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.
What's up with the negative votes? If you have 1.0004 this is THE SHOC mod to get. If you're on 1.005 or steam and don't feel like doing registry edits, you're missing out.
I'm a huge stalker fan down to the launch-day times. I'm hooked on the atmosphere, gunplay, a-life, immersion, eeriness, and ZoA exemplifies all this much better than any other shoc mods I've played with, perhaps, the exception of AMK Complete but ZoA will surpass that with consistent patching.
The magazine mode is fine, it gives you stuff to do besides die--I mean wait to die -- at campfires. Stealth works with his tweaked AI, so you can sneak the hell around at night. Monster hitboxes are sturdier and a-life for them is superior, so you can get hunted by bloodsuckers for a while like old times. The new medical system has way too little documentation and it seems cool, but I just sell all the crap and buy medkits. :V
New weapons are tweaked, I love the depth of field and visuals -- they blow CoP out of the water once you get out of Cordon with it's vomit green ground texture. Nothing quite like a rain coat, ppsh, mosin nagant, anti-rads, and dying at the hands of bloodsuckers.
My only complaint is headshots are not brutal enough. I put 4 precious bullets into a bandit when starting out and blood flew out of his head, but he only died from having no freaking bandages like 15 seconds later. I'm not the only one to notice this. This is fixed in Garbage onwards, when you get sturdier guns.
Unarmored combatants simply need to die quicker or get stunlocked easier to decrease their proneness to RAMBO BLAST your *** in Cordon.
Download ZoA soon, Stalker? NOW.
The best horror mod I've ever had the pleasure of playing. I spoke with Andreas in a notable interview a few months back and ever since have held an enormous respect for the man and what it is he sees in his projects, in his "horror", and in himself. Cry of Fear has finally launched and with it comes a turning point in open source gaming, modding, creative expression and a revitalization of the almost dead psychological modern horror that we have come to see in Jacob's Ladder, Silent Hill, Afraid of Monsters, and now in Cry of Fear.
I could justifiably complain about the dated graphics and the visual inconsistencies that mar some aspects of the mod. But why would I? These are insignificant when compared to the handling of the atmosphere; the key to any horror project. And believe me, Cry of Fear is scary. I'm not telling you its scary based on the misconception that anything that makes someone jump is "scary". I'm not saying its scary based on the misguided ideal that anything "horror" is automatically scary. You're reading a review of someone who lives, breathes, and loves the genre even makes horror mods himself--and it scared the absolute hell out of me.
Cry of Fear is soaked in loneliness, dread, foreboding, guilt, deep introspective messages and thoughtful negotiation with your inner demons. Its violent, shocking, loud and original and presents its story clearly with a sullen acceptance of death and decay. Its a mature story for a mature audience, tackling themes such as rape, drug addiction, murder, depression, bipolar, psychosis and much much more. This isn't just about monsters.
I'm running out of characters. Cry of Fear is a huge mod, with tons of content, unlockables, co-op, and about 8 hours to the story. It could be its own game and I'd pay for it. This is masterclass in horror modding and is the #1 of all time in my opinion, dethroning Afraid of Monsters. Whilst my preferred horror genre is Lovecraftian (This is quite Cronenberg), it doesn't matter.
If SGM is too much of a simulator for you (I can't blame you) then this is the best mod for CoP. Its immersive, simulator and A-Life oriented, and opens up the world while introducing tons of new AI features (Companions! Making squads of rookies! Camping!) and new weapons and much, much more like Atmosfear 3.
Is Shogun 2 the best Total War out of the box? Absolutely. Does it need Darthmod for veterans? Also a yes.
I am not knocking on CA, they finally got their work together with Shogun 2. You're actually gonna be astonished at how polished it is. Smooth performance, tons of subtle detail (A pack of deers grazing around a bloody, gory battle is wow) and there are no bugs or bad AI to speak of.
But what Darthmod does is improve an already great foundation. It fixes the slow teching, it buffs economy so you're not broke, it makes unit sizes as big as CA promised on IGN interviews (500 man units, finally) it enhances animations and overall just POLISHES the experience. It doesn't change, alter, ruin, experiment or play with anything like the, still great, Darthmod Empire. For Shogun II it's truly like a fan patch.
I fully recommend Darthmod Shogun II to anybody after their full playthrough. It is, essentially, the epitome of how a community can make a great game perfect and it should not be missed out on. I only wish the launcher was a little more convenient, I can't tell if a setting is actually on or off besides from memory (A check box would be nice) and the lack of co-op campaign support stabley is sort of sad, but you can live with it by setting to failsafe default values.
Great mod, great team, great reviews, great base game--get this.
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.
It's the most beautiful and calming Crysis map by a long mile. Very short, with no story, but wonderful and optimized and overall just amazingly atmospheric.
Great mod and atmosphere, true to the original zombie lore and very survival oriented.
Absolutely one of the best horror mods made, there is no doubt in my mind this team will go on to achieve great things.
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