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* DemonicSpiders:
** Ceiling turrets have MUCH more firepower and far better accuracy than the stormtroopers and commandos and can shred through your shields very quickly. They can also get the drop on you since they blend into the environment (due to being polygon objects) and thus harder to spot quickly compared to human enemies.
** Trandoshans with their concussion rifles deal heavy damage and, since their weapons are hitscan, can blast you from long range without you even knowing where they're firing from.
** While not an enemy, the I.M. mines scattered around several levels will quickly become the bane of your existence, being hard to spot (and often hidden around corners) unless you already know they're there from a previous playthrough, and absolutely shredding your shields and health with their explosions.
** Ceiling turrets have MUCH more firepower and far better accuracy than the stormtroopers and commandos and can shred through your shields very quickly. They can also get the drop on you since they blend into the environment (due to being polygon objects) and thus harder to spot quickly compared to human enemies.
** Trandoshans with their concussion rifles deal heavy damage and, since their weapons are hitscan, can blast you from long range without you even knowing where they're firing from.
** While not an enemy, the I.M. mines scattered around several levels will quickly become the bane of your existence, being hard to spot (and often hidden around corners) unless you already know they're there from a previous playthrough, and absolutely shredding your shields and health with their explosions.
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* HellIsThatNoise: The double beep from the I.M. mines. Once you hear that, you know you've triggered one, meaning that you're going to take an explosion to the face.
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* PolishedPort: The 2024 Remaster features a modernised control scheme, upscaled graphics, and features such as concept art and a bonus mission.
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** While it would be hard to blame Level 14 for being the hardest since it just happens to be final but what really makes it stand out among the others is just how incredibly ''long'' it is when compared to those that came before. It goes without saying that being aware of how much you'll need to replay in case of failure doesn't exactly help to relieve the tension during the FinalBoss fight.
to:
** While it It would be hard to blame Level 14 for being the hardest since it just happens to be the final level, but what really makes it stand out among the others is just how incredibly ''long'' it is when compared to those that came before. It goes without saying that being aware of how much you'll need to replay in case of failure doesn't exactly help to relieve the tension during the FinalBoss fight.
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** Level 11:Finding the right path to the Information Center requires you to solve a little maze of sorts and while understanding ''what'' you're supposed to do isn't that hard, actually ''implementing'' it might prove far trickier.
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** Level 11:Finding 11: Finding the right path to the Information Center requires you to solve a little maze of sorts and while understanding ''what'' you're supposed to do isn't that hard, actually ''implementing'' it might prove far trickier.
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** Level 11:
*** Finding the right path to the Information Center requires you to solve a little maze of sorts and while understanding ''what'' you're supposed to do isn't that hard, actually ''implementing'' it might prove far trickier.
*** Finding the right path to the Information Center requires you to solve a little maze of sorts and while understanding ''what'' you're supposed to do isn't that hard, actually ''implementing'' it might prove far trickier.
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** Level 11:
*** Finding11:Finding the right path to the Information Center requires you to solve a little maze of sorts and while understanding ''what'' you're supposed to do isn't that hard, actually ''implementing'' it might prove far trickier.
*** Finding
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* SugarWiki/FunnyMoments: At one point in the Rameses Hed spaceport level you can happen upon what appears to be a [[https://imgix.bustle.com/inverse/19/af/d3/fd/5365/4386/bf0c/c6d63d6b4928/df11jpg.jpeg?w=349&h=258&fit=max&auto=format%2Ccompress public urinal]] being used by three enemies. Two of them are Stormtroopers in full armour which opens up some questions.
to:
* SugarWiki/FunnyMoments: At one point in the Rameses Hed spaceport level you can happen upon what appears to be a [[https://imgix.bustle.com/inverse/19/af/d3/fd/5365/4386/bf0c/c6d63d6b4928/df11jpg.jpeg?w=349&h=258&fit=max&auto=format%2Ccompress public urinal]] being used by three enemies. Two of them are Stormtroopers in full armour armour, which opens up some quite a few questions.
