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RSS Reviews  (0 - 10 of 62)
10

Amadeus

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- Good puzzles. Some of them were very clever like the one with the standing lamp

- Good monster encounters. Nothing too overwhelming but good enough to keep me on my toes

- Extremely good map design: I lost myself looking at the details of many maps, like the main hall and the library. Felt like being in the mansion itself. Even in the bigger maps the frame-rate was very stable which is also a plus since FPS drops tend to ruin the immersion. Very good.

- Good voice-acting. Didn't skip a single note

- Solid story with good pacing.

10

Amnesia - The Fugitive - Episode Three

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Totally forgot to rate this mod in particular. Huge, just right on the difficulty and scary. I'm going to replay it but all I can say is that this is definitely your best mod yet and it was the last one I played before taking a long break from amnesia mods. Very few mods can compete with this one imho. The only one that can cross my mind is the new destiny revenant that I played recently. Definitely one of the best mods ever.

I might update my review once I replay this mod but if I don't, just let you know that this whole trilogy was the best trilogy of amnesia mods. Totally worth all the screams and changes of pants.

Best regards. Wish you best of luck for you next creation.

-ShiningBlader

10

Destiny Revenant

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Really enjoyed this CS. I was away from amnesia and decided to come back even if just for a last mod and found yours. Wasn't disappointed.

I've also played other mods from you as well, Meta and destiny rebellion. I believed I've rate them as well.

I really can't say much about this mod. I liked the trophy system (found 33) and the extra jump when you're close to an edge. I also saw the inspiration from some of the specter's attacks and his health bar... Kingdom Hearts?

This is the last mod you'll create for amnesia and it is probably the last one I'll play. I wish you the best of luck on your next creation and who knows, maybe I will end up playing it.

I don't know if you already have it by the time you read this but if you didn't get a job application yet, I wish you luck. You deserve it man. If you DID get one then congratulations man. You deserve it.

Best Regards. ShiningBlader

10

Final Revelations V.3

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I'm very pleased for having played this CS. It has everything: Long durability, challenging puzzles and monsters encounters, good design and a good plot to tie everything together.

I really liked the day/night cycle and how some quests could only be done in specific parts of the day. That is something that very few CSs tried to do. Also enjoyed the morality system and the fact that I had a choice in how approaching Alma and the option to actually talk to her in the first place.

As for the characters, This CS has plenty which adds some more depth to the plot. Also appreciated the fact that Lee has to stand up against nearly everyone at different parts of the game. So it is like, everyone is a boss.

Concerning Voice-Acting, I liked Alma the most.

As for puzzles, there were some difficult ones like in chapter 1 where you have to scroll through a hole in the wall to go around a locked gate. It was difficult to see at first but fortunately it was fixed in the 2.0 Version. The same could be said about the locked chest in the library in chapter 2. It is interesting how a few pointers can turn a headache-inducing puzzle in a very simple one.

I must say I loved the trivia event where you can see Elizabeth through the window. I think most others CSs would benefit from it as having some characters walk around outside of the map's boundaries can add a little more life to the quiet environment. It really didn't change anything it was just a small event made for the flavour but that is why I liked it so much. It really goes to show the effort put in this CS.

Also appreciated the soundtrack used for this CS. So much I had to ask the developer the name of 2 songs used in this CS because I just liked them so much and they fit the mood nicely.

The only flaw in this CS is the oil. I found lots of maps being very dark and had to bump the gamma to 1.5 by chapter 6 because I had no more oil. This is really an issue even very early in the game as by chapter 1 you only have found like 1 sack of coins and you couldn't buy much oil with it.

There were also a couple of jumpscares here and there but really, who cares at this point? This is 10/10 material and is not a bunch of jumpscares that is going to change that.

Conclusion: it was big, it was nicely done and I appreciate the effort the developer put in it and as such I'm eagerly waiting for his next CS.

