this is such a professional work, specially the models, that can be easy the new official Expansion to the Generals franchise!
i want to see this up to the end! amazing quality!
Donated once i will do it every time i can! i love it!
add a button in-game for donations anyway :)
This is one those mods that are potentially ruin the experience for some.
+Very challenging, perhaps the toughest time I've ever had fighting aliens... even if most of it is due to artificial difficulty because of the large groups of teleporting aliens.
+You get to fight along with marines for a handful of parts
+Gets better after the first half when you encounter Black Ops
-level changes happen near enemies, before and after. Making you accidentally change levels while fighting, causing them to either disappear or interrupt the fight.
-groups of teleporting enemies, that do so right in front of you, leaving you little room or time to fight without getting hit.
-levels are designed in such a way to make you backtrack, and everytime you come back to a area you passed you get teleporting aliens.
-One area is almost unplayable because it requires your medic and torch soldier to be alive. The mod made no such statement when you first met them, and if you left your medic behind or if one of them got killed then you pretty much have to use the change map cheat... & do it all again.
-Bad English voice acting
I've got mixed feelings about this game: the demo had decent enough art and an interesting premise but I didn't like it much in the end.
After getting a couple of endings it becomes obvious that the way to get one of the main endings is to grind and only visit one of the two male characters to pursue either their bad or good ending. There is one more thing to do to get the real ending, and it's different from what I've seen in most OELVNs, but I can't spoil it here.
The narration is very bare-bones - there isn't much time spent for any significant character development and as a result the few hints about what happens at the end are very obvious and it's very easy to find yourself knowing how the story ends and curse the protagonist's inability to figure it out herself yet while you have to play the game another 3 times before you can even unlock the real ending.
Another round of proofreading would have helped - there are several awkward phrasings that read like they've been written by a non-native English speaker and this – coupled with the artwork in the CGs, which is sometimes really bad – makes scenes which are supposed to be eerie or moving become just ridiculous. Considering how at least some of the sprites at the beginning were actually quite nice, a lot of the CGs and backgrounds really suffer from some glaring anatomical and perspective errors and rather flat colouring that make me wonder whether these have been drawn under a very harsh deadline.
The music and dubbing seem decent enough, but they didn’t really add much to the game in my opinion and I didn’t feel I got much out of the additional few pounds I spent.
All in all I’d say this game has an interesting premise but it could do with more polished narration and artworks and with a less forced path through the story.
As a final result I finished this mod yesterday after trying it fifth time and all I can say I really liked it and these guys are making really effort on this one.
Now the review:
- Lighting was pretty good, billboards okay
- Scares yes "No sound monsters" damn scary
- Storytelling pretty simple, but needs a little bit of more work
- Original sounds, interesting and entertaining
- Creativity with mapping
- Too many patches I know it's not ready and bugs free version, but still disappointing to go through that many times to reach the end, I can't even decide if I wanna (save the guy)
- I have to resolve from the beginning that annoying (black screen bug)
- Key hunting, no puzzle originality so much, but make's sense (key puzzling, better one).
That's pretty much it. Thanks for making this it was really good.
Can't wait next project, I love this mapping and how big the mansion was overall.
I say 8/10!
Never before have I played a custom story that really put you in the character's shoes. Maybe that's because he actually did a lot of talking while taking care of business around town. Having such an elaborate town for the setting made it feel like a day in the life of the thief. The guards everywhere had me clinging to darkness to stay out of sight, and I started to feel like the thief himself. I even started to feel sympathy for the guy, having his wife killed and living a life like that. Using invisible walls to keep players from wandering too far away from the objective was a good idea, but in the forest they were a little too restrictive. Also, at the end, the final monster didn't appear while the scene was playing. I wonder if the mysterious "invisible grunt" file had something to do with it. I applaud the attempt at making live conversation amongst the characters instead of all notes and flashbacks. This was what initially drew me into giving this story a shot. I surely wasn't disappointed.
A great story. No cheap jumpscares, dark atmosphere, and well-scripted. It finds that part of your mind housing your deepest fears and preys upon it. For instance, the Dungeons scared me the most, because I have a fear of Brutes. (They didn't seem so bad until I saw one up close!) There's also very little tinderboxes and bottles of oil, and we all know that that means more time in the dark, and darkness is always terrifying in Amnesia.
There was one problem for me, though. There are simply too many monster encounters. About three-fourths of the areas in both chapters are subject to Grunts, Brutes, or Suitors (visual only). You encounter all of the monsters, even the Kaernk making an appearance in the end of Chapter 1 and the beginning of Chapter 2. If more of the encounters were visual, it would be perfect.
I give this custom story an 8/10. I'm looking forward to Chapter 3, and keep up the good work!