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10

Resident Evil 3 Nemesis Scenario

Mod review

A dream come true from most of our childhoods. Plays incredibly well, it's really impressive on a technical level and has impeccable attention to detail.

10/10 for sure. Thank you so much Komizo!

8

Lost and Damned

Mod review
10

Resident Evil 2: Kendo's Cut

Mod review

I just love this mod.

As opposed to Mortal Night, it's very easy but intentionally so.

It's a mod for fans of the franchise to play relaxed and have fun. The humor is top notch.

Anyone that knows Kendo lines by heart will have a blast with this.

10

Resident Evil 3 Overhaul Mod (SOURCENEXT)

Mod review may contain spoilers

UPDATE:

Played the 1.1.3 version, all negative issues are disregarded, mod is awesome, 10/10.

Disclaimer: This will be a wall of text.

Version played: 1.0.4 "normal"/hard mode

[Bugs and Glitches]

EDIT: Removing possible bug after confirming it was my mistake.

It's very polished. One could count the sketchy dodge mechanics as a glitch at least, but it's the usual RE3 dodge BS, it's in the original, and it's here as well. Manual dodge improves a bit, but really, don't trust dodge 99% of the time.

[Difficulty]

That's the only of my imaginary categories that I'm deducting points for. It's way too hard, like, insane levels of ******** "hard". Wrong choice? Dead. Spent a few bullets more than you should? Dead. You get the idea.
Enemies are faster, tougher and do more damage. New enemies while cool AF, can be very OP (I mean, Poison Hunters? Calm down, Satan).

And there's Nemesis, once a tamed creature by us that played the OG game a hundred times, now an event every time it appears.
Infinite rocket launcher, 4~6 consecutive shots, aim like a pro, doesn't get stuck practically anywhere and full on aggressive all the time. I've never beat a Nemesis in this mod without retrying at least 15 times.

There's a wall of text to be said(typed?) about all the ******** mechanics you'll see and die for in this mod, but suffice to say, be prepare to save and reload a lot. I've probably spent at least 20 hours in this. (End game timer is around 6h, so more than double the time in failed retrys... yeah.)

There are a few "offsets" to try to balance like improved knife, ammo and health locations and so on, but it's still a trial and error game trough and trough. Be prepared to die

Now, did I had fun? A LOT. It's awesome, exhilarating and honestly kind of humbling, after playing the game for around 20 years, it's not every day that you get you *** handed to you so many times.

Still, it tried my patience a lot, and I'd prefer an experience that is considered fair and balanced, instead of ******** after ******** that kills you. Still, I had tons of fun, it's the ultimate hardcore RE3 experience.

[Technical Aspects]

I'm pretty sure this is a technical marvel. I've never seen a mod changing so many aspects of the game. New items, props and items from other REs, changes in the environment, new enemies, more quantity. I mean, damn, the true definition of "overhaul". Knowing RE3 will help you to some degree of course, but everything is changed. EVERYTHING. I can't recall a single item in the same place. Even the puzzles are all changed, which reminds me...

[Puzzles]

Hard as old adventure games could be, with very clever designs and solutions. Every puzzle is changed and for the better. No way a "casual" audience would have the brains to figure it out, I've almost gave up a few times, really, but that makes all the more fun when you get to figure it out. 10/10 design here.

[Gameplay]

Pretty much standard RE3 with 2 big changes/improvements.

1) Knife is a lot faster
2) Manual dodge

Doesn't look like much but the game will make you learn very fast to use your knife a lot and rely on it. As for dodge, it has its uses, but just like OG RE3, it's unreliable. Too many narrow rooms and corridors and zero i-frames will make you get hit anyways. I've used a few times, but I didn't rely on it.

[New Skins and changes in the story]

REmake skins and making some stuff more like the REmake wasn't exactly needed but was such a fun change. If I didn't knew better, I'd say that was the original design all along. Railgun made me laugh so hard, it made up for such an awesome ending.