7

Patience

Mod review

Ahh man that one made me laugh. Take a 7/10

3

The Night I Went Insane

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Disclaimer: Alright, I want to start off to say that I haven't finished the CS yet and as such, this review is TEMPORARY meaning there I will be willing to give it a higher rate somewhere in the future but this score reflects my opinion with the current state of the CS. For all the purposes, I'm playing the Custom Story Version, not the Full Conversion one.

The reason I'm giving this CS such low score is because of two things: One, is frustrating to play and two -and perhaps the mos important- the CS cannot be completed in its current state. There is a game breaking bug that the creator needs to work on. Fortunately, it is nothing to difficult so it really makes me wonder how much testing this CS had.

To start off with the bug, it seems that once you acquire the key #2 in the cellar and go back to the previous map, the door to the cellar should be locked and the door to the main map (a.k.a the hub map) should be unlocked (it locks for no reason once you enter that map for the first time). However, both functions to lock and unlock the doors are switched which means that the door that leads to the hub map will NEVER unlock and the door to the cellar which has no purpose to come back to still remains unlocked and you can keep entering and leaving that map for infinite sanity. I don't believe ANYONE has completed this CS without modifying the map's code.

But after that, I went to the Map number 3 (since they have no names to go by, another little annoyance that you should fix) and I found 9 levers. So it is a puzzle, easily enough but the point is that the game offers NOTHING for you to figure out how to solve the puzzle. You're supposed to use the crowbar in a near door that gives you 5 hints about the order in which you should pull the levers. So you pull the 5 levers and what happens? NOTHING happens! The levers revert back to their initial state after a few seconds and as the player you're left in a "wth?" kind of state. Like, what am I supposed to do next? Some pointers would be good.

But I've managed to get pass that part by pulling all the remaining levers in the opposite order and it worked! Did I know it was going to? Nope. Totally random.

After that there is a room with a bunch of keys and you have to pick up the right one and what not... that room was awfully made, with the walls all disjointed and crocked and the keys and paintings floating in the air. If the argument for the room to be so deformed was because of the main character's insanity then that would be reasonable except that all the other rooms where well made so it doesn't make much sense.

And lastly, this leaves me in the part of the map where I just rage quitted: a pool of blood where the invisible monster lurks. Like, what am I supposed to look for here? I looked everywhere and only found a note in blank which apparently didn't trigger anything. If it did, then there is no pointers. No pointers anywhere! Wherever are the maps having no names to go somewhere without knowing what to do... like, ok, maybe I am missing something but this isn't supposed to happen! I ended up dying to the monster and after that he didn't spawn again so I had all the time in the world to look in the blood for something but I found nothing. It was frustrating and I left the game there.

Suggestions: Give more pointers to the player to know what to do. The lever puzzle was -sorry for the harsh term- bull****, the water monster part was infuriating because I was totally lost and let's not forget that those parts of the game would have been unreachable if I hadn't go and change the code of the game myself. So I hope that the creator fix all of these issues as the CS clearly didn't have enough testing.

8

Brutal Changes

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I enjoyed the level design. The maps were a little dark but thankfully you gave enough oil. The atmosphere was also pretty good. Almost overwhelming in the machine room.

The 2 times I had to stack boxes were a little frustrating because of how little space you had to move on to the upper floor. I'm talking about the beginning of the CS as you go into the foyer and as you reach the chest with the lock pick. Next time, try to make the areas wider so that the player can be free to jump into the upper level instead of stacking one more box in order to crouch. Even so, that chest still gave me some trouble.

Liked the event to dodge the brute and then "bind" him in the room with the box. Really creative.

The jumpscare with the grunt was stupid. I didn't like it. As for the second time he appeared, I jumped but it wasn't THAT bad now that I look back.

8/10 --> It was a good CS despite the cheapscare and the initial bugs. Had a good level design and pressuring atmosphere.

8

Wheezy Everlasting

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I'll review each map separately:

1) Nothing much to see here. I enjoyed the pumpkins models and the use of AmfP entities.

