FIRST SCENARIO OVER ALL: 3.2
-cinematics totally need it render sky, and setobscured units OFF. camera tracks sometimes smooth and fast. some camera tracks were too sloopy, and way too fast. for instance, the first camera track after the sargent tells castlin that he can now go home, castlin walks to his house, while the camera track trys to focus. In some parts, Castlin could barely keep up with the speed of the camera track.
-dialogs totally needed more work. i mean "good bye, military" could be replaced by other sentence and during the dialog between the sargent and castlin, it shows the borders of the maps, and i played this cinematic over three times, and during this dialog, castlin appeared once, and the sargent was never shown. another problem, and rather annoying. a bunch of music is begin played, one after the other. some of these music doesnt really go with the ambient of the scenario. all musics fade inmmediately right after the other. there is another problem, cinematic mode is suddenly turned off as soon as Castlin arrives to the camp where his family is supposed to be.
-Over all map design is average, more details should do the job. also, there is no need of so many revealers on the editor. it made it really laggy to see the map on the editor, with so many revealers on the same place.
SECOND SCENARIO OVER ALL: 3.5
-The starting of this scenario is kind of weird. on the prologue you were on a horse, now you are walking on the middle of a forest? the cinematics were cool. but once again, deatils with the map, along with render sky, dialogs, and music were problems. when Castlin discovers the egyptian camp, a Norse Civilization theme song plays, which really doesnt have anything to do with the situation. in other words, it doesnt mix up.
-playability, it needed more challenge. way too easy. enemy units are just standing there. it just gives me time for me to build up. although gold was kind of a big challenge. hint: do not use cinematic trees for a forest. use them when they are only gonna appear on a cinematic.
ENDING SCENARIO: The ending was kind of cool. but once again, render sky, and dialogs were a problem. it was kind of short too. since the ending of the second scenario was putted into another map, i thought the ending of this scenario was gonna something long and big. but it only lasted about a minute. you could have just put more space on the scenario two, and put the ending part on it.
SCENARIO THREE OVER ALL: 2
-Way too easy, put more challenge on it and once again, render sky, and dialogs were the problem. when i was on the forest, i just headed by the entrance far to the right. the axeman attacked, and had only about 1Hp. after that, i got the axeman suit, and i was able to walk to the enemies base. when i found the norse, the cinematic was very laggy. so many units in cinematic mode were the problem. when i headed for the siege weapon, i scaped, and took me about 2 minutes, but no enemies attacked me. this scenario is too short.
SCENARIO FOUR OVER ALL: 3.5
-the intro cinematic was really smooth, and cool. the water textures between yellow and blue were really cool. i guess the dialogs werent that bad. playablility, i guess, is kind of like supremacy. but the enemy units, some were too idle. map design needs some work. and when the cinematic mode is off, the villagers and ulfsark around you try to build a temple and a military acadamy, but the military acadamy cant be build because of the terrain.
-resources are right beside you, along with three settlements, one right after the other. make all the resources scather all over the map.
COMMENTS: when castlin is dead, in some scenarios the game doesnt end. add a fade to color feature, so if the player looses, he is not able to see the map. the scenario really doesnt need that much explenation on objectives. but still, more background story besides the sargent suddenly telling Castlin that he is going home. i mean, you have to ask yourself, why is castlin going home? where is castlin? it appeared as if castlin was in a military camp. but it was never cleared.