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* SugarWiki/FunnyMoments: At one point in the Rameses Hed spaceport level you can happen upon what appears to be a [[https://imgix.bustle.com/inverse/19/af/d3/fd/5365/4386/bf0c/c6d63d6b4928/df11jpg.jpeg?w=349&h=258&fit=max&auto=format%2Ccompress public urinal]] being used by three enemies. Two of them are Stormtroopers in full armour which opens up some questions.
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Slight change from 'solider' to 'soldier'.
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** Level 11 is one big ZergRush of Imperial soliders and stormtroopers. And the infamous [[ThatOnePuzzle door puzzle]] at the end will give you a fear of and aversion to hexagons. You get to fight [[spoiler:Boba Fett]] afterwards, though, which makes up for it.
to:
** Level 11 is one big ZergRush of Imperial soliders soldiers and stormtroopers. And the infamous [[ThatOnePuzzle door puzzle]] at the end will give you a fear of and aversion to hexagons. You get to fight [[spoiler:Boba Fett]] afterwards, though, which makes up for it.
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Jerec isn't even in this game. Yes i
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* MagnificentBastard: The [[FallenHero Dark Jedi Jerec]] is a powerful Miraluka and former Inquisitor who uses his connections and talents to forge a [[KnowledgeBroker massive information network]] and to convert Force-Users to the Dark Side while keeping them loyal to himself. Using his own schemes and abilities, Jerec [[PlayingBothSides seemingly serves many warlords for his own interests]] and gain the location of the Valley of the Jedi. Jerec is later able to find the Valley before facing hero Kyle Katarn, stopped just before [[GodhoodSeeker he can achieve near omnipotence]] himself.
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* MagnificentBastard: The Dark Jedi Jerec is a powerful Miraluka and former Inquisitor who uses his connections and talents to forge a massive information network and to convert Force-Users to the Dark Side while keeping them loyal to himself. Using his own schemes and abilities, Jerec seemingly serves many warlords for his own interests and gain the location of the Valley of the Jedi. Jerec is later able to find the Valley before facing hero Kyle Katarn, stopped just before he can achieve near omnipotence himself.
to:
* MagnificentBastard: The [[FallenHero Dark Jedi Jerec Jerec]] is a powerful Miraluka and former Inquisitor who uses his connections and talents to forge a [[KnowledgeBroker massive information network network]] and to convert Force-Users to the Dark Side while keeping them loyal to himself. Using his own schemes and abilities, Jerec [[PlayingBothSides seemingly serves many warlords for his own interests interests]] and gain the location of the Valley of the Jedi. Jerec is later able to find the Valley before facing hero Kyle Katarn, stopped just before [[GodhoodSeeker he can achieve near omnipotence omnipotence]] himself.
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Approved by the thread.
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* MagnificentBastard: The Dark Jedi Jerec is a powerful Miraluka and former Inquisitor who uses his connections and talents to forge a massive information network and to convert Force-Users to the Dark Side while keeping them loyal to himself. Using his own schemes and abilities, Jerec seemingly serves many warlords for his own interests and gain the location of the Valley of the Jedi. Jerec is later able to find the Valley before facing hero Kyle Katarn, stopped just before he can achieve near omnipotence himself.
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** Level 10 features the infamous sequence where the player is forced to battle a krayt dragon unarmed, and once you're done with it, you're in for a long ride with some of the most annoying enemies in the game: the Grans and Trandoshans. On top of that, you're going to constantly have to be on alert for mines that are placed in some pretty mean areas, including at least one case where they're placed right behind a door and, in one really mean case, under an item where it ''can't be seen.''
to:
** Level 10 features the infamous sequence where the player is forced to battle a krayt kell dragon unarmed, and once you're done with it, you're in for a long ride with some of the most annoying enemies in the game: the Grans and Trandoshans. On top of that, you're going to constantly have to be on alert for mines that are placed in some pretty mean areas, including at least one case where they're placed right behind a door and, in one really mean case, under an item where it ''can't be seen.''
