Reviews

Newest Reviews

  • Currently 5/5 Stars.

Let the carnage begin Marathon: Istoria

helviusrufus on Jul 20th, 2023, Version 1.0

While this is not my cup of tea (I dont particularly like facing hordes of enemies) and there is lots o new stuff, I like it because it's fun to play. The new stuff is easy to accommodate, there is an intelligent story, and it is fairly easy to make it an exploration game with combat rather than just fight after fight. The scenery is visually pleasing and the little touches like the exploding enemies delight. The revisiting levels on demand is an excellent feature. If you are low on O2 but want to explore, you can go forward until you find O2, fill up, an then go back and explore.

  • Currently 5/5 Stars.

Bzzzt I'm a Fetch Marathon: Istoria

hypersleep on Jul 15th, 2023, Version 1.0

Audacious, fun, overflowing with imagination. Play it.

  • Currently 5/5 Stars.

Loved it! Apotheosis X

visagi on Feb 19th, 2023, Version 1.1

I haven't played much of Marathon in a long time but picked this up after a binge of other old-school shooters. In the last month I've played Unreal, Dark Forces, all of the Half-lifes, and then this, and I can safely say I liked Apotheosis the most! It's amazing how well the core Marathon gameplay holds up. I still think I miss a bit of the punchieness of the original arsenal though. Extra praise for aesthetics and level design. The story was alright, but felt a bit like a retread of Marathon 2 from what I remember of that. But I'd much rather play this than go back to Durandal.

  • Currently 5/5 Stars.

Art (Update 2/9) Apotheosis X

ihatelivinginthisplace on Feb 8th, 2023, Version 1.1

So far I've been extremely impressed with everything here - really feels like a brand new game.

I was thinking it looked like Phoenix but then that it looked like Rubicon and then I went "screw it" and realize it's its own thing.

UPDATE: I forget I'm playing a Marathon scenario at times. It'd be a good game to promote independently of the trilogy.

  • Currently 5/5 Stars.

Easy on the eyes Gentle Flashes MML

Iritscen on Feb 7th, 2023, Version 0.1

Pickups and other flashes don't normally bother me, but in netgames the constant pickup flashes are pretty hard on the eyes, so this is a welcome solution. Note that it does not work for the original Marathon scenario however as the effects IDs are different.

  • Currently 4/5 Stars.

Great mini scenario Deus Volt!

hypersleep on Jan 20th, 2023, Version 1.0

These 6ish levels almost feel like lost Double Aught maps in the best way possible – Angular, rambling architecture that tastefully employs the base textures with handsome lighting and composition.

The maps sprawl and fold back on themselves. There’s a few moments I was left pondering what to do next, but the solution was never difficult to arrive at. I appreciate the attention paid to creating flow, with hubs and landmarks that make navigating these massive, non linear levels a breeze.

Resources are everywhere, I had every weapon except the rocket launcher by the end of the second level. I didn’t mind, I’ve spent decades with these weapons and there’s no need to learn the ropes. Let it rip.

On Total Carnage, there’s a gradual and steady increase in difficulty that will take you from melting the Pfhor during the intro to really having your reflexes tested by the time you reach the end. The fighting is great, with lots of brawls, surprising ambushes and layered encounters. The author understands how to craft layouts that highlight the monster behaviour and allow the player to manoeuvre in response to the challenge. It's the exact approach to combat that I love.

It ends on a cliff hangar, I hope this means we’ll see more one day. I was surprised at how engaged I was by a “classic” scenario in 2023, and I think that’s testament to the author's hard work here.

  • Currently 5/5 Stars.

Eternally Cool Eat The Path

Spooky on Jan 18th, 2023, Version 1.1

..only the genius possess and the insane lament

  • Currently 4/5 Stars.

