: Anyway, a terminal tells us that we've been sent to the wrong place as a
: result of the EMP attack on the Marathon made by the Pfhor. There are
: Pfhor here now - not in great numbers, though, and it seems not only an
: odd place to strike in the initial invasion, but also I think a much
: better effect could be achieved if the Pfhor seemed more like they were
: invading and not teleporting almost randomly. After all, the Pfhor
: invasion has just begun - that provides some very unique opportunities.
I like the way they randomly teleport in, remeber, Leela said that the attack was very disorginized, due to the marathons massive size. And why not enginering? Makes sense to go to the power sources and what not and try to cut them off.
: In the north-eastern corner we find an area added onto the original by D-M.A.
: Very well-constructed, it's quite cool. There's a door that's meant, I
: believe, to close behind you, but it can be propped open. There's a big,
: big room with a beautiful lighthing effect - must've used one hell of a
: lot of polys though. This room can be a bit difficult, but it can be
: cleared out without too much trouble. Inside a small room contained in
: here there're four switches opening doors in the big hallway. Flip them
: and return to the hallway, where four doors (two on the east, two on the
: south) are open. There's no reason to go into the eastern conductor room
: at all - the southern one contains the chip insertion.
I like how the M1 troopers are back for this version.
: All in all, this was a rather dull level. There wasn't much of an atmosphere,
: and the layout was incredibly symmetrical. D-M.A.s addition was
: interesting, but could've used more carnage.
Human things do tend to be symmetrical, and this is a funcutional area as well.
I think that it is a bit dull, but adds a bit of realism to the plot thus far.