As long as I've been playing games I've wanted to make my own. Captivated by the possibilities of level editors, I started mapping in 1996 for Doom II. Not long after my gaming experience was changed by the release of Half-Life in 1998. This game got me hooked for the next couple of years and it should come as no surprise that as soon as I found Worldcraft, I was making my own Goldsource wolds. As we moved into the new millennium, online gaming started opening up to me and I found Sven Co-op in 2000 for which I made countless maps and content. I closed off 10 years of GoldSource development with the release of Land of Legends in 2009. Since 2008 I've picked up Source mapping and worked on maps for Resistance and Liberation, Overwatch and Fortress Forever. After that I worked on a discontinued MOD called "An Open Window\". After a long break of mapping, I got back into the game by creating the remake of HL:Uplink for Black Mesa: Source in late 2012.
on Mar 15th, 2015
- 3 people agree
This review may contain spoilers
Visually, this is game is a great achievement! Everything breaths 80's and 90's USSR style and it's full of small details. Map layouts are a bit straight-forward but still offer a realistic feeling. The engine can't hold up with today's tech, but gets close to Source, although performance and stability needs to be improved. This is really how far you can push this old cart.
And then gameplay. The AI is stale and offer no challenge even on Difficult. Some monsters just don't make any sense (huge spiders? 0_o) or where you have to crush a giant. He just redicilously runs around following you and when you finaly get to crush him under a pounder (which are there for what reason? It's not a factory..) he just disappears into small gibs. The game could have done without this 'boss fight'. Also, the infected soldiers (I guess that's what they are?) don't make any sense. The virus makes them brainless zombies, so why can they use weapons and tactics?
Also, finding certain objects is a pain in the @ss. There's a clever system indicating which items can be interacted with, but for some wierd reason certain vital items are not included in this system. And so you walk around for 15 minutes finding a certain piece of paper in a hall full of paper. Anyone found that keycard in under 10 minutes?
Story is also very thin with characters popping up all of a sudden. I press a button on a pc and suddenly a cutscene comes up and there's a surving scientist.. who's been there for 20 years? Who is she? What? Where? Then the start and end in the hospital seems like something 'borrowed' from a certain movie.
Clearly, there are some really talented people on this team. Visuals and audio are great! But the 'underground-lab-virus-outbreak-zombie-thing has been done a 100 times now. For Paranoia 3, have a sit-down and a drink and come up with something new, something fresh: story-wise and gameplay-wise. Take all you know about zombie-outbreak games and movies, then turn it around, shake it up and lets see what comes out.