Level: Send Nero to Hell! back home search
Author(s): Marcos
total rating:8.80 Gameplay &
Objects &
Sound &
Lighting &
dinne 9 7 5 8
Jay 10 9 10 9
Jorge22 8 10 10 9
Phil 10 9 10 9
requiemsoul 8 9 8 9
category averages
(5 reviews)
9.00 8.80 8.60 8.80

Reviewer's comments

"Played it all with secrets. The game, featured fully by an almost-totally-weaponless Kurtis, has absolutely very creative dynamics, that often are hilarious and sometimes a bit out of place, but are never granted or expected. Most of the items/triggers are meant to be used in a different way than the expectations, so the player must be creative itself to proceed in the level. That is very pleasant for many gamers for sure. Also, secrets are pretty nasty and this adds some points. This game is a concentrated of news. I've given 9 to "Gameplay&Puzzles" and not 10 because even if they're very cool when taken one by one, they're not very well blended with the overall surrounding environment, sometimes resulting almost no-sense. Textures are cool too and well placed, especially the walls, but the atmosphere is often poor, due to some issues: 1) Areas and rooms are really too much big and boring, painted with the same kind of textures, not enough dense of interactive objects (nor statics) and often they result too "squared". This is the worst point that ruins the atmosphere. 2) There is too much darkness for so big areas, and the player has limited flares and no binoculars; this forces it to ignore the exploration of all the the dark areas most of the times, hoping that nothing is hiding there. 3) The fully red textures are out of place, they seem more like placeholders than an actual (wanted) materials, unfortunately. It's also very difficult to blend objects with this colour, in fact the static objects seem like "floating" with no shadows on the floor/wall. 4)Musics are cool if taken alone, but sometimes out of place in the level and sometimes silly. But, the lightning is overall really ok; you never have the sensation of a bad lightning. Just what a pity for the architecture... Enemies must be killed in creative and unexpected ways, since Kurtis is weaponless. This is cool. But there are too many gladiators and lions, while the gladiators should be meant as "special guests" and not like regular enemies like that (but this may be more subjective), so I've given 7. Resuming, this level is highly reccommended to players that want to see something new, fresh and unexpected, even if the surrounding environment is not optimal. *A bug is found when Kurtis is swinging on the ceilings: by pressing circle, he will perform an animation like putting an object into the wall, that was surely not wanted here." - dinne (17-Mar-2018)

"It is not my MarcosĀ“s favorite level. Some creative section as usual but the gameplay is a bit easy, short and linear." - requiemsoul (17-Mar-2018)

"I feel quite spoilt at the moment. Having just finished The Black Diamond, here is another level that requires lateral thinking. You play as Kurtis and for the most part of the two levels there are no guns. Even in the opening stages where pistols are available, ammo is limited. This is quirky and inventive, with some laugh out loud moments in dealing with various enemies. There are gladiators and bats around and guns may not be available, but a fascinating selection of other means is presented - giant magnet, a hilarious bat killing machine, holy water - just one clever scenario after another. I found the end battle with multiple gladiators very challenging. Trying to run around a room on narrow walkways, picking up the crossbow and 'blessed arrows' in order to kill the gladiators, without being shoved into the abyss by them, proved pretty hard for me, but there was no way I could have achieved the necessary timed run with them in the way. Quite an adrenalin rush! Judging by the reaction to the aforementioned Black Diamond level, I realise that this may not please those players who like a very traditional raid, but (especially since there are plenty of people still bringing us traditional games) I personally love getting levels such as this and for some reason I'm less likely to get stuck. Is that a 'chicken and egg' thing? Do I like this type of level so much because I don't get stuck or do I not get stuck because I'm having such a good time? No idea - I only know I was really sorry when it ended." - Jay (12-Mar-2018)

"I had a good time playing this two-part adventure while writing a walkthrough for it. The two parts flow together quite seamlessly, although the first part takes about twice as long to play as the second. I was dismayed at first to discover that the few flare pickups were just that, one measly flare, especially since the surroundings at that point were rather dark. But I managed to play the entire game without having to use a single one, a testimony to a builder's ability to provide a dark and forbidding ambience without depriving the player of the ability to see what he's doing. There are some really nice touches here, especially the overhead magnet that first robs you of your pistols and then hoists a gladiator up by his petards. You deal with a number of enemies without traditional weapons to deal with them, but the nontraditional means work just as well. During that last battle in the gladiator room, it's definitely worth the time and effort to pick up the crossbow and the nearby quiver of so-called blessed arrows, as the latter can be used to dispose of the gladiators. Lots of fun, and completely different in appearance from most other custom levels out there." - Phil (11-Mar-2018)

"This is one of those levels that's so different from anything else you won't be able to go anywhere if you forget you must think pretty much out of the box. That's both a good and a bad thing. It's always a breath of fresh air when something is actually unique and the objects are new or new-ish or used in some new way. It's also frustrating when you have to keep asking everyone else what you're supposed to do in order to proceed. As so often happens in this kind of games with unexpected object interactions, sometimes they can be a bit fiddly, leading the player to believe there's nothing there when there actually is. On the other hand, atmosphere, story, sounds, all is nice. And I enjoyed killing all those gladiators in the next-to-final room by using blessed arrows (luckily, I'd read about them in the forums). Well, this is original indeed and hard to discredit, so I won't. I'm actually glad some builders choose this course of action." - Jorge22 (10-Mar-2018)
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