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And here we swill with Ullman on the trolley arrived in Polis.
Ooh, and over there in the arch sits and searches screwing Bourbon!
I noticed that now, and in general in recent time, many early comparisons metro2033 compare against the stalker that metro2033 no inventory and scales of health and armor ...
My personal opinion on this matter that turnover did the right thing by removing all of no use to the screen.
Well, for example, if you actually wandered around the metro that did would have been in front of your eyes, these scales? And about the costumes they have two types: 1-st for more resistant to damage, and 2 nd for a quiet and almost no noise of movement. And this in full enough!
Just think, only two years ago, any modification was doomed to success, if its "portfolio" number of high-quality workmanship. Same Minerva: Metastasis, first became known gaming community due to its stunning level design. But times have changed: players now prefer to fashion a thoughtful storyline and interesting gameplay findings. Why all this? Considered a modification to the optimistic name of Calamity (Distress) belongs to the category "should have been done yesterday." Come out this modification for a year or two earlier, it certainly would be one of the best books that ever came out for Half-Life 2. Now, this is another very badsome serednyachok.
Literally from the first card to the author tries to prove to us that he's an excellent Level Designer, and we have to admit, he did it. All locations are carefully designed and created with disdain to receive "kopipast" (even those areas where "inspiration" was gathered from the original HL2-cards especially are not striking, because they are in harmony with all copyright operating time). Everything - from the warehouse containers to base combines made on the same level of quality. Detailing local "City" peerless, and can compete with the recent Eye of the Storm. Locations rich in non-binding to the site visit and interesting scripted scenes. Technical dribs and drabs like an updated texture of the sky (looks very natural and gives the impression that that's about to rain) and graphic resources (same interface) were performed on yat. But, strangely enough, bad, music. Say honestly - this drum & bass «pumas-thump-purum" not something that would be very bad, but trite tasteless.
Gameplay initially happy. After a brief exchange of fire we are given the opportunity to have fun on the locations of wandering in search of further ways. A well shuffled Action \ Horror \ simple puzzles. But by the middle of modification begins a long and rather boring «kill-them-all»-shooter (which, by virtue of its complexity, is passed through a combination of «Save-Load»), the apotheosis of which is the final battle in the office of the local "Citadel", representing a shooting endlessly re-emerging for the next corner harvesters. Not be enough interesting moments like the battle with Strider in the city. Ah yes, the primary goal of Freeman - undermine a train harvesters, who are our friends, the rebels turned into a mobile bomb.
Finally on the very sad - that is about the plot, which is the fruit of a sick imagination of the author - all supposedly happening, it's a prequel Half-Life 2, but where do the very same test chamber from the Black Mesa and the G-man with his classic "Rise -and-Shine ", strongly unclear. Among other things, the game goes on, we will meet radios, of which tell us a summary of what we learn from Half-Life 2. Why did the author forced to listen to the players so long and just as meaningless monologues - also remains a mystery. Not without its logical blunders. For example, the instructions Action Freeman allegedly left the rebels, visibly their bright red paint on the path of his route. In fact, after their departure at this point usually appeared harvesters, which did not attempt to wipe or destroy the inscription, thus preventing our protege.
Progress does not stand still. Two or three years ago nobody would believe about the possibility of withdrawal of any Research and Development, and modifications such as Calamity considered almost a masterpiece. But times have changed. Now few people interested in fashion, offering players just fighting without any zest or innovations in gameplay. They understood it themselves mododely, and the number of "bezizyuminochnyh" modifications in recent times has been sharply reduced. But so it happened that there are people desperately resisting the evolution plot modifications. Apparently, such a man and was created Slums 2 ("Slums of 2"). To start a small excursion into history. The first part of Slums, designed, among other things, our compatriot, came out in 2007, year, and although it was quite a good mod, went almost unnoticed. However, it was already clear that the continuation will be unambiguously. And now, two years later, it finally saw the light.
In general, we have not so much the second part, as an enhanced version of the first: Slums 2, in addition to, in fact, continue, includes levels from the original (sometimes reworked). Plot complication completely neizobretatelna: the main character (Rebel without a name) wakes up in his own apartment and was horrified to discover that the house (and in fact almost the whole area where he lives) hosted harvesters. And what does our hero? Properly armed with what was at hand (mount, of course), decides to run away from this place far away.