Definitely better! Apotheosis X

Sharkie Lino on Jan 17th, 2023, Version 1.1

This update definitely addresses many of the issues I had experienced in the previous release. Admittedly, the second time playing a game tends to be easier than the first because you're now more familiar with it and know more where to go. But this time there was a much better amount of ammo for the fighting. The challenge was still there, but it was MUCH more manageable this time to fight what you had to. I also took advantage of the exploding barrels especially if there were any Hunters nearby.

There weren't any instances being like "Well what the heck do I use now?? There's nothing left!" (Especially on All Things Uncertain). I'm really thankful that you chose to not have the last level make you lose all your stuff anymore, that was really infuriating last time. Said level still being a vacuum is still kind of annoying, but I didn't die once from running out of oxygen, so I guess I can't complain all that much. The race up the stairs was still tough, but more manageable.

Everything had much more of a balanced feel to it, and that helps gameplay tremendously. The updated sound effects especially for the power-ups and the grenade detonations are a lot better.

Maybe the only thing that still sounds "off" is when the Troopers fire the grenades. It doesn't sound much like a firing sounds but more like a "release of steam" for lack of a better term. The sound also I think sounds too much like part of The Great Fen's soundtrack (which is already known that I dislike a lot) and it kind of makes me look around because I think something is being fired at me. I guess if the track is to stay, I can just shut the music off during that level if I play the scenario again.

I would say that in All Things Uncertain, the starting area needs to be looked at more. When you rise out of the pit, and you move away from the Enforcer about to fire on you, he goes inactive, so then the two things that teleport in to help you, just teleport out immediately instead, and you don't really have anything to take him out. While the level itself is MUCH better compared to the previous version, I would still say it could use maybe just a "tad" more ammo only because of those fast scythe-wielding (whatever they're called) monsters that are used in it, and the one that drops in near the end where there's that Enforcer waiting by the terminal I feel is a bit of a cheap shot.

This is more of a personal opinion, but I still wish there were more 2X rechargers, instead of just that one on the second to last level. Admittedly I'm not as hard about that as I was last time, since ammo amounts and cheap monster spawns were taken care of now and really changed the gameplay, but I still feel for some of the scenario's mid to later levels, I really feel the player deserves them. Not all rechargers of course, but some here and there.

But overall, this was definitely an improvement over the previous release, and I had a much more positive time playing it.

  • Currently 5/5 Stars.

This Exists NEFX Netmaps

Meerjel01 on Jan 15th, 2023, Version 41

Look. I love you. But I'm already pregnant.

:(

  • Currently 3/5 Stars.

Great Architecture, Unpolished Gameplay Portal of Sigma

MurgenROoF on Jan 1st, 2023, Version 1.1

This is an eleven level campaign notable for its highly detailed architecture, linear level flow, and incomprehensible story. There are new weapons and new graphics, but much of the gameplay is unpolished.

First, I have to mention the architecture. It’s clear that a lot of effort has been put into it. You’ll almost never see simple rectangular hallways or square rooms. There’s lots of neat little touches, such as artistic wall indentations used to create unique-looking rooms, or waterways that flow sensibly into a central reservoir. There are also some neat mapmaking tricks, like being able to move/swim through some waterfalls to reach an adjacent area, or finding secrets hidden behind illusionary walls. Lighting, often ignored by many mapmakers, is consistently used to good effect in this campaign. Overall, the map structures have some of the most attention to detail I’ve seen in any scenario, and it’s almost a shame because many of these beautiful areas are sparsely populated with enemies and the player will spend little time in them.

Combat would be fairly easy if not for a pervasive lack of shield rechargers. Save terminals are plentiful, however. Many of the Pfhor enemies have a new look and generally they are more dangerous than their vanilla counterparts; however, they are also encountered in smaller numbers. There are a few instances of unfair teleporter ambushes in which enemies suddenly appear right next to the player, but overall combat was fun and reasonable.

