WTF? I'm here now? First I invade Youtube, then Deviantart, and now here? Now, I think this is a good place for me to be, as I am planning a mod of my own. A WarCraft 3 mod, btw.
To say that Brutal Doom is gory is an understatement. To say that Brutal Doom is difficult is only scratching the surface. In fact, my sole complaint about Brutal Doom is that Bethesda didn't take enough from it.
Let's get one thing out of the way. Sure, there's a potential that SGT Mark may be a jerk, but this is mostly hearsay in my eyes. But you don't review a work based on the creator, you tend to review a creator by their work (though there are exceptions, like when a creator attempts to use nostalgia to make a quick buck or actively injects their politics into their works, neither of which applies here). So, let's forget for now that Mark's attitude has any bearing on the enjoyment of the game.
Sooooo, as I said, Bethesda's Doom takes a lot from this. Brutality, satisfying weapons and difficult enemies are all here, and amazingly, SGT Mark turned a GAME THAT COULD NOT HANDLE 3D into a game that is pseudo 3D. That is. AMAZING. Headshots, aiming and even arcing weapons like your grenades are possible here, and the game refuses to relent with its modernity. Classic Doom BARELY feels the same with the enhancements this mod brings.
also if there's a final deal breaker between this and modern doom, mark's creating an addon that adds the doom 4 weapons into brutal doom so thats cool.
12.0/10.0 on a scale of bad.
I gave Mental Omega a 10 when it was still 2.0 Psi... and I wish I could change that to a 9 because 3.0 can't go over a 10.
What Speeder and the Mental Meisters have done is turn the most broken Command and Conquers BAR NONE (Yeah, say what you will about Red Alert 3. That game is the most stable game VANILLA of the series, but paid by being nearly unmoddable) into one of the most balanced RTSes that I can think of.
I for one accept the new Sub Factions. Why? Because it helps diversify the tactics. If there was anything Kane's Wrath and Zero Hour did right, it was having unique sub factions with their own rules, and Mental Omega destroys the concept of "Vanilla" factions to give a more unique experience. Sure, most armies have analogues to most units (Every faction having an MBT, an advanced anti-air, a siege unit, an anti-ground unit) but the end result, with the assistance of Ares makes each faction feel fresh but evenly matched, save for US, which I hope is improved in the next update.
Save/Load is an issue I can live with, and the difficulty of the campaign is certainly surprising, but not unexpected. After all, Mental Omega has always had hard as nails campaigns, and there's mods with HARDER ones (Looking at Twisted Insurrection on this one). One thing that I absolutely ADORE about this campaign the the sheer number of callbacks and references to Red Alert 2... Each of the first missions all call back to a specific even in the campaign of Red Alert 2 (Peacekeeper has us starting the game, while the Allied and Soviet campaigns begin with an inversion of the events, with Soviets failing to take Washington DC, and Allies failing to save New York). Perhaps one thing that keeps me going in some missions are the call backs, like Bad Apple where the map is an EXTENDED VERSION OF THE ORIGINAL THIRD MISSION OF THE RED ALERT 2 SOVIET CAMPAIGN. Dead, freakin' serious.
Over all, Mental Omega is continuity porn for anyone who likes CNC, and is the best RA2 Story yet.
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