Levels from the first minutes of the game cause a sharp sense of nostalgia. All of these apartments, sewage and narrow streets you've definitely seen a dozen other modifications, and in the Half-Life 2, they were. However, in the Slums 2 such locations are made to order better. First, the location worked out in minute detail (fine dust, which sometimes do not have enough other single-coil modes, here in abundance). Secondly, the levels of maximum logical, and absurd premises without the input / output or enemies appear out of nowhere here. On the other hand, at the end of fashion the whole ghetto-style starts decently enrage - virtually the same location, the same battles, even some of the rooms look exactly the same. Such uniformity can not save even excellent levels of well conceived. That's all. Total quite sad: Slums 2 - good modification, which, unfortunately, in all aspects of obsolete for three years. In 2006, the mod would have taken a great success, now is the usual "prohodnyak" - passed and forgotten.
Perhaps many will criticize the modes for the fact that he is "not attracted" to the title of one of the best mods for Half-Life 2, because there is nothing particularly original. I think of all the above reading you can understand that it is not. Yes, in Minerva: Metastasis is no new weapons, enemies, textures, etc., but it is something that lacked all other modes of applying for cult status - in the "Minerva" is the soul. It is through this soul, mod is now a cult creation. So in the end, fashion was recommended to all fans who do not anyhow, but by Gayboy Newell!
The original Portal was different from all other games that use a minimum geymdizaynerskuyu base, he managed to tell the true story of the existence of a scientific-research complex, which was not a single living soul, except the crazy AI. Prelude sends us back to that period of time, when the complex is dominant, it is still a living scientists. However, after meeting with them, it becomes clear why GLaDOS turned out such "good".
So, our proteges - another guinea pig Aperture Science Lab named Abby. Our goal - to pass the course tests in "Computerized Experimental Center at the Laboratory investigation of the nature of portals. Despite the familiar beginning, Prelude is a completely different emotion than the original. First, instead of not running GLaDOS us escorted laboratory workers portals that unlike her (GLaDOS), do not hide that we are not the first nor the last person, held the cameras and that the mortality rate is above average. Generally, employees talk to less brilliant, and can equally compete with the epoch-making nonsense of the Day Hard. Secondly, a local story (which, like Half-Life, consists of a solid hints and mysterious intentions of characters, including our beloved G-man'a. And most important - gameplay and its complexity.
Say honestly, if you are not logged Portal the first time in less than half an hour, and have not studied until the last texture all Advanced-map, you will generally not recommended to even start to play in the Prelude. It is difficult to all: from the receipt of the portal gun (just to get it, you have to be miracles of ingenuity and * spoiler * * spoiler * and * spoiler *). Local portal puzzles can be divided into two categories: when you know what to do, but do not know how, and when you do not know the goal, let alone methods. However, if you're eager to go through all honesty, we recommend you find one of the many videoprohozhdeny the service YouTube.com. Definitely, this is the most complex modifications to the Portal of all. The technical design of excellent - level design, a first-class, especially the failed "common ground" with the original portalovskimi cards. Cameras diverse - which only stands "upside down" map, or level with a curved gravity. There were problems at the time, and using the "field of disintegration of matter.
Озвучка, performed on the synthesizer voice, very similar to the live speech. Among the songs used in the game besides «Portal-like» Nine Inch Nails, also featured Linkin Park, Chemical Brothers and others. Also, this modification has its own mode of comments, where the authors describe in detail how they came to a particular design decisions and other aspects of the game. And more. Do not forget that the game has a 'landmark' stage start GLaDOS, which the authors have said from the beginning of the development. It is this moment and is a harbinger of many events of the original Portal. And remember: cake is true!
Well this is another attempt to make a half-life that something like STALKER.Esli you straight so you want to play this game then download "Projects secret weapon."