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* HilariousInHindsight: '''''The entire damn game''''' is this due to ''Film/RogueOne'' seeming to be a SpiritualAdaptation of the game. Justified as one of the editors [[WriteWhatYouKnow was an editor of a PC magazine at the time...]]
to:
* HilariousInHindsight: '''''The entire damn game''''' is this due to ''Film/RogueOne'' seeming to be a SpiritualAdaptation of the game. Justified as one of the editors [[WriteWhatYouKnow was an editor of a PC magazine at the time...]]Go [[HilariousInHindsight/StarWarsLegends here]].
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** Level 11 is one big ZergRush of Imperial soliders and stormtroopers. And the infamous [[ThatOnePuzzle door puzzle]] at the end will give you a fear of and aversion to hexagons. You get to fight [[spoiler:Boba Fett]] afterwards, though, which makes up for it.
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** Level 10 features the infamous sequence where the player is forced to battle a krayt dragon unarmed, and once you're done with it, you're in for a long ride with some of the most annoying enemies in the game: the Grans and Trandoshans.
to:
** Level 10 features the infamous sequence where the player is forced to battle a krayt dragon unarmed, and once you're done with it, you're in for a long ride with some of the most annoying enemies in the game: the Grans and Trandoshans. On top of that, you're going to constantly have to be on alert for mines that are placed in some pretty mean areas, including at least one case where they're placed right behind a door and, in one really mean case, under an item where it ''can't be seen.''
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* PortingDisaster: The [=PlayStation=] port received much weaker ratings compared to the original PC version for its muddled graphics and horrid frame rate, bringing the game to borderline unplayable performance.
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** Level 10 feaures the infamous dragon punch sequence and once you're done with it, you're in for a long ride with some of the most annoying enemies in the game, that is the Grans and Trandoshans.
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** Level 10 feaures features the infamous dragon punch sequence where the player is forced to battle a krayt dragon unarmed, and once you're done with it, you're in for a long ride with some of the most annoying enemies in the game, that is game: the Grans and Trandoshans.
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*** Figuring out that it's the elevator that's blocking the access to the elevator shaft is actually way harder than it seems to be.
*** Would you ever think that you can actually run ''through'' a force field rather than waste time trying to find a way to disable it? The fact that there is one particular force field that you can't get through ''unless'' you deactivate it doesn't exactly help.
*** Would you ever think that you can actually run ''through'' a force field rather than waste time trying to find a way to disable it? The fact that there is one particular force field that you can't get through ''unless'' you deactivate it doesn't exactly help.
to:
*** Figuring out that it's the elevator that's blocking the access to the elevator shaft is actually way harder than it seems to be.
be. The "map" they place to hint at how you need to place them is pretty obtuse too.
*** Would you ever think that youcan actually need to run ''through'' a force field after waiting for it to deactivate, rather than waste time trying to find a way to disable it? The fact that there is one particular the other, identical force field that you can't get through ''unless'' encounter earlier in the level ''requires'' you to find the button and deactivate it doesn't exactly help.help. And even if you know, it requires proper timing and shaves off health with every mistake.
*** Would you ever think that you
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It's not a YMMV trope
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* FakeDifficulty: Land mine placement in Level 10 and, though not to such an extent, in Level 14, pretty much defines this tropes. Not only are the mines themselves very hard to detonate and their blast radius is huge but they tend to be located in places that render them practically undetectable until they blow up right into your face, such as immediately behind closed doors or around corners. The only way to not get hurt by them at all on your first playthrough would be to keep throwing thermal detonators every step of the way clearing the path ahead of you.
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* SchizophrenicDifficulty: Not the worst offender out there but still, a few stages later in the game can hardly be called an improvement in terms of difficulty:
** If you made it through Level 4, chances are you won't see a Game Over screen while playing through Level 5, which is quite possibly the second shortest and easiest in the entire game, save only for the very first one.