The level flow is one of the biggest strengths of this campaign. Unlike many Marathon scenarios, the player will not have to waste a lot of time looking for switches or trying to figure out what to do next. This is because the levels are designed in a linear manner; thankfully this is done in such a way that it does not feel forced. There are a few times that a switch opens a door out of line-of-sight; thankfully when this happens there is often a helpful terminal nearby that will use both text and pictures to show specifically what door got opened by what switch. But unfortunately, that’s pretty much the only good thing I have to say about the terminals in this campaign.

The storyline is incomprehensible. After playing through all eleven levels I still have no idea what the Portal of Sigma is, or why I was sent on a mission to capture and/or destroy it. Spelling errors abound. Perhaps the developer does not speak English as his first language, but this is definitely a case in which finding an English-speaking proofreader would have been helpful. Or heck, even just using a spellchecker could have done wonders in terms of legibility.

The lack of polish shown with the terminals extends into the gameplay, and it’s probably most obvious with the new weapons. Pretty much every weapon has either been replaced or remastered, but the execution is lacking. The new arsenal includes a cool-looking chain gun, a triple rocket launcher, and a railgun that can shoot through multiple enemies. But some of these weapon graphics actually blink out of existence during certain animations. Even worse, there is actually inconsistency in how the weapons function! For example, the chain gun usually has a moderate rate of fire and can shoot two grenades at once. But sometimes, due to some sort of glitch or bug, the fire rate becomes insanely fast, only single grenades are shot, and the ammo capacity is suddenly reduced to about 40% of the normal maximum.

There are several later levels in which swimming is necessary to proceed. This wouldn’t be a big deal except I don’t think there is a single oxygen recharger anywhere in the second half of the campaign. By the final level I was down to just a few seconds worth of oxygen left. I fear that some players will end up getting stuck, essentially softlocked, because they’ll exhaust their oxygen supply and have no way to replenish it.

Level notes:

Ghar’hima Ship: What was the point of giving the player health and a pistol in the first level if it’s just going to be immediately lost in the subsequent Rebellion level? The force field was cool.

Suenagaku – This is a secret level that’s clearly unfinished. Half the level is unpopulated, and much of the remainder consists of elaborate corridors that lead to dead ends. There is a secret area that can only be opened by smashing some wires that are already smashed (this magically makes them whole again!). The newly opened secret area shows dev-specific text on the automap.

Todo lo que queda: In the fight against three blue hunters, one of them got stuck on the terrain.

All Good People: The battle inside the water tower was spectacular. The architecture was some of the best I’ve seen in any Marathon level.

Dream a Prophecy: This is a secret “Vidmaster” level that can only be reached from One Mint Julip. Apparently there was also a way to reach it from Destination HELL but the terminal was never activated? It’s the hardest level of the campaign and the challenge was welcome.

All Those Spooky: The final battle was anti-climactic. The player cuts through a few weak fighters, some F’lickta, and then reaches the victory terminal? Seriously?

  • Currently 5/5 Stars.

I love where this scenario has come. Eternal X

Sharkie Lino on Dec 26th, 2022, Version 1.3 preview 4

I first played the original version (or at least close to it) of this scenario back around 2005 or 2006. Of course I didn't understand the story at all. I guess that can happen when you're an impatient teenager, but I remember really liking that I was playing a new Marathon scenario, and it was really fun to check out. I finished it with the sense of "That was interesting....but what just happened?", but to be fair, that's pretty much how Infinity was for me, for the longest time too.

Didn't really play it again for a long time until either last year or early this year when I was told to check out 1.2.1 which was the newest at the time, and I was totally amazed by it. How advanced and updated the levels, and just so many other things looked, and some things I actually did remember from that first version looked a lot better and let's say "more alive" afterwards. You could really see just how much work was put into this.

When the 1.3 previews rolled around. I decided to check them out because I'm the kind of guy who is always interested in seeing how something has changed from last time. While I know 4 previews can be a bit much, each one brought something new to the table, and I loved it. The new usage of color just about everywhere compared to 1.2.1 really stood out to me, as well as the updated monsters, and updated landscapes. The work done on those was phenomenal. I also like how some parts of some levels where in 1.2.1 I would be like "It would be cool if you could get in there." Then low and behold, 1.3 does just that. The usage of tracks switching up for a lot of the levels was a fantastic idea to give some variety.

