Messy geometry and unclear story. Worth it enough to play to the end though.
+ Beautiful ,clean and consistent art style ( Loading screens are piece of art, More idealised\dream-like version of such location though )
+ The reimagined and new locations are interesting to explore
+ The "Resident Evil"\Survival Horror stash is time-saving in good way
+ There's decent amount of polish and care towards the mod
+ UI design is amazing , but different from the good old S.T.A.L.K.E.R.
+ The new Encyclopedia UI features are good improvement
+ Exploration is rewarding than grinding ( Money's for gun modding )
+ Factions are in some kind of grey area, They can do unexpected stuff
+ Lots of voice acting that's not out of place and high quality with Eng subtitles support ( Expect campfire chat and other small stuff)
+ The new mutants are pretty interesting although they are similar
+ Gunplay is improved by modified Gunslinger ( No PIP scopes though )
+ The cutscenes are very good but some of them interrupt some gameplay elements like NPC combat and the surprise element
+ Radio songs are good ( They are from classic real-life songs, Thanks to "vodka4breakfast" on C-Consciousness Discord Server and "lelop15" for pinning them )
+ Good and interesting side quests although in very small quantity
- The gun dealer conflicts with "Exploration is rewarding than grinding" because he have unique weapons that can't be found by exploring
- The main character vulnerability is too bad that he gets knocked out a lot. Some from too much drinking, some from NPCs
- mouse sensitivity decrease/increase by gun handling stat of said gun
- Emissions are removed beside that scripted cutscene emission and the fake emission prompt when sleeping is for respawning artifacts
- Big linearity that could stop you "Artificially" so you have to do it the intended way only and you are too dependent on NPCs also the world's empty which makes backtracking boring but sometimes it teleports you when confirming
- There's plenty of frustrating moments and questionable logic happening through the whole mod and the mod tries to be serious
- A-life is too restricted\limited especially mutants, They are limited to their space ( Maybe to not break outside cutscenes? )
- Some of the added stuff didn't go well with S.T.A.L.K.E.R. universe
- That stubborn Stalker in Chapter 2 ( Fast-acting required early game)
- Unskippable cutscenes
- The last parts of the story could leave the player unsatisfied
* The gameplay is consisting of "1" moving around and finding loot
"2" reading tons of stuff
"3" cutscenes
"4" small combat ( Mostly mutants )
"5" other small stuff like modding your gun ( It's interesting )
7/10, While with all that linearity, Lack\Done-poorly of some significant features and design that mean S.T.A.L.K.E.R. to lots of players, The answer is "YES". At least for one complete playthrough for all the effort that have been made by the team as it's said that it took them 7 years but got burnt out so there are rushed stuff
Just don't expect the gameplay of S.T.A.L.K.E.R. but expect a cinematic adventure with S.T.A.L.K.E.R. content inspiration ( Size = 33, Setup = 9 GB )
Mod is good my pc aint.
thug asf
Es divertido
Decent but short mod. Overall score: 7.2/10
I like how in the first 10 seconds you can already get into a big fight.
Since there are no stashes in the map I used the on the in the bandit base but eventually it locked itself again for no reason. The repairman is also in a weird place because it turns "hostile" but doesn't move from his place (since it's a mission NPC)
Another pretty quick ending. In my playthrough I didn't read the final book and just resorted to replaying with walkthrough to see if I missed something. Turns out the automatic pickup from CoP had picked up a key without me knowing.
Could use a bigger FoV by default, too.
Pretty decent short mod. Overall score: 7.3
Think the main detractors are the lack of NPCs and lots of unused areas, particularly Radar. Thankfully speed and jump height are high.
Encountered a bug with the skybox being visible through terrain several times and it's very distracting.
Gunplay felt good but anomalies are instant kills. Bloodsuckers are also one shots, big problem with the 40kg limit.
When trying to backtrack to the village I accidentally went to Radar and got instakilled by the monoliths waiting in the level entrance. That area needs to be removed.
Some other flaws stem from bugged AI and scripts pasted over from vanilla making some enemies stand in place doing nothing or spawning again when backtracking.
Ending is abrupt. Wish granter is still working but doesn't end the game, it should be blocked off.
It's a good mod, but the mapping is generally a bit off-kilter.
Well, however, there is another mod that is being developed by Korean developers called Zombie Edition: Residual Agent.
But, mapping in Residual Agent looks great.
Hmm... in general, I like the game, it's super easy, but it actually feels like a liminal version of Half Life, although I miss some ambient wind, muffled wind (when you're in a building), maybe magpies in Ravenholm, etc. . which would do an even better job of giving the thrill in my opinion :>
SORRY GERALD
good
interesting mod, need improve gameplay and maps.
The concept of this mod is a 10 but in execution it's a 6. Right now it's an RNG-heavy experience. How well you do will depend largely on whether you get some good gear/abilities early on, otherwise you'll be restarting over and over until RNG gods bless you.
Seems like the mod author wanted to marry the action of DOOM with the roguelike qualities and powers of Risk of Rain 1 & 2. However, unlike RoR, DOOM Infinite needs better pacing and overall balance. DI's difficulty spikes exponentially, with numerous enemies spawning right on top of you but unlike RoR, DI does not give you additional bonuses or abilities that accumulate and stack over time, instead you're limited to whatever weapons you acquire and some powers you can unlock but they're only available one at a time. Ultimately, every game starts to feel the same as the game swarms you with infinite enemies while your power curve flattens out as a result of diminishing rewards.
It's a cool mod that adds a breath of fresh air to DOOM but once the shine wears off it gets old real fast. Hopefully the mod author can tune these qualities and really make this mod shine.