** For a mission that takes place right before the very final one, "The Stowaway" sure doesn't seem all that challenging.
** If you made it through Level 4, chances are you won't see a Game Over screen while playing through Level 5, which is quite possibly the second shortest and easiest in the entire game, save only for the very first one.
** For a mission that takes place right before the very final one, "The Stowaway" sure doesn't seem all that challenging.
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* HilariousInHindsight: '''''The entire damn game''''' is this due to ''Film/RogueOne'' seems to be a SpiritualAdaptation of the game. Justified as one of the editors [[WriteWhatYouKnow was an editor of a PC magazine at the time...]]
to:
* HilariousInHindsight: '''''The entire damn game''''' is this due to ''Film/RogueOne'' seems seeming to be a SpiritualAdaptation of the game. Justified as one of the editors [[WriteWhatYouKnow was an editor of a PC magazine at the time...]]
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Changed line(s) 2 (click to see context) from:
* AwesomeMusic: Even for the unusually high ''Star Wars'' standards, Clint Bajakian's dark and disturbing score leaves nothing to be desired, with [[https://www.youtube.com/watch?v=JZjX-nS2U5A&list=PLFBCDB466FCB9C66C the main theme]] being quite possibly one of the finest non-John Williams tracks ever made for the franchise.
to:
* AwesomeMusic: SugarWiki/AwesomeMusic: Even for the unusually high ''Star Wars'' standards, Clint Bajakian's dark and disturbing score leaves nothing to be desired, with [[https://www.youtube.com/watch?v=JZjX-nS2U5A&list=PLFBCDB466FCB9C66C the main theme]] being quite possibly one of the finest non-John Williams tracks ever made for the franchise.
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* SchizophrenicDifficulty: Not the worst offender out there but still, a few stages later in the game can hardly be called an improvement in terms of difficulty:
** If you made it through Level 4, chances are you won't see a Game Over screen while playing through Level 5, which is quite possibly the second shortest and easiest in the entire game, save only for the very first one.
** For a mission that takes place right before the very final one, "The Stowaway" sure doesn't seem all that challenging.
** If you made it through Level 4, chances are you won't see a Game Over screen while playing through Level 5, which is quite possibly the second shortest and easiest in the entire game, save only for the very first one.
** For a mission that takes place right before the very final one, "The Stowaway" sure doesn't seem all that challenging.
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* AwesomeMusic: Even for the unusually high ''Star Wars'' standards, Clint Bajakian's dark and disturbing score leaves nothing to be desired, with [https://www.youtube.com/watch?v=JZjX-nS2U5A&list=PLFBCDB466FCB9C66C the main theme] being quite possibly one of the finest non-John Williams tracks ever made for the franchise.
to:
* AwesomeMusic: Even for the unusually high ''Star Wars'' standards, Clint Bajakian's dark and disturbing score leaves nothing to be desired, with [https://www.[[https://www.youtube.com/watch?v=JZjX-nS2U5A&list=PLFBCDB466FCB9C66C the main theme] theme]] being quite possibly one of the finest non-John Williams tracks ever made for the franchise.
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* AwesomeMusic: Even for the unusually high ''Star Wars'' standards, Clint Bajakian's dark and disturbing score leaves nothing to be desired, with [https://www.youtube.com/watch?v=JZjX-nS2U5A&list=PLFBCDB466FCB9C66C the main theme] being quite possibly one of the finest non-John Williams tracks ever made for the franchise.
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* HilariousInHindsight: '''''The entire damn game''''' is this due to ''Film/RogueOne'' seems to be a SpiritualAdaptation of the game. Justified as one of the editors [[WriteWhatYouKnow was an editor of a PC magazine at the time...]]
