CATACOMB APOCALYPSE/TERROR OF THE CATACOMBS
SHORT VERSION: A return to form! One of the most creative and enjoyable 90s 0-Y-Axis FPS games I’ve played so far, this is a fun romp through time.
LONG VERSION: You’re back in the catacombs, this time armed with a moustache to help you on a time traveling adventure.
This is a real return to form after the abysmal second installment, and a great way to end the Catacomb series as a whole!
Destructible walls are hinted better as in Abyss, and there is a new kind of secret (walls you can walk through) that are hinted at when you walk near them. Like destructible walls, they are generally made to stand out from solid ones.
Again, there are levels with unique textures and enemies not seen anywhere else in the series, and since in this one you do time traveling into the past and future, there are some fun enemy designs! There are also a lot more projectile throwing enemies this time around, which I like. And they mix and match enemies better! … but you still mostly fight groups of the same enemies. But it’s still better than the other games!
There are also fewer enemies you have to wait to attack this time around.
Items aren’t thrown at you as much, which is good in my opinion… the previous two threw way too many at you so you topped out really quickly, whereas in this one it feels like you get a good amount for what you encounter.
The biggest improvement is the level design, which has much more variety and creativity. No more key-door-key-dooring across entire levels!
Let’s see… there is a survival level where the exit only appears after a set amount of time, a maze level where you rely on “drones” to help you find your way, a level with invisible enemies you have to keep an eye out for on the radar, but perhaps most notably is a hub!
Here you can go back and forth between four different levels, with the aim to eventually return with four keys of each colour to open the exit of the hub. So, the original Catacomb 3D was more clever with their hub, but this was still neat.
There is a water world which is pretty typical, a fire world with no secret walls/doors so everything is open from the start, an ancient world that also has no secret walls but instead uses transparent force-fields to control flow, and a future world that is typical but has good combat.
A funny thing is that you can leave hub levels with keys you’re not supposed to, so I think it’s possible to skip some of them, and in my case I left with enough extra keys to completely bypass the final boss fight (but I went back and did it anyway). I don’t think they fully thought that bit of the game through, but hey.
Another odd thing is that they give you all the radar gems pretty much from the get go, as long as you find an obvious secret in the hub area… they shouldn’t have bothered with them at all, really.
But there is only one major problem I have with the game, and that’s that there is a bug in the Wizard’s Maze that makes the game slow to a crawl… the drones cause it, but I’m not sure how… I think maybe if they bump into each other? I killed one and then the game went back to normal. The game is open source now, so hopefully a sourceport fixes whatever this bug is.
But yeah, overall I had a great time with this sci-fi fantasy romp! Lots of variety, fun ideas, and fun exploring. Definitely one of my fav 0-Y-Axis games.