"In a futuristic world, a strict regime has eliminated war by suppressing emotions: books, art and music are strictly forbidden and feeling is a crime punishable by death. Cleric John Preston is a top ranking government agent responsible for destroying those who resist the rules. When he misses a dose of Prozium, a mind-altering drug that hinders emotion, Preston, who has been trained to enforce the strict laws of the new regime, suddenly becomes the only person capable of overthrowing it"

The modification is loosely based on the movie "Equilibrium" with the main focus of the work being based upon implementing a new combat system similar to the "gun kata" seen in some of the action scenes of the movie. The "Gun Kata" allows the player to take on several adversaries at the same time with dual weapons and gun them down in unison, much like what we see in the action movies of today where the hero wields dual handguns and shoots at different targets with each hand. This sort of stylish gun battle is what you can expect to see once the mod is released to the public.

The mod's focus is pure action and style, if you like shooting enemies and gunning them down in the coolest way possible then this mod just might be what you've always been looking for!

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1 comment by Rico21745 on Jul 2nd, 2012

Introduction

Hello folks!

So first of all, allow me to introduce myself. My name is David Rico, and I am the project director for Rebirth. Of course, seeing as this is an indie game, I also wear many hats, such as 2d artist, Particle Effects creator, SFX guy, Animator, and Programmer. Mainly though, I am a programmer so most of my posts will likely revolve either around that, or around progress updates as new features are added to the game. 

Some of you may have played the last thing I released to the public, a Max Payne 2  Total Conversion titled "Hall Of Mirrors". HoM was a conversion based on the movie Equilibrium, focused entirely on the implementation of a stylish combat system similar to the one seen in the movie. 

Anyways, since then, I sort of had to buckle down and do a bunch of Real Life stuff, ending with me currently working as a Software Developer during my day job. At night, my job is managing the wonderful team trying to bring this game to life, as well as coding and internet-yelling at people to get work done. Mostly coding though, owed to the fact that we have a great team full of dedicated folks who somehow manage to juggle work, RL, and working on this game in their offtime, unpaid. I cannot say enough about the team. 

Now, enough about us, let's get down to business!

Rebirth

Let's start with the basics. If you want of an idea of what the game will be like, you may want to read about some of the games and works that influence us as developers. Here's a short list of games and movies/books that influenced us: 

  • Silent Hill
  • The Road
  • STALKER
  • EvE Online
  • Fallout 1 and 2
  • I am Legend 
  • Ultima Online

You may look at that feature list at the top of our page and say "Egads! These guys are crazy, this isn't an 8bit sidescroller!" 
 
Yes, we are all too aware that this will take a lot of work, and have already scoped out most of the project, and are actually nearing a single player prototype.  Yes, it would be far easier to go "oh we're indie, here's an 8-bit zelda throwback clone with some zombies and stuff" and call it a day. But I personally don't really think being indie means we get to skimp out on art. Yes, we don't have anywhere near the resources someone like Epic may have, but the graphics must fit your game, and our game's theme is gritty, dark, and dangerous, and 8-bit graphics and cubes just simply aren't very threatening, at least not to me. You can only do so much to make a cube skinned like Cthulhu look threatening. 

 

Current Progress

I have a pet peeve. I hate people who announce stuff as soon as they think it up. There's nothing worse than hearing about a game or movie, and learning that its 10 years away from becoming a reality. In addition, being the realist that I am, I also know that the majority of indie games/projects die a horrible flaming death within the first few months when inexperienced people learn that yes, making games is a lot of hard work, and that no, you can't be an "idea guy" unless you have a ton of cash to throw at people. 

As such, I come with good news. We didn't just start this thing a week ago. We've been working on it for a few months already, went through an engine switch, restructured the team, and all the joys of indie game development. We are now working steadily and adding new features as well as art every week and a lot of core gameplay systems are in prototype stage. 

We will talk more about this later, for now just know that we are steadily making progress and have set up internal milestones, the first being an internal proof of concept simple prototype, to make sure the gameplay ideas we're throwing around are sound, and fun. Nothing sucks more than finding out your game sucks after two years of work, right?

Today's Update

Any game with RPG elements usually has a GUI and inventory of some sort, and we are no exception. I have some interesting ideas on how to do the GUI for the game, but for now, we needed a prototype to test all the systems related to your inventory. As such, I put my sub-par art skills to work and quickly wipped up an inventory window, some item icons, and a HUD to use for development. I expect a lot of these will change later in development (I am even considering not having a HUD at all and letting players know what's happening by looking at their character). Anyway, just keep in mind these are very much a WIP as we are not even at alpha stage yet:

 PreAlpha GUI

In the picture above, you can see a few things. First of all, I toyed with the idea of having a grid for your inventory. I quickly shot the idea down, after remembering how much I hated grids in inventories. I much prefer an UO type inventory, where you can just throw stuff into a bag and you are limited by carrying capacity, not "space" like in Diablo. As such, expect to see us use some sort of inventory that lets you carry anything, up to an X weight max, determined by your stats/character. 

In the current iteration of the inventory, you can simply drag and drop items from the bag into your equipment slots. Dragging a rifle into the weapon slot, equips your weapon, as you'd expect. Dragging it form the equipment slot to the bag, unequips it.

You may also consume items by right clicking them. These may be food, water, health, etc. Ammo is simply held in your inventory and used up by weapons as needed, currently. More complex systems may be implemented later, but for now, simplicity is key while we prototype our gameplay.  

