80,000 votes. 4,000 mods. Over the course of 2 months, gamers from across the globe came together to decide which mods rank as the epitome of what our hard working community can do. Now, gallons of blood and sweat later, we tell you what triumphed in 2006
Posted by INtense! on Jan 13th, 2007 Page 2 of 6
It's hard to believe we managed to cut 4,000 mods down to a measly 100, then strip that down even further into the few mods you see here. I can sit here and tell you that they all deserve recognition until we are blue in the face, but when it comes right down to it, the mods that win the Mod of the Year Awards have something special to them. There is something undefinable, something great that just makes these mods ring true with the people that play them. It's good to give credit where credit is due, and there is definitely some credit due here.
Ultimately not everything can win a Mod of the Year award. Eventually we have to stamp our feet and say, look, we love the gold-plated toilet and the mountain of everlasting gobstoppers, but if we crown 30 mods as the victor, it just doesn't feel right. Therefore, we've decided to compromise and create this nifty little space dedicated to the mods that came really damn close to victory, but just missed out due to being ineligible or just barely falling short of the mark. If you haven't already, check these mods out. They may not have won, but they are worth every bit of recognition we can give them.
Plus, the gold plated toilet is mighty comfy on the rump.
MINERVA, which now comprises two parts of a planned three, is both simple and elegant in its design. Players assume the role of a Gordon Freeman-esque individual and are thrust back into the heart of the Human-Combine war, expanding upon the Half-Life 2 universe while remaining firmly inside of its' boundaries. A rogue, unexplained artificial intelligence (clearly stolen from the Marathon series) has captured you to do her bidding and drops you off on a distant island, where the Combine are conducting unnatural experiments. The first thing you'll notice about MINERVA is the great sense of presentation that never falters below the professional level. The maps, the visuals, the level design, all of it is good enough to trick you into believing that this is an officially-made Valve product. The environment is rather linear, but there are enough side paths and backtracking allowed to give you the sense that you actually have control over which direction you want to take. Everything then takes an astonishing twist as you head underground, deep into the facility that looks just as impressive and unique as the Citadel did within the original game.
MINERVA may end quickly and still has yet to be completed, but it is definitely worth looking into for an awesome single-player experience.
Honesty is a simply fantastic policy, and just about everyone who's honest with themselves can say that playing Hidden: Source is a freaking scary experience. Very few games can just put weapons into the players' collective hands, tell them what's going on, and then spend the next hour or so scaring the absolute hell out of them.
What's also great about Hidden: Source is that it's almost two seperate games. When playing as the military commando team, it's all about teamwork, keeping comrades alive, and keeping an eye out around every corner to spot what could well be your doom. As The Hidden, it's about sneaking, keeping behind cover in the shadows, biding your time, then leaping out to make the sudden attack. Both require thought, skill and determination. Both are frightning, rewarding and unbelievably fun.
I never had a Nintendo 64 myself, so my experience with Goldeneye was limited to tournament matches with my friends, who were all vastly superior to me. One time, a friend of mine (also ironically named Joe) killed me 15 times in a row on a single match, with me only nailing him once. But because he didn't get a flawless victory, we endlessly taunted him as having lost the game. It made no sense, but the mockery was immense.
Goldeneye: Source brings back memories of this and more. It is all of the classic fun of the first console FPS to really ring true, while removing all of the annoyances that originally went along with it. Now, turning 180 degrees doesn't take half a minute. Aiming is precise and smooth. James Bond actually looks kind of like Pierce Brosnan. Everything about Goldeneye: Source just screams class, retaining an old school feel while remaining fresh and new enough to differentiate itself from the original. It's everything a remake should be and more.
For a mod that claims to "not be for the masses" on its' official profile, it sure did score pretty high, didn't it?
Project Reality, as the title so aptly implies, brings realism to the forefront in Battlefield 2, forcing characters to cope with a battlefield much like they would really face in the middle of a modern day war. Gone are the arcade elements and score systems, replaced by things like bleeding, realistic ballistics, new class sets and a wide variety of original maps. And when you consider that all of this has been done on an engine that has been virtually abandoned and unsupported by its' creators, that is one hell of a feat.
After so many votes, so much effort and a whole lot of fun, Point of Existence 2, for Battlefield 2, has won Mod of the Year for 2006. Point of Existence 2 manages to extend the gameplay of the original game into a new setting with a complex and believable storyline. It manages to have stylish art assets while remaining within the bounds of realism and enforces teamwork without feeling like a chore. It takes a popular formula to the next level of balance, flow and fun.
With so much high-quality custom content, this epic total conversion positively demands to be picked up and played. It has got everything a great mod should have, and then a whole lot more. With all the beautiful maps, thoughtful mechanics and startling art, the effort the team put into this mod is immeditately obvious.
Now, the players of 2006 have spoken and have given their congratulations, not only the developers of Point of Existence 2, but to modders everywhere.