Add option change installation location, It's targetting my mod while the original are in different partition. Please fix it, it's good tho.
The mod is ok most of the times but theres a lot of bugs and some of the new enemy ai is bad.
Oh and some of the weapons are broken
I will give 6 because it need open jk...if you manage to adapt without it or make open jk as option aside...i can review correctly.
yo why is bro so H U G E
Dude that is an insanely dangerous shooting range setup. Like this guy is doing jumping jacks 5 feet away from the bullet path.
So I think the armory glitched. I wasn't able to get any weapons so I started the mission empty-handed. I know that's classic stuff for most Half-Life mods, but not if you're sending me through bootcamp first and dropping me off in an Osprey. Unarmed? Really? I had to scavenge a pistol from a security guard. Sheesh.
Scripting is good, but the timing is off. If you had just waited another 4-5 seconds before starting the "Who is this Freeman guy?" convo, it would've been perfect. Felt forced and blurty, plus the ending didn't even sync up with the elevator.
I am so unprepared for this! What kind of soldier enters an active warzone without any weapons?!
The plot just isn't doing it for me. Way too much exposition. Walls of text. Makes this feel like a fetch quest. And the way those black ops thank me by immediately sprinting back to the safety of their little hidey hole.
Combat was basically non-existent since it was advantageous to just let your squad do all the work because you HAVE NO AMMO.
Didn't even get to see the Osprey pick me up? It's very short, but still somehow feels rushed. Like the author had much grander plans for a longer story mod and just kinda gave up after the intro. Spent more time in boot camp than the actual mission.
Bootleg Squadrog kept my attention, but that's about all it did. Starting to wonder if it's bugged from the 25th anniversary update or possibly steampipe back in the day. Or maybe it's just buggy.
my controls died in the prison area and i could only walk backwards or left side so it became unplayable. Other than this this custom story was very well made one
Great.
I gotta say, RTBR is very consistent at being hit or miss.
Levels can go from really pretty to Timmy's 20th GMod map with ok lighting, certain levels can look incredibly flat due to textures and models used within them. Overall level design is either very good in one map or just ok in another which makes the AI be incredibly dumb most of the time.
The mod suffers from difficulty spikes aswell which are ******* horrible.
Voice acting is mostly ok to bad, depending on the lines written and the delivery of them, doesn't help when NPCs do not match the lines spoken when it comes to body language and overall emotions, lot of issues where they are talking to another but are looking at you because??? or they won't face you despite talking to you, instead just trying to look at you with their backs turned.
Barney is whatever, it's alright.
Consul sounds like a generic villain, no charisma at all.
Eli can't stop talking about how old he is but otherwise most of the lines and delivery is fine.
Alyx can be fine but become incredibly annoying depending on the situation/map.
Grigori is peak, no faults there as far as I can tell, very good impression and line delivery.
Gunplay feels good, nice punchy animations, vfx and sfx. Alternate fire modes are thought out decently well but that's really it. However the inclusion of NPC weapons like the Annabelle and the Alyx Gun is good on paper but execution ******* sucks, "here is my weapon Gordon, use it while I leave myself completely defenseless and call out to you 20 times because there are too many enemies to manage as they just keep spawning." Gee thanks Grigori.
The assets do not mesh well at all, everything looks either stupidly cartoony and rubbery or dipped in oil, sometimes very crude looking aswell. There's a few that look fine but the majority suffers alot. (Not to mention the fact that the mod uses vanilla and other source game assets that just contribute to it since they did not finish making and swapping everything out.)
Overall the mod feels like it's just going through a checklist and staying as close as possible to the events of HL2 but under the skin of the "beta."
The rating I'm leaving is very generous as there is some good in this but otherwise is very overshadowed by the bad. I'll probably update the review as the Divisions release but I'm not holding my breath.
it crashes when i kill an enemy, and the mod creator said how to fix it, but with no instructions, only the solution
Note: Played Demo V2.1.1
As a mod developer myself, it would be tricky to write a review from the player's perspective for me, so keep that in mind.
The demo is short and simple, but I won't include it in the overall score.
The gameplay consists of pushing the buttons, opening doors and shooting zombies, which is overall repetitive and needs rethinking.
The environment, albeit not empty (I've noticed that you put a decent amount of work in details), could be much less blockier as the cubes certainly destroy the overall mood. There are many places where brushwork and texturework needs to be fixed, e.g. couple of ant doors (even if they're closed), surface of water flying behind windows (that's kind of engine limitation but you can just make window to be above the surface) or reversed texture medical charger.
My main advice stands still: keep learning, look what other people did with HL1, and "steal" their tricks. After all, before I created maps for FI, I was too involved in some bizarrely simple brushworks :)
First of all I'm not a relly fan of survival in general so the rating will be lower. Secondly, I expected more new places more than just getting back where gordon came from to escape, I'm not againt visiting places again but it was almost 100% similar than Raising the bar so it's a shame.
To finish, I know it's part of the survival style game again but the game need more health and ammo in my opinion. Not a bad MOD but not very fun and repetitive for me.
Cutscenes are the strongest part of this mod, because it's gameplay and especially level design are very mediocre.
