Estranged, the story of a lone fisherman, stranded on a mysterious island during a violent storm. Explore rich environments and meet the curious inhabitants of the island as you find a way back to the mainland.
I helped you out on the second release with picking up double boxes and zombie model. So I've been around since the start and this is all fantastic!
The change to faster zombies was a HUGE surprise to me.
However, after the chair the game starts to have moments where you wonder through vast detail just passing it up. No action. No puzzles. Just walking through abandonment. Then I feel almost rushed back into action & then a sudden end.
1. I crash to find an apocalypse.
2. I get into a horror zombie shooter.
3. I play jurassic park trespasser for a bit.
3. I fight 8 zombies with a hammer.
4. I get rushed into a sudden human shooter.
5. Sudden end.
These are only my personal thoughts of the mod and some people but disagree with them. For a being only in beta, this mod is great quality! It is very well paced, has logical map design, which is somewhat of a rarity in mods. The combat is for the most part tense, but not overly frustrating. The zombies are well balanced, exchanging faster movement speed for less health. The mod is very well paced, slowly building up combat and introducing the player into different elements of game-play, giving them time to familiarize themselves with the element before adding something else, and the story never feels rushed or cut short, leaving a satisfying ending that doesn't make the player feel cheated or cut out of their fun. The dialogue is rather high quality for a mod and the voice actors are clear in what they say and show the emotion and personality their characters should imbue. The music is for the most part spot on, fitting quite well with the location and events taking place. Nothing is perfect though and as such I do have some minor complaints. My first would be the new custom textures within the omnicorp complex. Most feel a bit too vibrant and colorful, not fitting with the moody and suspicious tone of the rest of the game. My second would be the zombie models. They could use a little variety in their faces as most I ran into seemed to be elderly people with a full beard. Though not as large an issue, their clothes could be changed to fit with their locations, zombies in omnicorp wearing some sort of suit or lab coat to show they work in the complex, zombies in the sewers and underground areas wearing construction gear, etc. The omnicorp thugs also could do with a change in face models as most had the bald Caucasian citizen model. These are all marginally minor complaints though and don't detract from the mod too horribly. These are more just issues to fix if you have extra time or wish to polish the mod to its maximum potential.