The use of sounds in general are put to VERY good use for all of the levels, and especially for making all platforms ambient, which plenty know I talk about. Being the sound freak that I am, that was one of the first things I noticed from 1.2.1 when I watched some of the demo videos, and I was so glad to hear it.

I am glad that some terminals were broken up in to different ones too because while reading can be nice, just one LONG terminal can be a bit tiring, and I'm glad that was taken care of. I'll admit, I do miss the ability to get a boatload of fusion ammo on that one level, but that did not really affect my play too much for Preview 4. In fact, it was actually more fun to use some of the other weapons for a change. On that note, it's nice that on TC, there's plenty of ammo. I know, some will say it's excessive, but still, the fact that you actually HAVE it is nice. This is where some other scenarios really miss their mark; there's no carnage because there's nothing to fight with! Fists? Sure, good luck with that, and while this has nothing to do with Eternal specifically, please, DON'T enforce ammo limits on TC players. That never should have become a thing.

Side note, I love how The Midpoint of Somewhere came to be. I always found that level cool, and was really happy to see it become something with combat, and a lot more involved. Fantastic addition. Honestly, all the additions from Preview 3 to Preview 4 are good ones.

I'm definitely understanding the story a lot more than I used to. Do I now fully understand it? Nope :P but maybe that's part of the enjoyment. Each time I play it, I hope to understand more, like I did with Infinity.

It's awesome how far this scenario has come since the mid 2000s, and the work put into it since then really shows. A fantastic job all around.

  • Currently 5/5 Stars.

An Epic Campaign Eternal X

MurgenROoF on Dec 24th, 2022, Version 1.3 preview 4

Note: I played through version 1.3 Preview 4.

Eternal is a massive 52 level campaign that’s essentially a love letter to the original Marathon trilogy. It’s a ton of fun and adds a lot of new content in terms of graphics, weapons, gameplay tweaks, and sound. In terms of quality I would say this is definitely one of the top three Marathon 3rd party campaigns.

Graphically the textures, weapons, and enemies have all been redone and they actually look much better than the original. There’s lots of new terminal art and it is of superior quality. Your motion spotter looks different; even the main menu screen has a new look. All Eternal textures look good, but the neon fluorescent Pfhor textures in particular look phenomenal.

There are also a bunch of cool-looking new weapons that are fun to use and generally handle well.

Gameplay tweaks: Oxygen now auto-replenishes in oxygen-filled environments, which is a great quality of life improvement! Your motion spotter now includes a compass, and the auto-map now tracks enemies, items, and even projectiles.

Eternal features a useful secrets counter. This tracks how many secrets are on the current level, plus how may secrets you’ve had the opportunity to find overall.

The campaign features autosaving by default. It can be disabled under the “Environment-Plugins” option.

Eternal has branching level paths. In the fourth level of every chapter there will be exits to two possible successor levels. I had mixed feelings about this. On the one hand I feel it’s good to give the player choices (or the illusion of choice, since all of the paths eventually merge back together).

But on the other hand, I felt the execution had some problems. For example, on “Sakmet Rising” it is highly likely that the player will run into a Hathor terminal shortly after starting the level, which will whisk the player off to the “Remedial Chaos Theory” level. The player might not even realize they have a choice of going with Hathor versus staying with Tycho and completing the remaining 90% of “Sakmet Rising.” It’s just so counterintuitive, and it means that anyone intending to play every Eternal level had better start by finding a spoiler guide so they can plan out exactly how they’re going to do it. I would suggest either making the branching paths more obvious to the player via terminal text, or getting rid of the branching paths entirely and making the failure path the normal path.