Looking above, you see our health bar and equipped item bar. Like I said, I'm toying with the idea of removing these later on, and allowing you to see how hurt you are based on how bloodied your character actually looks in the game.

Anyways, I hope you all enjoyed our first post. I know its fairly verbose, but I figured that since we sort of just popped up a few weeks ago, people may be interested in knowing more. Expect me to update this more frequently. I'll do my best to showcase features as we go. After all, isn't the beauty of indie games the fact that they're mostly transparent? 

Until next time, please tell your friends about us! Nothing inspires us more than your support!

-Rico

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Hall of Mirrors

Hall of Mirrors

Feb 22, 2006 Full Version 22 comments

The modification is loosely based on the movie "Equilibrium" with the main focus of the work being based upon implementing a new combat system...

Hall of Mirrors Trailer

Hall of Mirrors Trailer

Jul 13, 2005 Movies 1 comment

A video showcasing an intense gunfighting scene from the Hall of Mirrors mod.

Post comment Comments  (60 - 70 of 173)
Deadrocks
Deadrocks Jan 13 2007, 12:58pm says:

When ever I try to start this mod. It says it can't read the CONFIG.txt. Then it closes. Is there a way to fix this? Becuase I'd really like to play.

+1 vote     reply to comment
INtense!
INtense! Nov 23 2006, 1:46am says:

Check it out: Moddb.com

+2 votes     reply to comment
z_boy
z_boy Aug 20 2006, 12:31pm says:

I like the mod and it's cool that you can turn payne into a killing machine, but i dislike that you have to select the gun-kata at your select screen then i might not not be activated . You should really dessing a button that can turn on-off the gun-kata mod. Oh yeah and i don't like that it only has ONE mission. A mod like this should have alt least 3-10 missions.

+1 vote     reply to comment
cobrag88
cobrag88 Jun 8 2006, 6:13am says:

i've been sat here for the past half an hour reading some postings by others and really i just want to say that the ppl who are critizing this mod really dont have any kind of leg to stand on with whatever argument they want to formulate.
1) if you are a true "Equilibrium" fan, it wouldn't matter that AT times there are a few minor gliches to the graphics or that the sound track leaves abit to be desired (TURN DOWN THE SOUND!)
2)the fighting system in this game is phenomenally brilliant, lives up to the splendid choreography of the film and i have no complaints. i've been through a few games in my time as a comp gamer and the gun kata system had me gasping and exclaiming for a good half hour before i got used to it.
3)haven't played the story mode yet, however i didn't really expect much more than perhaps 3 levels. so when i read that the 1 level consists of a 'hall of mirrors' i was not that surprised to find the said level in the game

those are my points :)

cobra
p.s
excellent work rico,anderson + rest of HOM team . very good MOD and equilibrium adaptation !

p.p.s
for all those who disagree...if you dont like the game...why dont u just suck it ?

+1 vote     reply to comment
MisterSmammi
MisterSmammi May 3 2006, 11:33pm says:

One more thing...

I'd say that you overdid it with the shift + any direction thing, because I think that enemies should just have a lower chance of hitting you rather than not being able to hit you at all. I mean, some guy was next to me with a shotgun and the bullets just went through me. It just seemed a bit overdone and made it a little too easy if I just stood there in that position for awhile, gunning everyone down.

+1 vote     reply to comment
MisterSmammi
MisterSmammi May 2 2006, 9:50am says:

I loved this mod, it's a great amount of fun! Don't listen to those ignorants that say "Story mode to short, make it longer!" Me, I haven't even touched the story mode yet! I'm so hooked to the skirmish modes that I might not even bother with it. Great job with all of the gun animations and all of the mind boggling moves. They are easy to use, but fun to execute. I had a lot of fun just pressing random backs, lefts, rights, and forwards while pressing spacebar or shift, and then accidentally doing something incredibly awesome. I know that's not the most effective way to fight, but I was just experimenting.

Anyways, great job, excellent everything. I just have a couple of suggestions for you guys:

1. Swords. Well, this one is self explanitory. If swords are already in the story mode, then ignore this, but I'd just LOVE to see some great sword combos with your programming team.

2. Other gun moves. Maybe have a few other gun moves for a couple of other guns. I know that you wouldn't be able to go all out "gunkata" with an assault rifle, but you should think about adding in a couple of extra moves every gun, that would definitely be worthwhile.

and

3. Maybe one more gunkata move where your guy runs and shoots like he does in the movie. You know, where he's running and he shoots both ways, back and forth. That would be pretty sweet, but not something incredibly vital.

Once again, incredible job, I'm loving this mod. Well, I'm going to go play it right now.

+1 vote     reply to comment
Jm-Virus
Jm-Virus Apr 1 2006, 3:33pm says:

damn living in england! wont this thing go any faster! looks great!

+1 vote     reply to comment
mr.bojanglez
mr.bojanglez Mar 27 2006, 12:56am says:

is that supposed to happen? (by the way)

+1 vote     reply to comment
mr.bojanglez
mr.bojanglez Mar 26 2006, 5:30pm says:

wtf. i play the story mode and after i kill the black guy and the other guy in the hall of mirrors in the very beginning it goes all dark and then it goes back to the main menu and thats it! one level of the game

+1 vote     reply to comment
Weedwacker
Weedwacker Mar 26 2006, 1:43pm says:

This mod makes me happy in my pants.

+1 vote     reply to comment
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Dead Man Walking
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Released Jul 9, 2007
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