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RSS Reviews
9

Old Good STALKER Evolution

Mod review may contain spoilers

This is one of the best SoC mods I have played, and I would recommend it to anyone who wants to experience a truly scary and challenging Zone. The amount of atmosphere added by the harder hitting mutants and psy emissions is almost unreal. You can't run far without running out of breath. Ammo is hard to find and very expensive, and since the mutants are now tougher, you are forced to avoid them or be prepared to run out of money while buying more ammo.

And if the mod is too hard, or you prefer not having to change your underwear constantly, don't worry, a nice configurator is included to add/remove features from the mod and tweaking stuff to your liking.

The reason I didn't give it a perfect score is due to some bugs, design choices and oversights which are too major to brush off.

1) Repetitive spawns. There seems to be a controller in the Bloodsucker Village every single time you enter Army Warehouses. Same goes the chimera spawn outside the south entrance to the Bar.

2) The mod cannot be considered stable, but it isn't as bad as STALKERSOUP last time i played it. I've had 4-5 CTD's during my playthrough so far.

3) The turrets. I honestly can't understand why on Earth they were added to the game. This is not the way to ramp up the difficulty even further. Having aimbot-MG's fire at you as soon as you enter their killzone is IMO stupid and makes fetching the military documents a real pain.

4) I personally think the Agroprom Underground section was made pointlessly hard. You'll have to face 3 bloodsuckers and 2 controllers in total. The bloodsuckers are pretty easy to take care of (after all, you can camp on boxes and take them out safely), but the two controllers spawning in at the beginning and the end of the last stretch of tunnel is not just scary as hell (which is a good thing), but also damn frustrating for the player. It is really, really hard to take them out without grenades, since they make you drop your gun, which usually leads to your death.

9

Escape: Paradise

Mod review

The most fun I have had with a mod in quite some time! I have never been this scared and cautious in Crysis before as when I was playing this mod. Make one mistake and you might have a 15 min hike through the island ahead of you.. again. Blocking quick saves and allowing saving only at pre-defined safehouses is a great idea and along with the low HP and invisible HUD, effectively forces the player to play very carefully.

However, while the open gameplay is there, there are some negatives which I will point out. First of all, I'd really like to see more enemies. Since you, the player, have escaped from KPA custody, they should be actively searching for you. Most of the time the enemies are simply static and lifeless, gazing in to complete emptiness and only awoken if the player appears in their field of vision or makes noises. A more active enemy AI would make the mod so much better. Also, I want moar(!!!1) tanks and choppers hunting for me! Imagine the adrenaline pumping in you when you haven't saved in hours and you've just managed to find some great guns, only to be rewarded with the sound of chopper blades tearing up the air some hundred meters away from you, with the searchlights bouncing from trees and bushes..

Then there's the technical issues, but the author acknowledged some of them, I won't be covering them that much. However, I'd really like to see more variation in terrain and fauna.

PS. Make sure you play on Delta to get the real experience.