Sound: There are hours of new music, and most of it is pretty good. Many of the songs are evocative of the original Marathon 1 soundtrack, in a good way. For example, Eternal has a new version of Bungie’s “Rushing” song that uses, I think, brass horns? Well anyways, it’s a really kick ass song that lends itself to fast-paced combat scenarios, which is appropriate because when you first hear it a massive firefight is breaking out on the bridge of the Marathon! My favorite soundtrack was probably “Carbon” which I thought synced well with the chaotic situation at the start of Chapter 3.

The plot: The plot did not grab me at first; much of the early exposition was irrelevant and could easily have been cut. I fear new players might try the campaign, encounter an initial wall of text with lots of technobabble, and log out before ever seeing the strengths of Eternal. However, once the plot gets moving, it REALLY gets moving! Eternal ended up having my favorite Marathon 3rd party scenario story. Looking back on it, the narrative is pretty amazing in scope, and touches upon almost every bit of lore from Bungie’s official campaigns.

Time travel is central to the story of Eternal. Yes, it is a problematic plot device for many reasons, but I became OK with it once I realized it was actually an excuse to take the player on a walk down nostalgia lane, as you’ll get to revisit some iconic locations from Bungie’s trilogy. I loved how there was always a cool new twist to those locations.

Some of the terminal text is in the form of poetry; normally I would not say that poetry is a medium that lends itself to storytelling in the first person shooter genre. However, in this case, I would argue that there are parts of Eternal’s plot that could not be effectively delivered without the use of poetry. For example, the story of the level “The Manipulated Dead” has a powerful emotional payoff, but it simply wouldn’t work if normal word syntax was used.

Eternal has a memorable antagonist. Most Marathon scenarios don’t even bother with an antagonist, or if they do it’s just “Generic Pfhor Warlord #9735” who is out to conquer humanity, and how many times have you kicked that guy’s ass? But Eternal’s antagonist has all the hallmarks of a great villain — a personal connection to the protagonist, regular interactions with the protagonist, the ability to react to any setbacks the protagonist might cause, and just a generally interesting backstory and motivation.

Level design: Alas, there are too many switches that open stuff to who knows where. Too many levels devolved into a switch hunt, or trying to find what area the last activated switch opened up. Many levels require hitting about 20(!) switches to reach the end, which means there’s 20 different places for the player to screw up and get needlessly lost or stuck. The single biggest thing that would make Eternal better would be to tone done the switch hunts, or institute some kind of waypoint system to keep the player from getting stuck because they missed 1 switch out of 20. I used the “Eat the Path” plugin to help find where I needed to go, which helped but it was not perfect.

Level notes:

Tangent Universe — A somber level as the player witnesses the defeat of the human race on a space station close to the sun; there is great music to set the mood. On this level the location of the sun is used to good effect to cast shadows.

Enantiodromia — The terminal text did a great job of setting up Chapter 2, and your fight against Battle Group One. The plot of Chapter 2 was my favorite, because it felt like I was coming into this military stalemate and just singlehandedly turning the whole thing around.

Chapter 2 — The spaceport levels had superb aesthetics; the music, plus the ambient rain and thunder synced perfectly with the idea of fighting in a far flung alien outpost as massive Pfhor capitol ships loomed on the horizon.

Chapter 3 — I loved all the callbacks to Marathon 2!

Let Sleeping Gods Die —The spiral staircase was inspired.

How deep the rabbit hole goes — The water pillar in this level was another thing that I didn’t even know was possible in the Marathon engine.

Second to Last of the Mohicans — A working conveyor belt! Another thing I’ve never seen in the Marathon engine before!

The Incredible Hulk — What a great way to explore Marathon lore. The events are mentioned in the official trilogy, but now we get to be an active participant in them.

This Cave is Not a Natural Formation — Some really great looking architecture in the initial arena and the northeast cave area.

Frog Blast the Vent Core — I liked the lighting, the bridge, and the smashed up part of the ship.

This Message Will Self Destruct — My favorite combat level. You’ve acquired an arsenal of really powerful weapons, and now you get to use them against hordes of powerful enemies.

