Originally Posted by baeuchlein
Imagine how confused and clumsy I must be - I was looking for exactly this problem (just in case it existed) in v1.1 and did not see it!:tsktsk:
It was not exactly the peak of built-up tension, but it may fit in logically. The killer might have assaulted his last victim the very night Garrett finds him, and has to rest after all his nightly actions. So he retreats into his hidden room in order to have some protection if the guards come looking for him once again, but falls asleep there.
My own opinion of the two missions is good overall. Lots of rooftop activities, not too many very difficult situations, and some scenery and in-game conversations, including the one with Garrett's employer - a good alternative to a full-blown briefing movie. Nice views over the roofs and onto decorated facades of Lonmore, a town having a look that is rather different from cities like Dayport and The City (as they are usually portrayed in the first two games and the majority of fan missions).
There are only two major gripes I have with the campaign: First, I also had two rather low-spec computers that responded with serious lagging when looking down into the city streets (or rather the grey mist we see there). I don't know why that slows down these two machines, because other views from high up (such as in T2's Om "Life of the Party") usually work better with low-spec machines than these in "Lonmore". The views over the roofs also led to lags, but I experience this also with better machines. I think the Dark Engine just has trouble with these wide open views. However, these looks are (at least for me) an essential part of the "Lonmore experience", and therefore I think that nothing can/should be done about this (unless there would be no noticeable change to the visuals). And a third computer that had a slightly better graphics card did play "Lonmore" almost without any lags. Onboard and CPU graphics, however, appear to be rather weak for this campaign, but I don't know how it could be substantially improved without changing the missions so much that they would be very different from what we have now.
The second gripe are the labyrinths in the second mission. There is the one in the air vents, as well as the other one in the cellars and sewers. It is hard to orient oneself there, and I did not really know why I should walk arount there, except for that I thought I had explored everything else and just had to go there to find something that somehow would get me back on track to achieve the goals. And Ducarius' house not only was yet another labyrinthic area, but also had far more corridors than a usual house needs. The house seemed to consist of more corridors than rooms.
So, while the labyrinthic parts of mission 2 were not my type of area for a mission, it was overall a good campaign nonetheless, and it really felt like Garrett was in another city than The City or Dayport, which is nice to have a change.
It was not perfect but well worth playing it.:cool: