Modder for the S.T.A.L.K.E.R. series, Amnesia, Crysis series, some of which have won Crytek community awards (most popular) while one of my S.T.A.L.K.E.R. mods has been featured in German PC gaming magazines "PC Games" and "PC Action". Many thanks to SetaKat and david.m.e for teaching me all the tricks to modding S.T.A.L.K.E.R. I'm an amateur programmer. The only honest hardware/game reviewer in the world, see GND-Tech.com (worthy mods may even get an article), Stalker.wikia admin, Cooler Master product beta tester, etc. I write coherent reviews for mods on ModDB. I mostly play Dragon Age series, Mass Effect series, The Elder Scrolls series, 3D Fallout series, Neverwinter Nights 2 and its expansions, KOTOR series, S.T.A.L.K.E.R. series, Amnesia and SOMA. But I'm always up for some Natural Selection 2, No More Room in Hell, Killing Floor 2, and Serious Sam HD. I only play PAYDAY 2 and ArmA 3 privately, join our community at GND-Tech.com if you'd like to play with us.
The most ambitious mod ever made. A re-imagining of Shadow of Chernobyl, bringing the promised gameplay enhancement and level enhancement. The maps far exceed the maps in all three vanilla S.T.A.L.K.E.R. games, as well as every other mod made for them, due to the much greater attention to detail.
With that being said, it has some serious issues. First and foremost, the story. I'm all for following the old script for Shadow of Chernobyl, but dez0wave made many changes, effectively making their own version. And it's not good, actually it is downright childish at times, answering questions that should be left ambiguous and with an utterly ridiculous encounter at the end. The "Illuminati" scenes add nothing to it, leave that stuff to Deus Ex.
Then there's the A-Life. So much for alpha-build SoC A-Life, because Lost Alpha's is the polar opposite. The maps are lifeless. They are artistic beauties, but utterly lifeless. Barely any wildlife, barely any NPCs, nothing to do at all (although the quest shortage is excusable given this is a mod). dez0dor said they tried to make the atmosphere more like the movie, and I guess they did because aside from the main three characters in the film, the only creature I can remember seeing in the Zone is one wolf. Yeah... Lost Alpha is about the same in this regard, LOL! The problem is, the movie is dialogue driven and excels there, and then there's the fact that it's a movie; cinematography and art design and thought-provoking conversations make up the movie. But Lost Alpha is a game, it needs more and the writing quality isn't there in the first place.
For some reason I still rated this 8/10. Probably because deep down I'm such a S.T.A.L.K.E.R. fanboy and Build 1935 maps blew me away, and Lost Alpha's are even BETTER. The potential is there. Director's Cut promises to remove the level restrictions to make for less linear progression (Lost Alpha is surprisingly linear right now), and improve the A-Life. The former is probably tricky. The latter isn't... I wonder if some modder improved it already? I tried to use the SDK but it's unstable for me, crashes all over.
Lost Alpha is not quite what SoC should have been. The gameplay mechanics and maps are what SoC's should have been, but the story isn't and the A-Life isn't. The story will never be fixed, but let's hope they can improve upon the A-Life and freedom. It would be fantastic if other modders made quests to add content to the empty (but beautiful) maps, to help make the S.T.A.L.K.E.R. community thrive once more.
Very good stealth mechanics, seems to be a decent toolkit though I haven't spent much time making missions yet. Keep in mind that this mod is mostly just a toolkit, and relies on user made missions.
My main problem is with the melee combat: the concept behind it is great, but it's executed poorly. Basically, you press LMB by default to swing a melee weapon, and MMB by default to block/parry. However, there are four different types of swings and four different types of parries; each parry blocks one type of swing from an enemy.
Cool in concept, but it's ruined by the controls which don't seem to be changeable for this. The type of swing or parry you do depends on mouse movement: moving it to the left does one type of swing or parry, to the right does another, and up and down do others. This is awful since the mouse is also used for looking, it shouldn't be used for both. It's so common to do the wrong type of parry and die as a result, because this control scheme is terrible.
What should have been done was; rather than using the mouse to determine which type of swing/parry to use, you should use the WASD keys instead. Common sense suggests this is a better method, and it has been proven to work very well already. Try out Cryostasis: Sleep of Reason to see this utilized properly. Morrowind also uses it, though the combat in that game is too flawed to begin with. Still, this is a necessary change that should be done in the future. It's not too big of a deal though, since this is a stealth mod. Just don't be spotted, and used ranged weapons if you do.
A one-sided, puzzle based expansion for Penumbra. There is no real enemy contact, and it's totally unnecessary. As far as I know, this expansion was only released due to people not being satisfied with Black Plague's excellent, but semi-open ending.
A beautifully crafted and told story, devoid of gameplay mechanics and requires only attention and exploration.
Clunky as hell, but a start to the evolving series. There's really no need to play this game ever since the sequel came out, which is better in nearly every regard.
Although Clear Sky retains the excellent modding capabilities, the story is weak and the eating function has been removed. You'll find much more interesting mods for Shadow of Chernobyl and Call of Pripyat, as they're the better games.
Cool levels and atmosphere, could be a little bit longer and more scary.
Anna is a one of a kind, very unique experience. It is complex and very challenging, though they've perfected the atmosphere. It's extremely creepy at times, and it is an interesting tale about obsession and insanity. Ultimately, it is up to the player to draw their own conclusions. Two endings offer a completely different conclusion, while one is very ambigous. I highly recommend getting them all if you can. The controls are awkward and not ideal but easy enough to get used to.
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