Where Giants Have Fallen — Wow, the circular ascent was really clever! I probably could have grenade jumped up, but I wanted to take the scenic route, listen to the poignant music, and reminisce over the epic journey I just completed.

Thanks so much for making this, I had a blast playing it!

  • Currently 4/5 Stars.

A really unique mini-campaign Megiddo Game

MurgenROoF on Dec 20th, 2022, Version

It’s a 3 level mini-campaign that’s notable because of the new texture sets.

The first level takes place in a corporate office complete with cubicles and 90’s style desktop computers. Graphically nothing like this has been done in any other Marathon scenario; it really does have a unique look to it. Seeing hostile aliens teleporting into a corporate board room or coming out of a washroom provides a…I guess you could call it a culture shock? Basically you’re seeing a huge dissonance between “normal” things and unnatural sci-fi things that don’t normally go together.

Even better, the terminals in this level are hilarious! It’s not often you see humor in Marathon scenarios, let alone humor done well, but these jokes were actually funny. The humor is situational; the Pfhor are attacking a small business and the human employees are in a state of panic, but corporate leadership is more concerned with profits and deadlines than the welfare of their staff. It’s poking fun at contemporary office work culture in a way that had me laughing out loud more than a few times.

Unfortunately, the mission objectives for this first level (and indeed all levels in Megiddo Game) were overly convoluted. Your first objective is to smash four wall panels, but they use new graphics so you’re not even sure what you’re looking for. Even worse, the wall panels are small and easy to miss. You are given vague directions to three of the four panels, but still you can expect to spend most of your time on this level trying to figure out what to do next, not fighting aliens.

Another part of the level requires you to find a pretty well hidden underwater passage. Such a thing might be OK for a secret area harboring extra loot for the player, but no, this is a mandatory part of the level.

For the level finale the player makes their way to the office roof and fights a fun battle against a large enemy force. I was a little puzzled to see a possessed drone among the regular Pfhor drones though, as that drone fought as my ally during the battle. That was probably a bit of erroneous combatant placement by the mapmaker.

The second level of Megiddo takes place on a derelict alien ship and uses a totally new texture set which looks awesome. This level also contains numerous secrets, but each secret is cleverly revealed to the player beforehand. Basically you are shown the secret loot cache, but it’s currently unaccessible, then as you progress through the level you can try and figure out how to reach it. This sort of baiting with hints is I think the best way to handle secrets, and it makes finding them the most fun.

The third and final level takes place on the Pfhor homeworld, and once again features a new texture set with some spectacular graphics. The creator of this campaign went on to make Tempus Irae, a famous Marathon campaign based on Italian Renaissance architecture, and in this level you can really see the architectural genius that led to his later successful endeavors. For example, part of level three contains a majestic Pfhor temple with spiral fluted columns that wouldn’t be too out of place in Tempus Irae despite its alien origins.

One last note — do not use HD texture plugins with this campaign because they are graphically incompatible with the new textures. The readme warns about this, and I can confirm this warning is valid.

This is a really unique campaign that’s worth checking out, just make sure to find a spoiler guide in case you get stuck.

  • Currently 4/5 Stars.

Awsome except for Marathon 1 Redux

NovusXcell on Dec 19th, 2022, Version 0.0.13-alpha

I love the marathon 1 Redux and giving bobs a attack except for one small thing I hate the walls are way to dark other than that great game.

  • Currently 5/5 Stars.

Awsome Marathon Apotheosis

NovusXcell on Dec 19th, 2022, Version 0.9

I love the new bobs and the game story line.

  • Currently 5/5 Stars.

Incompatible with latest AO version cheats advanced v2

kotenok2000 on Dec 6th, 2022, Version 2.7E

Rename goto() function to something else, because it conflicts with Lua 5.2, so the script fails to parse

  • Currently 1/5 Stars.

Doesn't work Cheats.lua

kotenok2000 on Dec 6th, 2022, Version 2.0

Doesn't work on AlephOne-20221126-Win

  • Currently 3/5 Stars.