The custom story itself is good, it feels like it was created with a small audience in mind, the puzzles aren't too hard to solve, and the fact that it's mostly focused on labyrinths is both the story's strength and weakness. 6/10
This is greatly ambitous mod, it just needs so much work. the battle side of it almost unplayable. the Building system and cultures don't make sense or aren't accurate. I would add Portugal, Ethiopia as well.
I only played version 3.0 and I don’t know what problems there were before. I liked the atmosphere and level design. But the combat system leaves much to be desired. The enemies are too fast, the bosses are too fat, and the main character is weak. Combat tactics mainly come down to climbing onto interior items where the enemy cannot reach you. And it’s impossible to kill the last boss yourself without partners. Maybe that's the idea. It would be better if there were more enemies and they would be classic zombies or just slow. Then the player would at least enjoy the shooting.
In general, I didn’t mind playing in a few more locations: the forest and the hospital, for example. But the mod is over.
This is a mod I wanted to love because the setting, the length, and the ambition were all there, but the polish was not.
Starts strong with janky voice line scripting. Guard to prisoner: "Hey, catch me later, I'll buy you a beer."
This is a trope I see a lot in Half-Life games, but what is with the massive walls of computer terminals in common areas? Sir, this is a Wendy's. Literally a mess hall and there's 500 square feet of equipment off to the side. What is the purpose? Who is doing work on those? Like, oh gee, I'm assigned to Supercomputer 4A today. I guess I'll see you at lunch.
Kinda strange that I can wander wherever and it's like nobody's looking for an escaped convict. Just don't bash scientists over the head and you'll fly under the radar. Totally fine to smash that gigantic overhead window all over those scientists in the mess hall. Just normal E7 Black Star things.
Holy **** I am way higher than I thought. That's not a lunch room. Those are lab tables. I guess.
Pacing is... plodding, at best. Tends to drone on, making the player antsy to move to the next area.
Almost got stuck trying to find explosives. Sometimes the author goes a little overboard in keeping the path from being too obvious.
Minimal health pickups and when you do get 'em, they're nerfed! Only 10 suit power per battery?
Imaginative environments that have a Black Mesa feel, but tainted by an ugly color pallette. Puke greens, browns, and yellows are not appealing to trudge through.
Bro secret level #6 was ********. How would anybody know to throw a grenade in the middle of the floor? Come on. I was so sick and tired of this ******** and just wanted to get back to the main story that has slowly been dissolving away my attention. But I plod on.
Level design alternated between wide open and tight, claustrophobic mazes. Can get a little exhausting. There are a ton of secrets which are kind of a necessity if you hope to not run out of ammo or health. The game is more fun when you just plow straight ahead and don't try to go down every single goddamn dark alleyway, but it's easy to get survival horrored if you don't stop to stock up.
Game really needs to chill with the switchbacks.
This guy really loves his Gonomes. Turns out they're a much weaker enemy than I remember.
Scripting was a little lazy at times. Often felt like I stumbled into a sequence lying in wait. Rarely felt natural, or part of a bigger story. Like, why put an invincible soldier that triggers well after I see him. You gotta imagine playtesters immediately unloaded an entire clip at baseline. Have him run from behind cover or something so you don't just see him awkwardly chilling there, waiting for the player. And then he just... explodes?
Was there a story? I think I had to find and kill the bad man? Plot was often meandering or nonexistent. Nothing kept me pushing forward, least of all the mapping.
Combat had good variety. HECU combat especially had well-positioned enemies and vertical layering. A little (lot) heavy on the Gonomes, which the game seemed to treat as zombies.
There's a lot of content and it was an overall enjoyable experience, but it desperately needs playtesting and more colorful/interesting environments.
Disregarding the Xash3D issues because I doubt the modders expected ppl to be playing this years later on more modern systems.
While this game is immensely improved in atmosphere, the pacing is terrible and the objectives are unclear. Eventually I just ended up falling off the game in the archive section as there was no way to progress despite checking every shelf.
To be honest, it's not for me, and it's certainly not Rockstar's best game. I enjoyed the atmosphere and story, but the gameplay is where the game falters. I found the stealth in this game to be quite annoying. I spent the majority of my time running around hiding from enemies due to the difficulty of avoiding detection and performing stealth kills. The combat, particularly the gunplay, is just awful. This game's PC port is also very broken, requiring an unofficial patch to function properly. I'm not surprised, given Rockstar's history of breaking their PC games and abandoning them without resolving any issues.
At first this seems like a fun way to replay the game, but the issues become all too apparent the more you play, especially on repeat playthroughs.
I've been playing this on and off for years, but bullet sponge enemy encounters, many very useless alt attacks for weapons, absurd unbalanced enemy attacks (like maggot's overbuffed charge, which is a coinflip whether he'll do it or not, leaving you half-dead with no armor from full health), terrible extra hell levels that you'd better skip with a console command all make this a chore. But it's one of those mods that turn the game into Brutal Doom-esque carnage, so it does well to scratch that itch.
Overall, author made some very good decisions and some very questionable ones. Trimming the fat would be very welcome.
buggy