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Comment History
Caractacus Jul 28 2009 says:

I'm looking forward to this more than I am almost any retail game at the moment. Can't wait to play it.

+1 vote   mod: Korsakovia
Caractacus Nov 2 2008 says:

I'm not sure if I agree with ZP:S being #1 (I would have given They Hunger that spot), but still a great list nonetheless.

+4 votes   feature: Top 10 Spookiest Mods EVER!
Caractacus Oct 29 2008 says:

Oh god, I hope that the download didn't get stuck in the tubes. Really looking forward to playing this tonight!

+1 vote   mod: Frontiers
Caractacus Oct 27 2008 says:

Wow, this is pretty incredible.

+1 vote   media: research vs ingame
Caractacus Oct 25 2008 says:

Even in demo form, Mentality already looks like a retail-quality product. I'm really anticipating the complete version, and I wish you guys the best of luck with it.

Also, I know you guys probably get asked this 20 times a day, but are you looking for any outside QA help before you release the final game?

+5 votes   company: Trigger Theory
Caractacus Oct 24 2008 says:

Wow, the demo has me sold, this game is going to be awesome. Despite a lot of rough edges, this already looks incredibly professional. The art design looks to be really solid, and the level in the demo was really well done. Good luck with this, you can count me among the people that will be eagerly awaiting the final release.

+1 vote   mod: Mentality
Caractacus Oct 24 2008 says:

I wish I could find a server to play this on. I ran around some of the maps and I really liked them. It's a great concept. Is there any chance that an updated version might be released for Source?

+1 vote   mod: Household DEATH!
Caractacus Oct 24 2008 says:

I really wish more people were playing this. I found a server with a single person on it, but it seems like it would be a lot of fun with full teams. I like being able to hop into a ship, fly to another ship, and hop back out seamlessly.

+1 vote   mod: Eternal Silence
Caractacus Oct 24 2008 says:

I really wanted to like this, but it just had too many issue that were impossible to ignore. I think that some polish on the maps, textures, and models would have gone a long way towards making this mod a lot easier on the eyes. Also, a lot of my play time seemed to be just figuring out what to do next. A little more QA time on this would've helped all around, I think.

There was some promise here, though, and I'll give whatever you guys do next a try.

+1 vote   mod: HMS Defiance
Caractacus Oct 23 2008 says:

Please never, ever, ever stop making games.

+7 votes   member: chineseroom
Caractacus Oct 23 2008 says:

Wow. Absolutely incredible. You've managed to create one of the most memorable game experiences that I've had in a long time. Some things I really liked:

The level design - Really well done. The map looked great, and had a really natural feel to it. I thought it "flowed" really well with the narrative.

The writing - The script was great. The disjointed narrative did a perfect job at hinting at an incredibly detailed story. I've only played this once so far, and I'm definitely going to go through a few more times to get all of the narration segments.

The voice acting - I've rarely heard voice acting this good in a game, period.

The music - The soundtrack is wonderful, and was pretty much a perfect compliment to the visuals at every turn.

The art design - My mind was blown when I walked into the first cavern that was covered in what seemed to be primitive paintings, only to realize that they were actually circuits, cellular organisms, and chemical structures.

And a few things I didn't like:

WALKING - I understand that the slow pace was intentional, but at times I felt a little TOO restricted. I usually like to search every corner of a map, and it was really difficult to do this at such a slow pace. Was any consideration given to maybe letting the player move a LITTLE faster?

Bugs - I ran into a few bugs, including one where I think I triggered a narrative portion where there wasn't supposed to be one. There are also a few noticeable art bugs, including ones where you can see out of the map. Normally I wouldn't think twice about these, but in a game this immersive they're actually a lot more noticeable than they might be in other mods.

It ended - Seriously, I wish I could play this again for the first time. I can't wait to play Blackout, and whatever comes after that.

(Sorry for writing a whole novel there, but I really enjoyed this and didn't want to clutter the inbox of the developers with another email telling them how awesome this was.)

+2 votes   mod: Dear Esther
Caractacus Oct 21 2008 says:

What happened to you, Grogg developers? This mod showed so much promise.

+1 vote   mod: GROGG - Terrifying Tales of the Man-Ape
Caractacus Oct 18 2008 says:

Really interesting mod. I've never heard of Claude Nicolas Ledoux, but the geometry and architecture in MOP make me want to read up on him. I also really enjoyed the music (was it composed originally for this, or is it from somewhere else?).

