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10 Review

Mod Review on Oct 31st, 2015 - 9 people agree 1 person doesn't

You'd be forgiven for not thinking too highly of this mod at a first impression. The mod stars the developer himself, as voiced by himself, with a mod page full of promises, alcohol references, and "Half-Pun: The Game" being the title card. These are traits that I have seen in earlier okey-to-awful half-life mods, but as a amalgamation of all of it, Half-Rats manages to be something different. Rather amazing, in fact.

The mod drenches you in atmosphere as soon as you get to the start menu. From there you're engulfed in a moody and strange experience, futher enforced by the fantastic voice work. The opening dialogue had me succumbing to The Develeoper's repeated recommendation of drinking something while playing, so after getting myself a "Rusty Nail" I was right back into the fever.

Okay, some sort of a joke... The only thing not from the early 1900s is the developer's modding skills. Haha!? The map design is smart. Mostly straight forward, always clever. It manages to make the dreaded Sewer levels entertaining, and the wonderfully detailed indoor areas are what makes this a immersive mod. As said earlier, the voice acting is great, and so are the scripted sequences, the dialogue itself... And I'm still talking about a HL mod!

I suggest that everyone play this on easy or normal first time through. Combat is just challenging enough but can get hard at times, in particular since there is a need to conserve ammo, demanding some melee from your hand. Be also vary that pausing during any dialogue might mute it, a fault of Half-life itself.

Despite there being talks of references to earlier works, such as They Hunger, I didn't notice any of them in the mod. I might be shoutout-blind, or maybe, any and all of these references are so carefully hewn that they have become a part of the beast.

After what Half-Rats: A Fever Dream has given me, I have given in. I'm eagerly anticipating the sequel, and the rest of the "multimedia experience" That Half-Rats has told us about. Sir Half-Rats is not a mere developer, but a genuine renaissance man.

AvsM 2: Project XEN
7 Review

Mod Review on Jun 22nd, 2015 - 1 person agrees

To anyone who's going to try this mod out: this is a story driven mod. There are lots of cutscenes, briefings and conversations, so relax until your mission has started.

I really like the setpieces in this mod. I found them clever and, despite that some of the scripted events are a tad predictable, they're all executed so well I didn't mind them.

The greatest problem I have with this mod is the level design. The layouts are good, but most areas beyond the HQ lack detail and props. The grey, empty corridors in particular, which there are many of.

Every now and then you need to backtrack to find some item or door that you've missed. It irritates me when I can't make progress due to a keycard puzzle, and the mod is full of them. The combat on the other hand is really nice, and it escalates in difficulty smoothly with each passing mission.

All in all, it is a decent mod. The creator's ambition is felt as you play. All that he needs to learn, is to put more detail into all the explorable areas, and to dare to try out new assets. If this had looked and sounded slightly different, it might have hit one of the top mark.

Mad Crabs
6 Review

Mod Review on Feb 9th, 2015

No review provided

Wanted! The Western Mod - STEAM
8 Review

Mod Review on Dec 7th, 2014

No review provided

Escape from the darkness
4 Review

Mod Review on Aug 19th, 2014

No review provided

The Gloom
7 Review

Mod Review on Jul 24th, 2014

No review provided

Light of Hope
3 Review

Mod Review on Jul 4th, 2014 - 7 people agree

This mod isn't well-designed. To put it lightly.

Right at the start it puts you in dark corridors with headcrabs, zombies, a alien slave and hounddogs a little while later on. These enemies all have to be fought in the blackness while the player is given extremly limited ammo, and the crowbar.

The most cruel change in all of this is the damn crowbar, which to me is number one worst weapon conceived through all of half-life's modding community of all time, beating the Pingas Glock from Crack-life. Between each swing there is a delay which seriously screws with any player who wants to use it efficiently, or even just for opening some boxes. It only serves to blatantly pad out the time it takes fighting enemies and to beat the mod, and you're stuck with in in pitch-black darkness.

If you manage to survive that you get to properly see some of the mapping in bright ares, all of which are very basic. It could've been made in 2002 hadn't there been a few keycard puzzles up there.

All in all, it encompasses repeated dying and frustration. It sure is challenging, but it isn't any entertaining whatsoever. Let's hope the creator makes something better next time. Something with a little bit of quicker swinging.

Quarter Life
5 Review

Mod Review on Jun 27th, 2014

Scientist Slaughterhouse: The Single Player Campaign.

A very unusual mod, in the sense that your enemies encompass Barneys, scientists and a itchysaur only. The mapping is very flawed, with remarkable things such as a spiral staircase you have to crouch-jump in.

I really liked the idea of going in and killing the scientists, like the HECU in original Half-life. I was all giddy as I clawed onto a window in which I saw a whole room of them evil scientists panicking. The best part of the mod is definitly that it isn't all just run & gun; the scientists barricaded themselfe and took to hiding, making the whole experience a puzzle game in which you have to find out how to reach every single one of them.

It is unfortunetly very flawed. Worth a go though for the unique experience.

Project: M.L.P
1 Review

Mod Review on Jun 26th, 2014

No review provided

Time to Run
4 Review

Mod Review on Jun 15th, 2014 - 1 person agrees
This review may contain spoilers

Time To Run is a two-part series of mods/map packs made by one russian by the name of "dmitry".

The series as a whole is very amateurishly made, but the first entry manages to be slightly more daunting than the sequel, which I reviewed last week. They both share the same problems - models out of propotion, glitches forcing noclip, and very linear maps with large corridors.

Whereas Time To Run 2 has less ammo & health and have more challenging army grunts, this one is easier in those aspects. However it seems more bugged and the scale of things is a even greater problem here.

I'll remember both of these mods though because of all the bafflement they gave me. For example: right on the floor in a room is the biggest frickin copy of the playboy magazine you'll ever see in any game. This mod is also supposed to have a helicopter battle as a finale, but the helicopter flies away and you just stand like a fool with a huge rocket launcher that you've just picked up.

They're both short and suck up a whole hour combined, so if you're craving more HL and want to be perplexed without frustration, have a go with Time To Run 1 & 2.