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Changed line(s) 1 (click to see context) from:
* DownTheDrain: Probably one of the most infamous (and earliest, at least FPS-wise) examples of this trope. The sewers come into play as early as Level 3: they combine a confusing maze of corridors, underwater creatures that are very difficult to spot and hit before they spot and hit you (not to mention the NightmareFuel factor that put many younger gamers off at the time of the game's release), limited supply of ammo and battery cells and being all around just a chore to get through. It doesn't help that the whole setting seems to be the last place you would ever be looking for a prominent officer in the Imperial Navy (who actually looks more like a mercenary thug, making you wonder whether the purpose of the level was not changed at some stage of development).
to:
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*** Finding the right path to the Information Center requires you to solve a little maze of sorts and while understanding ''what'' you're supposed to do isn't that hard, actually ''implementing'' it might prove far trickier.
to:
*** Finding the right path to the Information Center requires you to solve a little maze of sorts and while understanding ''what'' you're supposed to do isn't that hard, actually ''implementing'' it might prove far trickier.trickier.
----
----
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* FakeDifficulty: Land mine placement in Level 10 and, though not to such an extent, in Level 14, pretty much defines this tropes. Not only are the mines themselves very hard to detonate and their blast radius is huge but they tend to be located in places that render them practically undetectable until they blow up right into your face, such as righ behind closed doors and around corners. The only way to not get hurt by them at all on your first playthrough would be to keep throwing thermal detonators every step of the way.
to:
* FakeDifficulty: Land mine placement in Level 10 and, though not to such an extent, in Level 14, pretty much defines this tropes. Not only are the mines themselves very hard to detonate and their blast radius is huge but they tend to be located in places that render them practically undetectable until they blow up right into your face, such as righ immediately behind closed doors and or around corners. The only way to not get hurt by them at all on your first playthrough would be to keep throwing thermal detonators every step of the way.way clearing the path ahead of you.
Changed line(s) 6 (click to see context) from:
** Level 10 feaures the infamous dragon punch sequence and once you're done with it, you're in for a long ride with some of the most annoying enemies in the game, ie. Grans and Trandoshans.
to:
** Level 10 feaures the infamous dragon punch sequence and once you're done with it, you're in for a long ride with some of the most annoying enemies in the game, ie. that is the Grans and Trandoshans.
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*** Would you ever think that you can actually run ''through'' a crossfield rather than waste time trying to find a way to disable it?
to:
*** Would you ever think that you can actually run ''through'' a crossfield force field rather than waste time trying to find a way to disable it?it? The fact that there is one particular force field that you can't get through ''unless'' you deactivate it doesn't exactly help.
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Changed line(s) 1 (click to see context) from:
* DownTheDrain: Probably one of the most infamous (and earliest, at least FPS-wise) examples of this trope. The sewers come into play as early as Level 3: they combine a confusing maze of corridors, underwater creatures that are very difficult to spot and hit before they spot and hit you (not to mention the NightmareFuel factor that put many younger gamers off at the time of the game's release), limited supply of ammo and battery cells and being all around just a chore to get through. It doesn't help that the whole setting seems to be the last place you would ever be looking for a prominent officer in the Imperial Navy (who actually looks more like a mercenary thug, making you wonder whether the purpose of the level was not changed at some stage of development).
to:
* DownTheDrain: Probably one of the most infamous (and earliest, at least FPS-wise) examples of this trope. The sewers come into play as early as Level 3: they combine a confusing maze of corridors, underwater creatures that are very difficult to spot and hit before they spot and hit you (not to mention the NightmareFuel factor that put many younger gamers off at the time of the game's release), limited supply of ammo and battery cells and being all around just a chore to get through. It doesn't help that the whole setting seems to be the last place you would ever be looking for a prominent officer in the Imperial Navy (who actually looks more like a mercenary thug, making you wonder whether the purpose of the level was not changed at some stage of development).development).
