus of each room is the gameplay, and nothing gets in the way of this. I would have liked to see a different room style to foundation for every level, however.
Overall
A very positive experience! Usually if I find a frustrating hold I just stop playing, but this somehow managed to keep me away from studying for upcoming exams. If you're looking for clever lynchpins or an engaging story then, granted, you won't find it here. But you will find some challenging classic style rooms and I'd thoroughly recommend you play it.
I had originally rated this at 7, but I've decided to increase that to an 8 and have given Red-XIII a +1.
[Last edited by Kwerulous at 06-15-2013 01:39 PM]