LOL CARNAGE VILA 46! README

Quiver333 on Dec 2nd, 2022, Version fine

Guys, calm down xddddddddd

  • Currently 5/5 Stars.

The only HUD worth using, frankly. Basic HUD

The Man on Nov 25th, 2022, Version 1.0

I’d been waiting for someone to make something like this for years. I never cared for the floating XBLA HUD, not due to its appearance (it looks fine) but because it doesn’t display your full inventory. The corner HUD bothered me because it blocked too much of the game world.

This, on the other hand, is fantastic. It blocks as little of the screen as is necessary, it gives you all the information the vanilla HUD, and it uses the entire screen for the game world. What more could you want? (…OK, I guess a Marathon 1 version would be nice someday.)

Anyway, an immense thanks are due to treellama for creating this. It’s one of those little things that modernises the game in an important way. It’s great.

  • Currently 4/5 Stars.

Great concept, great execution! Kill Them All IV

MurgenROoF on Nov 24th, 2022, Version 1.00

You know what the single biggest, most common problem is with Marathon levels? Being lost with no idea of where to go or what to do. This leads to downtime, and downtime leads to boredom! Boredom sucks!

KTA IV has a simple but effective solution to kill boredom where it stands.

Each level is very small and simple (less than 100 polygons), and there is no plot to slow you down. It’s pure, 100% carnage, because in order to activate the teleporter to go to the next level you have to…well, the scenario is entitled “Kill Them All,” so it’s pretty self explanatory.

But the action is about as streamlined as it gets, with no downtime, and no getting lost.

Because there are a whopping 52 levels, they are divided into six different chapters. The first level acts as a sort of hub, allowing you to play the chapters in any order. It is probably best to play them in numerical order, because the difficulty level does ramp up in the later chapters.

Each level is a Rebellion level, meaning you start with no weapons and little health. This keeps things fresh because you never know what resources will be available in a particular level. It also ensures the difficulty cannot become too easy or too hard based upon long-term resource acquisition.

A large amount of authors contributed to this, which is nice because it means there’s a lot of variety in the level design. I’ll just mention a few levels I found noteworthy:

“Power Word Kill” is a level that’s all about the rocket launcher. You get tons of rockets and the high ground, and down below you are large concentrations of enemies just waiting to be exploded. It’s the best case scenario for everyone who loves rockets.

“The limacon” has a truly bizarre architectural design. Pulsating lighting adds to the effect, and a huge battle against invisible compilers is just icing on the cake.

“Purple Haze” sets you on a small island with a central building. Opening one of the building’s doors will pit you face to face with a horde of powerful enemies, and the small available battle area means you’ll need to make good choices about where to fight and when to run.

“Polygons, Platforms, and Duct Tape” features a central room with a pool of water in the middle. As the player explores the level hordes of enemies will be released, and some of them will inevitably fall into the deepest parts of the central water pool where they will become stuck. This caused me some consternation because I knew I had to kill all the enemies, but there were so many baddies stuck at the bottom of the pool I was certain I would suffocate before I could punch them all to death. Plus, that would be really time consuming and boring. Later I found a flechette that could fire underwater and hasten the process, but still it just seemed like sloppy level design. Finally, at the end of the level, it was revealed that the two water pits were in fact platforms that would be raised so that all the trapped enemies would be released to fight again. So the water pit traps were not unintentional, as I first suspected, but I still think that this could probably have been handled in a better way.

“Victoria” is a level that’s all about the shotgun. Now in Bungie’s campaigns shotgun ammo was rare enough that most players would carefully hoard it, using it only in the direst of situations. But in this level your only weapon is a shotgun, and ammo is plentiful, so you finally get to go crazy with this seldom-used but powerful weapon. It certainly helps that the level features close quarters fighting with large clumps of enemies, which is where the shotgun performs best!

This combat-focused campaign is great fun, and well worth playing!