As we know, any successful creation always generates tens of clones, parodies and the creative borrowing. This assertion is applicable to the industry modifications. Here is a recent example: modification of Provenance, which is at the western sites dedicated modes appear with the comment "Almost Black Mesa Source»
So, we as Gordon Freeman appears in Sector B Laboratories Black Mesa (how and why - is not known), and try to find a way out of the complex. Parallel to this, a complex invade harvesters (!), For one of which we will also be invited to play. By itself, the plot update is not worth a damn: here there are skirmishes with the troops HECU combines, Freeman's epic battle with Strider in the tunnel monorails, and of course, always the mysterious G-man. As you already understood, the story is contrary to all canons of the universe Half-Life (from the Black Mesa harvesters, and why it all still exists). Moreover, the determination is not clear in what time interval events unfold Provenance. The paradox of the same modifications that despite the silly plot and other disadvantages, play interesting. The idea of developing two parallel stories to the original, but a game for the harvester is implemented particularly stylish (in the literal sense - our protege looks at the world through beautiful filter).
Gameplay is a classic shoot every living thing, which was lucky enough to show our heroes in the eyes, ie zombie scientists, headcrab, fighters HECU, ant lions, and manhekov. However, even in such a small modification that can be completed in twenty minutes, the author has managed to add stealth elements, and moreover, the local stealth can be held without making Validol, unlike some there Wivenhoe: The Fall of Ravenholm. However, it was not without the trite, cleared, and the already rather boring gameplay reception, when the player is locked in any location and showered his hordes of enemies. Here, this technique brought to the absolute. In particular, in order to open a single door, you have to quickly pull switches, passing crowbar (!) Waving crowds headcrab, prushchego non stop stream literally everywhere. Also the program of our visit included a trip on the monorail train system (the local shooting range), for which some good people have installed heavy machine gun. It is worth noting that the modification is not likely to cling gameplay (which is very lame in both limbs), and nostalgia for the first Half-Life: the inner voice warning system, the symbolism of the complex, familiar places, etc.
One can not also fail to mention the complexity. Already mentioned the battle with Strider might well bring you up to white heat - persist, die and have to boot often. It would seem really difficult to balance modification, consisting of two cards? But, as clearly shown Provenance, not all modders remember about this unpleasant, time-consuming, but necessary things. Technical aspects are made at a decent level: озвучка quality, as are the musical accompaniment tracks from Half-Life, new models of enemies and objects around us is pretty good and flaunt nestydnym polygon count, there are lots of new textures, authors even bother to make new effects when firing the weapon . Design is good, but nothing more - except for a pair of familiar places and elements of design (like the same HEV-charger), there is no reminder that this is Black Mesa.
All go in the light of modifications, usually divided into three groups: poor, average and good. A person not used to evaluate every aspect of a particular mode separately, it usually makes a verdict, consisting of only one of three possible words: "good", "medium" or "bad" (as an option - "sucks", "something then something like yourself "and" super "). But there in the world such modifications, which converges not appreciate even the above-mentioned persons. A striking example - No Escape, modes, which is not far short of the ideal, but at the same time is not an average. By the way, this example is created by hands of Russian modders.
First and foremost we wish to note that No Escape - the first in my memory mode, the plot is limited to only one string, explaining what and why we will do, but in which the tie is very original and surprisingly intriguing. According to the story, after long and bloody wars between humans and combine harvesters, and they both suddenly realized that in the process they nearly destroyed each other, because of which the amount of walking dead on the earth has increased about a thousand times. Accordingly, in the face of a common enemy, the people and combines together, that is true, had no liking to individuals whose names history is silent. One of these individuals - protagonist, who was put behind bars because of his opposition to cooperate with the alien invaders. How long he sat there - during a sudden zombie attack on the prison, the main character managed to escape. But just because he did not want to leave, and at parting decides zhahnut nuclear warhead at the center of the nearby city, to destroy and the dead, and descended to their level of people with combine harvesters.
Actually, except for plot strings, nothing more to No Escape does not work to put an unambiguous assessment. Play, of course, interesting, but all these variations on the theme "shoot in Processors", to ride in a car "and" slaughtered zombies in the dark "completely devoid of any originality. The shooting and the most common - what some memorable battles not yet in sight: the enemies are always running out from behind corners units of 5-6 persons (whether or not a person when it comes to zombies) and rapidly die, good enough rounds to spare. Travel on a car made in the "best" tradition of HL2-mod: we are merely going on the road, occasionally encountering on the way hapless enemies, and secretly dream of car chases in the spirit of Episode Two, which unfortunately is not here. However, the play is still interested, good level design is pretty good. Unfortunately, this "bad" its description can be restricted: location worked well, but it is not cut into the memory. The exception is perhaps that the car level, unfolding in the forest bases combines interconnected way. Even though he liked him, but to put it mildly, not kryshesnosyasche-handsome.
