Grey’s life has been nothing but a struggle. A constant downward spiral, and it seems even reality has turned against him. Grey awakens to find that the world has gone quiet, the streets empty. You must find help. Explore the grim world Grey lives in a completely new and unique world, and find clues to his shattered past. Grey is a total conversion Half-Life 2 horror modification where the player must solve puzzles, fight to survive, and find out what is happening to the world around you. We have made a lot changes to the base Source engine and have added countless new mechanics in the mod such as the objective indicator, portable medkit, donator based extras, pickup animations, failed reloads, new picture based GUI elements and much, much more!
When I first saw images/screenshots of GREY, I really knew that this will be something I would wait for and play on its release date.
Good things first:
It has a very nice art design, the levels are are creepy and really creative.
Stig's Voiceacting for GREY is stunning, he sounds believable. Other voice actors also do a great job.
The monster designs really reminded me of the good ol' Silent Hill days. Great job there.
The challenges are a nice addition and something not really seen that often.
But that already is all good I have to write down here.
Overall, the mod felt very unstatisfying.
The level/puzzle design was very confusing most of the times, I'm thankful that I accidently clicked some notes I would have never even noticed on my journey.
The balancing is also a huge downpoint. The weapons feel like they burst out air and you can't really tell big differences between all weapon types.
Another point that kept bugging me was the main character that had to comment every little thing, sure this is a nice thing to add, but why doesn't he comments on the first monster he meets or on other creepy/f**ked up **** that happens?
I see the direction you were trying to go there, but in the end it was all a pretty big letdown.
EDIT: I brought myself together to finish the HARD Mode, so here is what I have to say:
The Hard Mode is definately overall the way better campaign, now the normal looks even more ****** than before.
The scares were better, the mood more frightening and the puzzles more creative.
The ending was definately more satisfying, but not really that awesome either.
Most stuff you already kinda expected, but wouldn't give a **** about, hence the main game builds no connection between the player and the character.
They were amazing. I felt so scared in many areas because the textures made them look so.
The levels were outstanding and freaky too. You guys chose some pretty good places to put the monsters.
They were terrifying in many ways.
You guys could've made it easier. Health was so scarce. I am nearly dead all the time. Unless the game is ment to be hard, then regard what I said.
Some puzzles are just amazing. The puzzle with the arrows and the number tiles was pretty cool. Though I had to write the arrows down on a paper. The only puzzle that was twisting my brain and confusing me so much was the one when you need to unweld the garage door. I spent so much time looking for something and wasting my drill battery. Then I notice it's right there on the ground.
Almost every scare has gotten me so much. I yelled out loud almost all the time. :D
It was too confusing and I didn't know just what the heck happened in the normal ending and hard ending.
Overall: I give the mod a...
First, I had played Nightmare House series and Cry of Fear before, so I will make a little comparison between these horror mods.
Grey has two story modes to complete.
Normal mode has nothing interesting to say. This is just a dumbed down version of the hardcore campaign.
I really want to skip the whole part if I could.
There are few good puzzles around, but there are also a lot of nonsense periods.
A path will always open behind you without any clues or sounds.
It's a very frustrating experience.
The Hardcore mode has a better design in every way, and you don't make the same mistakes again.
That's the spirit behind the Grey.
I am very interesting to play mistake series after I played Grey.
Grey has great props, weapon models and animations.
Levels are very beautiful too, but it feels more like NH2 than CoF.
The combat isn't fun because there are a lot of monsters are scripted.
Most of them guards a specific position.
The Hints tell you to search the side rooms and escape from the monsters.
That's not totally true in this case.
Most of them are staying in a tiny alley or a room.
You have to fight them back without a choice.
The rewards are usually useless in the hardcore mode.
Prepare to crash a hunderd of empty boxes and find a few batteries.
Ammo placements isn't wise too. I saved the ammo and I have no chance to fire a single shot of my submachine gun.
The game just ends without a climax.
I love the art drection, but Grey fails to deliever a charming gameplay.
It's definitly worth a pay or donation for its art design.
However, Grey has no surprises like NH2 or CoF will give you.
Grey is a very polished work, but you will want more from it.
It had good atmosphere with good art direction, but there was a lot of boring level design with the interiors. A lot of boring long tight hallways, and too much with the vents. The game started off way too slow and finding keys wasn't what I was looking forward to doing a lot. I raged a lot having practically no ammo and a pipe that did nothing as I died a lot. Good stuff with the custom content and effects but just ok, very silent hill like but with no good story to go with it...
First 10 minutes were appropriately ominous, and did in fact seem genuinely scary.
The sound was good and the overall atmosphere was gritty. Some of the puzzles were pretty interesting.
Animations were pretty solid, especially on the guns.
Interesting enemy types
Enemies took way too many of the already super limited bullets, I was often forced to quicksave at every enemy so I could swing my creskinned crowbar, jump back, repeat
Some enemies were just obnoxious as ****, and their only purpose seemed to be to eat away your usually low-health. Like those walk-on-all-fours doll baby things, it was damn near impossible to kill one without it getting at least a hit off you. I think I can speak for everyone here when I say:
NOTHING IS FUN ABOUT KILLING SMALL, JUMPING, CRAWLY ENEMIES. NOBODY GETS ENJOYMENT FROM KILLING ANKLE-BITER ENEMIES, ABSOLUTELY NOBODY
The pistol hardly did jack ****, the SMG took a lot to kill one enemy. The cinder-block-on-a-stick thing wasn't even worth using because while winding it up, you were basically guaranteed to get overrun anyway. I don't recall even finding shotgun ammo, but SMG ammo was more plentiful than boxes of shells? wut?
It felt like half the game I was crawling through vents or helplessly smashing tons of look-alike doors to see if they'd open.
Health was non-existent, and most importantly, so was the story.
Seriously, to have a *good* horror game, the player has to have incentive, or a narrative/plot. Okay, so...Grey has some hallucination and now everyone's gone and/or turned into monsters? He still thinks going home or to the hospital is going to yield positive results in a world that apparently turned into a ghost town in a single day.
He was either severely autistic or had severe ADD. He would say how he should get home, but after murdering undead floating knife-wielding creatures, he has no comments? What in the actual ****?
Game was way too short for something in development for years.