Picked this out myself in a Best Buy along with Ratchet & Clank as a kid. While I never did get the grasp of the park building element, I always enjoyed playing the missions or Site B mode to watch the dinosaurs roam naturally or duel. Gave little me solace seeing a t. rex beat a spinosaurus after seeing JP3 on DVD.
Nowadays with an older and more mature mind, it's a relaxing game to play. The soundtrack aged like fine wine with alot of fanfare to John Williams' scoring, but the gameplay has seen better times with the AI either being buggy or braindead at times. The visuals are no better considering you had things like Zoo Tycoon 2 with vertex lighting and shadows. Here, it's just basic or fullbright all around unless you had the PS2 version that utilizes the console hardware to render shadows for dinos and visitors. It compensates somewhat with fair texture quality. Doesn't detract that the game has its fun moments when you're being chased by apex predators in a safari vehicle or trying to brave a storm or tornado threatening to rip your creations apart. Still, not really worthy of a high ranking when there are better park builders out there. 10 or 9 reviews are usually by the nostalgia-blinded or young players.
The modding scene has made it much more with the addition of new creatures to breed, more film accurate reskins or models, and recoding of the AI to act more animalistic than driven to either wander aimlessly as a herbivore or "KILL KILL KILL" whatever is in proximity as a carnivore. Hope for a day when there's a piece of source code for BlueTongue's TOSHI engine that the game can get a proper facelift and optimization for modern systems.
Reviewing Escape 2.4
Neat tram ride. Just gets right into it.
No crowbar, ammo-starved... is this survival horror?
That electric water section. Was the solution seriously a ridiculously precise crouch jump? Why make it that hard? There's nothing fun about having to quickload 10 times until you're frame perfect on that jump.
Great worldbuilding. The extra voicelines really make this mod feel professional. Really dug the public radio broadcasts. Chills, man. Chills.
Nice references to other Half-Life games, e.g. the Blue Shift teleporter room.
Buy boy is it hard! Such minimal health... why punish the player like this? Every good Half-Life game gives you a chance to top off every so often to balance the scales. I'm scrounging for even a single health pack here, made infinitely more frustrating by Otii blasting you in the back and Vortiguant backspawns. A lot of cheap shots considering the skimpy health situation. Fortunately, the situation does improve toward the end.
A touch buggy. Got stuck a few times and the AI occasionally failed me. If you save and reload, it breaks the playerfreeze on the tram. And then you get stuck. At the very end, if you Alt+Tab away, you can find yourself in the credits map. Noclip out for a quick battle.
Pacing is slow burning and forward progression can feel frustrating when you stumble upon yet another power outage keeping you from stretching your legs. Rarely do I feel like I'm getting into the groove because I'm constantly hitting road blocks.
This mod has too many ideas and not enough execution. The glowing hint system is a perfect example. Valve never felt the need to artificially indicate a clue or objective, but this game was pretty difficult until you trained yourself to scan every room for the glowing orb. Breaks immersion.
I was getting pretty sick and tired of the headcrab cheap shots toward the middle. Constantly leaping at you from around every corner, in the dark, and just general ambush tactics that felt unfair and unfun.
Cot dang that outdoor area brought my PC to its knees LOL. This is a game from 1998, how is that even possible?!
Oh you cheeky sonuvabitch. All that depleted uranium... and then the battery cache...
HEV zombies are awesome and I love how they were introduced.
Oh WOW that BM Xen recreation! This is what HL1 could've been.
Does a great job showcasing the Tau Cannon, something Valve never did well because it was quickly overshadowed by the Gluon Gun.
Vortigaunts in the server room? That was insane! Combat setups are pretty good in general. Excels at trapping the player and empowering them to lash out like a cornered animal, yet also gives you plenty of room to run and gun. Constantly keeps me on my toes and isn't too hard that I need to reload. Heavily rewards good accuracy and precise movements. When you nail an encounter, you feel like a Half-Life god. Definitely needed more of this earlier in the mod.
Mod starts to get pretty fun once you get to Xen (never thought I'd say that).
Finishes strong. Lots of improvement from the beginning levels as intensity and urgency ramp up. Puzzles become less burdensome as combat and progression shift into focus.
I was originally going to be much harder on this mod, but the *** half was good enough to earn it a recommendation. High production values with some great ideas. Could use a little polish and editing to improve gameplay flow, but it's definitely worth playing. Although maybe wait for Escape 3.0!
Cool
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Looks promising thus far. All the maps included work if you follow the instructions given in the readme.
Definitely would be interested in seeing the full base campaign playable in coop.
Small nitpick is that it could work same as the base coop missions from Yuri. Having to set up your enemy and all the other settings isn't ideal.
The bots, for some reason, whether on foot or by vehicle, begin to cross walls and so on (if they spend a long time advancing), sometimes the bots do not move when using vehicles, the maps need to indicate whether they are head on map, assault or objective (and if it is the 3rd, put in the comments what needs to be done) there are maps in which the AI is not well programmed, a map looks gray, but I would like them to place some indications on the maps (M) such as that a certain control point when captured does not give your team a respawn point, indications of what to do if it is an objective type map, which flag is uncapturable and things of that style that do not make the player have to try If they are like that or not... I have been as objective as possible, in my opinion, the mod needs to be polished a little more, but it has a fairly solid base from which an addon for war could be created (God willing) from Kosovo, but I ask the developers that in the next update they put on the maps what type of submode it is at least, because sometimes I don't understand how to make the enemy team bleed the tickets... I would give them an 8 if they solve this problem of having to guess the submode on each map xd
Hard Mod