Replaced model weapons, frankly, do not do the trick No Escape. If only because all these models are taken from fpsbanana.com and meet every third mode (take Strider Mountain). With music, things are better. The tracks, of course, also do not own production, but they at least fit into the atmosphere. And that's why it was necessary to change the voiceovers zombies, adding them to a completely horrible screaming, and change their appearance, it is not clear.
No Escape is extremely difficult to display final grade. It seems that everything in this fashion is well done, but not as good as we would like. Conventionally, this mod can be called "medium-good", but good in him still more than bad. The main thing - do not wait on No Escape for something really quite stunning. This is a good modification, which, unfortunately, not able to stand in one row with Minerva: Metastasis and Research and Development, but you do not mind spending an hour.
Review reading from bottom to top.
The Japanese - an ingenious people. They surpassed all other countries in absolutely everything. Their technology surpasses our head. Their electronics promoted throughout. In Japan, produced the best computer games and game consoles. And, finally, Japanese cuisine simply superb! And if anyone doubts the genius of this people, after reading the suggestions written above, then let him first cast a stone at me! Damn, it hurts the same!
Mistake of Pythagoras - a Japanese fashion modostroitelem, who has already marked with a good mod Peaces Like Us for the first Half-Life. If anyone remembers what it represents Peaces Like Us they are likely to understand what awaits them in the Mistake of Pythagoras, namely - madness. As the author of the mod is a Japanese fashion consists of a such a crazy mix that will soon begin to worry whether all the author's right head.
The plot unfolds in a certain world, where the Alliance and the inhabitants of Earth are friends with each other, the staff of CG in all the townspeople to help, and Dr. Kleiner every day playing with Brin chess. And then, one fine day, the city opened the portals of which the streets of the peace camp are beginning to topple the giant figures (!). Then the city flooded semi manheki, sharp-angled planes and the giant triangular cruisers-grinder, who immediately begin to kill civilians, and kind of combines. Freeman also is of course not like it, and he decided to go to the parallel world of aliens and destroy it from within.
Сюжет разворачивается в неком мире, в котором Альянс и жители Земли дружат друг с другом, сотрудники ГО во всем помогают горожанам, а доктор Кляйнер каждый день играет с Брином в шахматы. И вот, в один прекрасный день, над городом открываются порталы, из которых на улицы мирного городка начинают валиться гигантские цифры (!). Затем город наводняют полупрозрачные манхэки, остроугольные истребители и гигантские треугольные крейсеры-мясорубки, которые сразу же начинают уничтожать мирных жителей, и добрых комбайнов. Фримену же это разумеется не понравилось, и он решил отправиться в параллельный мир этих пришельцев и уничтожить его изнутри.
The action will unfold in the city of fashion and in a parallel world, where only the 1st third of the game is dedicated to running the city, and the remaining two-thirds of the player will travel the world newcomers. Gameplay is rather interesting and diverse, and most importantly, each new map it's different. Well for example the beginning of the game (the city) is the most real "War of the Worlds" in miniature. Giant figures are falling from the sky and krushat all that they would fall, the forces of CG shot from manhekov and killed dozens, head over to sweep the fighters, and one of the only Strider, who is considered to be the machine of destruction, quickly settles to the ground as soon as the blade of triangular cruiser touch him. It is a pity that this moment lasts no more than a couple minutes.
The author obviously wanted to make a horror movie and it put the player in a city full of zombies.
It did not really. First you have to wander back and forth inside the building incomprehensible, and then go out on the streets, where in one place to meet his father Gregory, from the balcony shooting zombies. At the end of the same game we find ourselves in the "underground", where the end of the tunnel see the light and the father of Gregory with a gun. When approaching it the game is over.
Made a very primitive and not especially troubled by hundreds of zombies, and darkness, the reigning level.
Outcome. Unequivocal sucks