Dissolution is a science fiction, single-player mod for Half-Life 2 that mixes adventure and action game-play. Set in the year 2089, in a universe dominated by a mega corporate entity, Xterrier, the player awakes in a hidden lab to the voice of the mysterious Wilson. Guided by Wilson, the player must make their way through the ravaged Xterrier 581c colony, making use of any and all resources they can get their hands on in order to survive, all the while attempting to piece together the events leading to the colony's collapse and their own identity.

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I have one big grief with this mod, and that was overall quality. I agree with most of the criticism that has been written before me in that even though it looks like its almost a total conversion, the custom work is at the level of placeholders (I'm thinking specifically of the prop models).

Still, the amount of props available was so low that most of the areas felt bland and 'unlived' in, which together with the repetitive mapping made the areas all feel similar.

The voice acting ranged from passable to laughable. The intro monologue and all the XDA recordings done by the Sector 101 guy belong in the latter cathegory.

The scientist was for the most part the most convincing character in the mod, but more often than not the actor lost himself in 'creating' the character instead of acting his lines, thus overacting the character and making him sound fake, almost cartoonish.

Bells son was also convincingly acted out, but the technical quality of the recording was too far off when compared to for example the scientist. Consistency is holy.

Bell himself carried traces of the actor struggling to keep his voice deep enough to sound authorative. This was an unnecessary move and a technicality that could've been fixed with editing afterwards, allowing the actor to focus more on the actual acting and less on pitching down his voice to an uncomfortable and unsustainable level.

I wish there were more single PDA's with other characters recording what happened instead of just the handful of important characters, like they did in Doom 3, which I'm sure partly inspired this design approach.

I advise you to hold VA auditions for your next project and have somebody check up the quality as the project progresses.

Interesting concepts with some of the enemies, however the main part of the fighting sequences is terribly boring.
Mapping is also uninspired. Areas like the Monty Tallsticks should have been expanded upon to make the complex feel more unique in areas.

Premier jeux depuis un bail qui me fair frissoner. mais bon y'a un quelque choses qui fait que j'accroche pas plus...


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