* FakeDifficulty: Land mine placement in Level 10 and, though not to such an extent, in Level 14, pretty much defines this tropes. Not only are the mines themselves very hard to detonate and their blast radius is huge but they tend to be located in places that render them practically undetectable until they blow up right into your face, such as righ behind closed doors and around corners. The only way to not get hurt by them at all on your first playthrough would be to keep throwing thermal detonators every step of the way.
* ThatOneLevel: A few might claim the title:
** Level 3 has stayed in the minds of many people who played this game as kids, mostly due to its [[NightmareFuel nightmarish sewer design]].
** Level 6 tends to be viewed as the most ''mentally'' challenging, due to the confusing layout of the detention center as well as the very convoluted (if essentially logical) route you need to take in order to make it to your destination.
** Level 10 feaures the infamous dragon punch sequence and once you're done with it, you're in for a long ride with some of the most annoying enemies in the game, ie. Grans and Trandoshans.
** While it would be hard to blame Level 14 for being the hardest since it just happens to be final but what really makes it stand out among the others is just how incredibly ''long'' it is when compared to those that came before. It goes without saying that being aware of how much you'll need to replay in case of failure doesn't exactly help to relieve the tension during the FinalBoss fight.
* ThatOnePuzzle:
** Level 6:
*** Figuring out that it's the elevator that's blocking the access to the elevator shaft is actually way harder than it seems to be.
*** Would you ever think that you can actually run ''through'' a crossfield rather than waste time trying to find a way to disable it?
** Level 11:
*** Finding the right path to the Information Center requires you to solve a little maze of sorts and while understanding ''what'' you're supposed to do isn't that hard, actually ''implementing'' it might prove far trickier.
* FakeDifficulty: Land mine placement in Level 10 and, though not to such an extent, in Level 14, pretty much defines this tropes. Not only are the mines themselves very hard to detonate and their blast radius is huge but they tend to be located in places that render them practically undetectable until they blow up right into your face, such as righ behind closed doors and around corners. The only way to not get hurt by them at all on your first playthrough would be to keep throwing thermal detonators every step of the way.
* ThatOneLevel: A few might claim the title:
** Level 3 has stayed in the minds of many people who played this game as kids, mostly due to its [[NightmareFuel nightmarish sewer design]].
** Level 6 tends to be viewed as the most ''mentally'' challenging, due to the confusing layout of the detention center as well as the very convoluted (if essentially logical) route you need to take in order to make it to your destination.
** Level 10 feaures the infamous dragon punch sequence and once you're done with it, you're in for a long ride with some of the most annoying enemies in the game, ie. Grans and Trandoshans.
** While it would be hard to blame Level 14 for being the hardest since it just happens to be final but what really makes it stand out among the others is just how incredibly ''long'' it is when compared to those that came before. It goes without saying that being aware of how much you'll need to replay in case of failure doesn't exactly help to relieve the tension during the FinalBoss fight.
* ThatOnePuzzle:
** Level 6:
*** Figuring out that it's the elevator that's blocking the access to the elevator shaft is actually way harder than it seems to be.
*** Would you ever think that you can actually run ''through'' a crossfield rather than waste time trying to find a way to disable it?
** Level 11:
*** Finding the right path to the Information Center requires you to solve a little maze of sorts and while understanding ''what'' you're supposed to do isn't that hard, actually ''implementing'' it might prove far trickier.
Is there an issue? Send a MessageReason:
None
Added DiffLines:
* DownTheDrain: Probably one of the most infamous (and earliest, at least FPS-wise) examples of this trope. The sewers come into play as early as Level 3: they combine a confusing maze of corridors, underwater creatures that are very difficult to spot and hit before they spot and hit you (not to mention the NightmareFuel factor that put many younger gamers off at the time of the game's release), limited supply of ammo and battery cells and being all around just a chore to get through. It doesn't help that the whole setting seems to be the last place you would ever be looking for a prominent officer in the Imperial Navy (who actually looks more like a mercenary thug, making you wonder whether the purpose of the level was not changed at some stage of development).