I did run into a few bugs, and I felt that some of the areas were somewhat non-intuitive in terms of what to do next, but overall these didn't detract too much from the gameplay. I really wish that someone would use the LOS Telekinetics in another mod/game because, in terms of combat, that was easily the best part of the game.

+1 vote   mod: Mistake Of Pythagoras
Caractacus Oct 18 2008 says:

This is fantastic. The only real problem I have with it was that it wasn't longer.

+2 votes   mod: Weekday Warrior
Caractacus Oct 18 2008 says:

Nice mapping on this one. I just wish it had been longer and less buggy.

+2 votes   mod: Dark Peak
Caractacus Oct 18 2008 says:

Logistique looks great, but I did notice that some of the English in the demo could use a little cleaning up. Would you be interested in some help with this in the final version? Or do you already have someone set up to work on it?

+2 votes   company: Elseware-experience
Caractacus Oct 18 2008 says:

Interesting demo, I can't wait to play more. The level design so far looks great, although a few of the puzzles seemed a little non-intuitive to me.

+1 vote   mod: Logistique
Caractacus Oct 18 2008 says:

I really wish that people were playing this. Just from running around a map by myself it seems that this is a really well done mod.

+3 votes   mod: Paleolithic Revolution
Caractacus Oct 18 2008 says:

This is a really incredible mod. Not only does it serve an educational purpose, it also manages to be more entertaining than just about any other mod that I've come across. I hope that you find the time to make a second chapter.

+3 votes   mod: Blind Monk's Society.
Caractacus Oct 17 2008 says:

This sounds like one of the most unique HL2 mods that I've run into. I'll definitely be checking this out.

I like the idea of there being hefty penalties for killing people. Will there be any way for individual servers to keep track of players who rack up negative points?

+3 votes   mod: Frontiers
Caractacus Oct 15 2008 replied:

Look at the first two sentences in the description. It's a remake of Mirrors Edge.

+1 vote   mod: Mirrors Edge: Source - Trailer Map
Caractacus Jan 15 2007 says:

Is this mod actually being worked on? The screenshots look interesting, and the premise sounds like something that could be developed into a decent game.

+1 vote   mod: One Dark Moment
Caractacus Jan 7 2007 says:

There were some promising aspects here, but I think that City 14 lacks a basic element of direction. The puzzles seemed to alternate between "simple, yes interesting puzzle that you'll get if you look around for a moment and assess your situation (crowbar under the couch)" to "what hell am I supposed to do, I've been wandering around for 20 minutes without a clue what's going on (putting the boat in the garage)". I think that future installments should maybe be tested a little more before they're released, to make sure that the puzzles are intuitive enough so that they don't impede the flow of the game.

The other big problems that I noticed were the graphics (lots of times you could see the seams where pieces of a level were put together) and the fact that most of the enemy encounters felt really fake (walking into a room and finding 3 or 4 combines standing in a row, just waiting for you).

I would like to see more of this, though, because certain parts were interesting. Some of the maps themselves were pretty decent when you ignore the technical flaws, and I liked to idea of basically starting out with a blank slate, not knowing how you got where you are, or even where that might be. With a game that starts out like that, you could even go lighter on the combat and focus more on the story and the mystery of what's happening.

+1 vote   mod: City 14
Caractacus Jan 6 2007 says:

This mod SEEMED to be pretty fun, but unfortunately I couldn't get very far in it due to a read error every time I tried to reload a saved game.

+1 vote   mod: Ballocks
Caractacus Jan 3 2007 says:

Keycards. Why'd it have to be keycards.

Taking a gameplay cue from 1993 wasn't the best idea, and it only added to the frustration of the overall non-intuitive gameplay of this mod. Also, I don't know how good an idea it was to base it around everyone's LEAST favorite part of Half-Life (seriously, does ANYONE like the Xen levels?). Granted, it could have made for an interesting mod, but the elements just weren't there. I'd like to see an updated version that concentrates more on the actual outpost levels rather then making me hop around on floating rocks.

Also, the voice acting was pretty good, but the actual script was terrible. Better dialogue with the same actor could have vastly improved the overall quality of the mod.

+1 vote   mod: Outpost Xen
Last Online
Mar 13 2010
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