"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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Hello World!

3 years ago News 1 comment


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!


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
  • 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!


HoM 2... Continued?

HoM 2... Continued?

6 years ago News 3 comments

I am working to reunite the Hall of Mirrors team again for another modding effort. It is my hope that the quality of our next release will not only match...

Moving on

Moving on

7 years ago News 3 comments

Well its been a good while and I'm not sure if anyone is still watching this. But essentially, life has taken a hold of my time and has rendered me unable...

Gameflood and news

Gameflood and news

8 years ago News 0 comments

It's been a while since we released HoM to the public. After quite a bit of well deserved rest, the team has started to discuss the possibility of...

HoM entered into IGF

9 years ago News 0 comments

Hello everyone, As some of you may already know, HoM has been entered into the Independent Games Festival modding competition this year. We are not sure...

Hall of Mirrors

Hall of Mirrors

9 years ago 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

10 years ago Movies 2 comments

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

Post comment Comments  (70 - 80 of 168)
Chris555 Mar 13 2006 says:

Hows about telling us about the 'secret' combos? :P I cant figure any of them out :(

+1 vote     reply to comment
MisterAnderson Mar 9 2006 says:

By that I mean that this mod was never about having a long story mode.

But that its all about persisting with the combat system until you ARE John Preston. :ninja:

Could be a new version in the works too, with some all new content.

+1 vote     reply to comment
Fury_161 Mar 6 2006 says:

I enjoy the gameplay a lot. I look forward to more levels.

+1 vote     reply to comment
Chunky Mar 2 2006 says:

Would have been cool if the guns fired like they did in the movie.

+1 vote     reply to comment
DarthPackeis Mar 2 2006 says:

Great work!
If you think about improvement: make the gun kata work while you move. That would be great!

+1 vote     reply to comment
Rico21745 Creator
Rico21745 Feb 26 2006 says:

It seems like a lot of people's criticisms are based around the fact that the story mode was too short. I'm not entirely sure as to why people expected it to be longer when we made it quite clear that it wasn't our focus, in fact, it was an added extra we decided to throw in to add more content to the mod. The meat and bones of the mod are in the combat system, the gameplay and the DMW levels/training level/Objective level.

It is beyond me as to why people think the mod is just the "story" mode. Simply click on select character and then select one of the new DMW levels to play in, or play the objective level, or play the story level, heck, do anything. The new gameplay is also enabled throughout the regular MP2 story play.

If you've done all that, or were aware of it, then I can't really say I'm sorry the mod didn't meet your expectations. We didn't mislead anyone, we never claimed to be doing anything more than what we did. If you feel like you were misled in any way then I apologize, it was never our intention and I usually tried to be as clear as possible when discussing the mod. I feel that it's necessary to say that although I find it regretful that not everyone loved it (which is an entirely unrealistic idea, people have different tastes), we enjoyed making it and it seems as if the majority of people enjoyed the end product as well.

+1 vote   reply to comment
Karuto Feb 26 2006 says:

Leaves a lot to be desired, to say the least. Hope the future installment will be plenty better. You don't have to recreate the movie piece by piece, either. I mean, in the movie, the hallway with the soldiers, it only takes a few seconds for the Cleric to dispatch of all of them, so it doesn't matter that they're lined up, because they're not there for long. However, in a game, it's just too simplistic and redundant to do something like that.

Let's just say, I was done and over with the game in only 10 minutes, and to put it lightly, the mod just didn't hook me in. Sure, the gunkata was pretty nice, but overall, it could have been so much more. Hope you guys don't take my words as complete criticism, because I'm just trying to point out some of the things you guys didn't do right is all.

Just take the movie and push forward with it, like it's an evolution of Equilibrium, and you'd have a lot more happier people. There's only so much you can use with a strict concept, but the fun in modding is that you have the will to bend it however you want, and that freedom makes it more satisfying.

Hope you understand what I'm saying. I've been waiting for this mod for a long time now, and I just feel... disappointed.

+1 vote     reply to comment
Stretch Feb 25 2006 says:

Yeah like it. The gun kata sytem is nicely animated but not terribly effective. I found myself having to run into the middle of a group of sweepers and using the all round spray ( back-left) to do any more than 1-2 kills at a time.
Having said that though largely enjoyable and very nice looking. And i dig the score tables aswell. A longer more involved story mod would be nice but if you're going to keep working on it concentrate everything on making the gun-kata flow better. I found coming out of Shift mode was a bit clunky and i always got shot alot waiting for him to stand upright.
Class stuff.

+1 vote     reply to comment
Bluehawk Feb 23 2006 says:

I'd say make a whole story mode that follows the movie but that would only be like 5 fighting levels and 20 talking levels :P

+1 vote     reply to comment
Chris555 Feb 23 2006 says:

Exellent work! I had a lot of fun playing this mod. The Story level was short, the objective level was easy, but that doesn't matter. The GunKata engine was really awesome. There were some minor quirks here and there, the only thing I found that spoiled it was that when I stand still, start shooting and press 'C' I shoot hundreds of bullets in one direction, killing tons sweepers in a blink of an eye and putting down a cleric in 5 seconds.

But apart from that, it was awesome!

TheSnaps: Its not the story mission or the Objectives mission that make the mod, its the DMW levels that are its main strong points, and keep in mind that this is a mod, for a game that has a fairly limiting engine, and its *FREE*. Emphasis on free here. Coding this stuff isn't simple, have you ever even coded anything in your bloody life?

Why am I even bothering?

Anyways, very good job, HoM team! 10/10

+1 vote     reply to comment
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Max Payne 2
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Released 2007
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