[Conclusion]

Even with a review this big I'm bound to forget about something, and that is just more proof that this is a true overhaul. It's so much ********, it's unbalanced AF, but it's so fun, hahaha. I'd recommend only to very skilled and very patient players. The mod has an attention to detail rarely seen even in AAA games, has a ton of welcome changes and cool ideas, great puzzle design and revitalizes an awesome game.

If the intention was too feel like "the first time I've played RE", I'd say objective complete.

10

Resident Evil 2 - Marvin's Mod

Mod review may contain spoilers

Awesome mod!

Some very well thought out ideas, very well balanced in a "though but fair" way, with plenty of ink ribbons to booth.

It's probably a bit easy for hardcore fans (which I assume it's the majority of the target demographic for a mod like this) but I'm happy with the balance,as it doesn't need to alienate possible newcomers to make a great mod.

I've finished with decent amounts of health and ammo, so I'm looking forward to try hard mode later today.

I wonder if there are any new boss battles on Hard, since the mod description says "battles", in plural, but I only seem one. I don't blame the lack of more bosses, because it's made in a way that makes Marvin's story plausible and connects with the OG games, but it felt a bit weird to not encounter something that drains my stockpile of health and ammo near endgame.

The "under the hood" changes and stuff that is not normally supported on the original game is very impressive, I wonder if people will take all that work for granted, but It's really cool. The respawning rooms, NPC conversations, pré-helicopter crash corridor/heliport, all very cool, and this is supposed to be done by hex editing? Damn, impressive!

If I'm nitpicking, it somewhat annoys me when the ingame items are not the same as the inventory, with exception for RE3 items, but at least a couple of keys are like this.

Not discounting any points for my nitpicky nature though, it's a 10/10 through and through and a must play for every classic RE fan.

7

Resident Evil: Mortal Night

Mod review

I really liked the mod, but I have a lot of issues with it, both in design and technical.

At the moment, "REbirth" ep1 and the sourcenext ports for ep2 and 3 are available and it is what I've played.

I didn't play the OG ep1 so I can't compare there.

Technically, I had a lot of sound issues glitched and replaced (some sounds I think are intentionally swapped, but I do believe at least a part of it are glitches, like zombies making water walking sounds in the middle of the precint).

BTW, it seems intentional that invisible zombies make plant and hunter sounds which is really out of place if you played a lot of RE, but ok.

I also had a few crashes and visual glitches, the inventory is a bit messed up, but it works fine overall.

As for design, the game is really hard, cheaply so. I find it very hard to believe someone would complete it in a single try. Not only everything is carefully positioned to screw you over, it takes a lot of retries to memorize stuff well enough to get past it, and this is repeated in pretty much all sections of the game. Ammo is painfully scarce, which makes you use the knife a lot. Even if the knife is way stronger than in OG RE, it's a very boring mechanic.

Enemy density is way higher here and to (what I believe is to) compensate, zombie movement is somewhat less agressive, favoring dodging a bit easier. It's barely noticeable, but for someone used to how zombies in RE 2/3 move, it's easy to spot that something is "wrong" with them. This is one of my favorite aspects of the mod, while it's not exactly balanced, it gives you at least a bit of an edge.

Regarding design, the thing that annoy me the most is the different music for almost every room. I'll not even argue if it's good or bad music (I will point out that some of them looks like it came directly from Parasite Eve though), it's just that it changes so much and since in RE you're always moving from room to room, it makes all the music more annoying than anything that would enhance the experience.

Most of the time I'm switching rooms and consequentially songs, that all I hear are a bunch of long notes of different songs.

"Taaaammmm" * door* "duuuuhhnnn" *door* "taannduunn" *door*
"complete silence" *door*
"tiiiiinn" *door*

You get the ideia. It looks like the creators had to cram in every single song they could in there.

All in all, I liked the mod, it lacks a lot of polish, even the "REbirth"ed one, it's hard AF and the music stuff annoys me to no end, but I enjoyed my time with it.

10

Thief Gold HD Texture Mod

Mod review
10

No More Room in Hell

Mod review
1

Gary-Mod

Mod review
1

Defence Alliance 2

Mod review