2) I liked the use of modified maps from the original amnesia as it gives that feeling of familiarity and, at the same time, is something totally new. Escaping those 2 pigs was difficult and I was glad they were silenced monster, meaning there was no change in the background music when they spawned.

Finding the 10 masks was time consuming though.

3) This was the memory I liked the must, and also the hardest. Finding that key behind the Bear statue was tricky, because I didn't know that you could move the statue and found out at random. After that, the whole memory went smoothly barring a bunch of deaths of course.

Also, the game insulted me when I tried to put the ball in the cannon. I admit, I chucked.

4) Very short one. Finding the crowbar was tricky but other than that...

5) I didn't like this one. The pigs would just disappear if I got to far away and even without then around, I still took a lot of time to finish the first portion of this memory. I guess box stacking really isn't my forte.

The second part was slightly better but I still had to stack boxes to beat it, while dodging 4 water monsters. It DID make me feel uneasy and whenever I went to the water I would go "F*** F*** F***!!" but yeah...

If you want to add platforming elements, like getting one of the 2 keys in the last memory, I'm all for it but stacking boxes really should be left behind IMHO.

Final verdict: 8/10 --> I liked the 2nd memory a lot as it was pretty challenging. Liked the familiar maps as well. Didn't really liked the last memory.

8

Acceptance

Mod review

Brilliant voice acting. That is all

The puzzles were easy and there was pretty much only 1 monster encounter...

There just isn't much more but, at the same time, it wasn't badly delivered either.

Despite being short, I liked it. Hope to see more from you.

8

Rift: The Horror of 145

Mod review may contain spoilers

Alright, I'm back to review custom stories

And I'm starting with yours

I had once tried to complete this CS but I didn't managed to. I'll get to that point in a second...

But today, I've decided to give it another try and I finished it. So here comes...

Pros:

- The level design. I enjoyed the details of the maps and all the lighting in the Main Hall. in fact, I must say I liked the main hall the must.

- The "sidequests". I liked the idea of pieces of orb asking you to do stuff and also how each one of them had different personalities and powers.

Cos:

- The level design. While the maps were very expansive and detailed, there are two major problems with them:

1) They are too confusing. the dungeons, the east wing, the passageways, the sewers... all felt like mazes. It becomes a chore to look around for stuff when everything is so confusing. I left the 2 rods outside the receiver to last and found that there was one part in the dungeons that I didn't even had explored yet, containing the trinity rod and one note. Another example would be in the cellar, where you're supposed to find 2 notes about some war and I found the 2nd part first and the 1st part later.

2) Low lighting. self-explanatory really, I had to go around with my lantern on must of the time because I couldn't see anything. Tinderboxes offer little light so they aren't reliable.

These 2 problems together are the reason why I couldn't finish this CS the first time. Stay with me here but if you make many maps like mazes and give little oil to the player, as well as making nearly every map too dark, you can see that all of that is going to be a disaster.

I tried to explore every nook and cranny of the map and I found myself with low oil very fast. The maze structure of the maps made me go in circles very often.

How did I fix this? simple, I bumped the gamma to 1.5. That combined with the fact that I was playing the CS for the 2nd time allowed my to finish it with lots of oil to spare so maybe bumping the lighting of the maps might just be enough.

- The monster encounters: there was only like 4 of them? and half of them were against the water monster. 1 brute and 1 grunt. I felt it was too little. Considering how big the maps were -despite their confusing structure- I would have added a lot more of encounters just to keep the player in their toes.

- Finding some stuff: some items were very hard to find, such as Red rod (found by accident after looking in that area for the 4th time) and the stone chipper (had to use the level editor). The confusing structure of the maps doesn't really help and as I pointed out before, I found the blue rod in a area of the dungeons that I didn't even knew it existed so we're not talking about lost items in the middle of rooms, we're talking about whole rooms being hidden in the middle of the map.


Final verdict: 8/10

I enjoyed it in general but I still needed to cheat (level editor, bumping the gamma) and needed two tries to finish it.