It includes puzzle elements — generally
finding keycards — and a «cover system» — you essentially hide against a wall that the game says you can hide against, making you invulnerable to bullets so long as you're pressed up against it — but never really gets all that difficult.
Finding a keycard to open a single damn door can have you wandering around the level like an idiot because it barely shows up on the screen, while at other times you might find yourself unable to progress because you missed a movable object whose prompt will only display if your standing in exactly the right two inches of terrain.
Not exact matches
He is forever losing his
keycards (yes, there are multiple ones) and I always
find them in random spots.
Remember all the exploring you did in Duke Nukem 3D,
finding all the hidden areas containing
keycards or goodies / weapons?
They feel like expanded «
find the correct
keycard to continue» sections of old first person shooters or «defeat all the enemies» of more modern games — padding just to extend the length of a game.
I assume the reviewer got fussy about looking for
keycards / switches or
found Duke Nukem too misogynistic.
Each of the randomly generated levels consist of a number of different interconnecting rooms, and tasks players with navigating through each of them, killing all of the enemies within until you
find the Red
Keycard that can be used to exit the level and progress to the next.
Other items to
find include
keycards that open locked doors and bonus items which give score (Keen gets an extra life if he collects enough score).
Other items to
find include
keycards that open locked doors, bonus items which give score (Keen gets an extra life if he collects enough score) and the Ankh, which gives temporary invulnerability.
This adventure will feature a heavy dose of the Alien, and we'll help players sneak past the Xenomorph to
find the passcode and Dr. Morley's
keycard.