I am an amateur games designer and writer and have founded Dark Craft Studios to house my works within. and mod developer. I am an avid fan of all things horror, occult, philosophical and of course, Lovecraftian. Currently Reading: Thomas Ligotti, Arthur Machen, Robert W. Chambers, Ramsey Campbell.
Inspired heavily by the shady atmospheres of psychological juggernauts of various pedigree, but perhaps no more so than by Session 9 or Jacob’s Ladder/Silent Hill, is an Amnesia total conversion mod titled White Night of which I had the pleasure of playing for the better part of the last two evenings for a total of about 3.5-4 hours of game play.
White Night has a palpable atmosphere that makes you realize fully the depths of the human mind, and of the shadows hanging over us in our subconscious. Tanshaydar has tapped into the same fountain of knowledge that writers such as Mark Z. Danielewski or contemporary mod creator Rumpel, of Afraid of Monsters and Cry of Fear fame.
Surrounded by asylum bars, rusted iron, gritty vents and vaulted, groined archways of pseudo modern architecture you will trudge through a thoughtful array of puzzles. Some of them, I admit, are actually kind of irritating. (Navigating a room of obstacles, tubs, half walls and uneven terrain to spin *really* tiny knobs on *really* thin piping was kind of annoying.) Nonetheless, all of this has been expertly realized and lovingly built among the hardships of simply one modder, Tanshaydar, whose accomplishments here are polarizing given the short development cycle (Only 10 months).
This is the best mod for Amnesia out there right now, and it is my contender for the best story of the year in Moddb’s upcoming contests. Well done to everyone involved, bumps and all, this is one hell of an experience.
If I had to update my review without changing the score, I will say that the recently circulated notion that White Night is almost uncannily like Korsokovia is correct, and worth noting. Many people find it impeccable in similarity, almost as a remake or re imagining. I am neutral on the subject, but having played both, it is a substantial similarity.
I'm writing this under the immense realization that there will, indeed, never be a perfect Hearts of Iron experience. Something that lets you just sit down and play from A to Z. How many of us crave the cold war espionage and nuclear threat and politicing, but never get to enact it due to script errors, impossible AI genius that destroys our armies, or overcoming impossible IC restraints?
Arsenal of Democracy proved just how ridiculously contrived, complicated, and un-user friendly HoI2 can be and is regarded by the more steel blooded fans to be the worst version of the game. On the flip side, most of us consider Darkest Hour to be the best. Why is that?
It's accessible, it has new content, even a new map. It doesn't make the AI tactical gods but it makes them smart and capable, and they react to thousands of new scenarios. It's an easy game though, and can be won through the same tactics.
It also features a surprisingly realistic and immersive ww1 campaign, but it cannot go over into the ww2 and cold war ones without the help of a mod and a save converter.
So yes, Darkest Hour is the best of the bunch (AoD is the worst) but still, one has to ask why its $10 or why it even exists, when perfection on an unstable platform would be like the pyramid of gaza being built sideways.
Titan is an interesting idea in a relatively unique setting as far as source mods go. While the story is honestly sparce and seems to be delivered in a slow burn setting, it still holds water overall with it's consistent approach to it's universe and setting, as well as keeping most things a mystery--something that I appreciate in an era of tell-all Sci Fi openings, both in games and in shows/movies.
Very interesting art direction as it reminds me of a first person (and sometimes third or “Directed” in cutscenes) Sins of a Solar Empire. The red and yawning vistas of the vaults of space, the ship architecture, the color pallete and choice of clothing–its all very TEC-esque from that gameworld and its an aesthetic I like quite a lot.
When dealing with science fiction I’m afraid characters are, far and away, the most important part of the story with the extended mythos of the universe taking second place. This formula has been tried and true by countless titles, all the way from Mass Effect to Cowboy Bebop to even Firefly. Not comparing Titan to these titles, of course, but merely corelating my point with some evidence that, indeed, character writing should be first place by a long mile. With that pretext behind me, I feel like character writing is the weakest point of Titan so far. I did not connect to any of the cast, yet, but a few of them look to grab my interest down the road as the project--and story--fleshes out.
I can’t really say much here one way or the other, this feels like a micro teaser for whats to come and was only under an hour long. Titan holds an interesting premise but so far I cannot say it fully lives up or not. I think this part was a little too short. The lead dev must look forward to hard work and polish if the other parts will suffice for science fiction fans and as a project of this magnitude.
It is worth noting, the lead developer is both respectful and talented, I was shocked to find this was a solo project. My applaud to that.
Unbelievably underrated, wonderful and polished game. Great story, I agree with Tanshaydar on this fully except I don't like to give out ten's, but it's very close to a perfect horror PnC
Best mod for Warband, but be sure to follow the official thread. Moddb is always updated last ,and right now it's up to 1.37 on the official thread and is way behind at 1.34 here
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