So I have finally started to post some of the backlog of posts. I have been mainly doing this as a form of procrastination from other projects that I am currently involved in. I will do more recent updates once stability happens though I wont have an excuse to procrastinate then. The blogs are mainly supplementary to the posted images. Images maybe worth a thousand words but without overall context they lose meaning. I also welcome feedback and constructive criticism.
Mod Review on Mar 7th, 2011 - 1 person agrees 1 person doesn't
Although I thoroughly enjoyed the mod there were some area where it fell down. The environments were somewhat sparsely furnished and boxy in construction. Though there were some very good custom models these could have been further expanded. Some variety in enemy uniforms could have avoided all the enemies looking like spawning clones.
The mod did seem to borrow from a number of games both in terms of storyline and gameplay mechanic implementation. It was very Doom-esque with pull lever, move to point B, find keycard, use keycard progression. Playing on the train system was fun and reminiscent of HL1 though im split if the scenario reminded me more of Red Faction.
The storyline itself reminded me of Bioshock on numerous occasions of dystopian society, the antagonists mirrored a number of characters from that game. The scene with the painting npc reflected the speech with Anthony Ryan. There speaker ordering you acted in a similar vein to Atlas and the final character mimicked his omniscient view and urge for control and disregard for human life. The man with the painted face mirrored the theatrical boss and certain elements like the vending machines and health vials had an overwhelming similarity to the artdeco style employed by Bioshock. This could of course be mere coincidence.
I though the crows was a little underdeveloped as adversaries as they were somewhat overpowered and rarely encountered. I know they played into the story but those elements could have been expanded.
There were some borrowed element that worked very well. For me the Data Log System drove the back and side stories. Informing the player that there were remaining logs ensure they could grasp the full story which you were guiding them on also helped this mechanic but still allowing them to proceed ensure that the player wasn't forced to collect them was a good design choice.
Although it may seem I am being critical I thoroughly enjoyed playing this mod and recommend everyone to play i