It was a surreal adventure, one that I can appreciate more then normal Amnesia FM's because they actually try to be different. But that can backfire and can become a 'random scare' simulator. It can give mappers the license to throw the scares at us whenever they want, the advantage is they can be placed exactly when we least expect it the problem is they can seem cheap and random... and its easy for it to become annoying if done a bit to often. I found this to be just right and a overall well made mod that has a drive to keep the player going and a fairly interesting concept for the story... the 2 endings where well implemented.
My only issue was finding out that the "blue light" didn't look very blue so I had no idea that it was my 'memories book'...
I think it was quite good there was good scares and a fair bit of detective work here. Although to short to really give me a good enough impression of what its all about.
I liked playing as a detective, its just the whole thing about there being 'a monster' again *sigh I know its Amnesia but there doesn't have to be a monster all the time. Searching ones own inner demons or prying into someones elses like a detective would, can be a adventure of its own. You can put in false scares like a ceiling collapsing, a rat biting you :D..
Excellent city building/resource management game. Not too hard and lots to do, with elements of Simcity/Dungeon Keeper/Evil Genius (and of course Dwarf Fortress) style of gameplay. I strongly recommend this game to anyone that enjoys the previously mentioned games.
Very immersive FPS with smooth animations. Could use more detailed geometry on corners and edges but thats just what I think, otherwise this game is very beautiful with a blue-green hue to it (prolouge story). Pretty freaky scares and plenty to explore in the house. Since this is the prolouge I didn't expect it to give a large amount of the story but for it the story was very strange, but in a good way. It was a sort of mystery as to what happened and whats happening.
I know it'll be a shocker for some fanboys that I only give a 7/10 to "TEH GREATEST GAME EVAH!!" but let me just say that it is rather fun. However, there's no denying it will go down as one of the most overrated games I have ever played. Therefore, I will break down the review to separate points.
GAMEPLAY: The most distinguishing feature in video gaming - it's fun, it's polished, but it's nothing new. From the single-player, you are still led by the nose in often tightly linear pathways, shooting and killing with very little found variety. As for the multiplayer being innovative, well... Perks and customisation and (these) modes have existed long before this game, so it's hard to see what's really new here. That's not to say none of this works, and some of the levels and scripted set-pieces are impressive and enjoyable. It's just not deep or creative enough to deserve such acclaim.
GRAPHICS: Very, very pretty and runs smoothly. However, some textures are deeply lacking. Overall beautiful, but far from the best of 2007.
STORY: This really grinds my gears. Really, what is so special about this story? All I see is Middle East in turmoil, stolen nuclear weapons, evil Russian Communists, Good ol' USA stepping in as usual to clean up the mess... blah, blah, blah. The only notable features is the unique emphasis on the SAS, and the Nuclear Explosion scene, but otherwise nothing else memorable about the plot.
SOUND: Probably the most redeemable element. The music score is simply excellent, fitting each moment throughout the campaign perfectly. The voice-acting, while not quite at the same level, has some good voices. The guns, on the other hand, sound more like toys rather than sophisticated weaponry which further ruins the quality of the action.
Overall, COD4 is a fun game with addictive multiplayer and some excellent missions. At a cheap price, it's worth a purchase. Nevertheless, it stands as a prime example where hype spoils a game's quality.
You need more than a hunger, health and a sleep system with zombies chasing you to claim your making the first realistic zombie game. I was expecting World War Z in isometric, instead I am getting Minecraft isometric in a realistic setting.
What exactly about project Zomboid's engine merits praise for adding a female character? Do you expect a Nobel Peace prize for adding different skin color to NPC’s and players?
The game simply doesn't deliver what it promises and the developers make arguments, with all due respect, they are not in big enough waters to take arms with. Silent Hilll had a two headed baby that walked on arms. Your game is nowhere near as scary or as controversial as that one. Sorry but get over yourselves if you think zombie kids in your game will make a stir with anyone who isn’t an idiot and aware of the type of game they are playing.
The developers say the game takes place at the start of the zombie outbreak, yet, they want me suspend belief that there will be no kids, old people, pets, service workers (firefighters, cops, paramedics) and other things that should be present.
In Project Zomboid you can rob an innocent NPC, set his house on fire and leave him dead in the street to be eaten by zombies. Yet the developers go on to state before anyone made an argument against it, that zombie kids would be too emotional to handle in a game that features mass violence. There is not only something wrong with the empathy in these individuals but also grave errors in logic. A scenario I expected before I jumped into the wrong water here, was a NPC trying to rob you for food to feed it’s family.
For that to have a realistic tone, the environment needs a scale akin to Dwarf Fortress where as a history of events is generated, so when your player takes control into the world, you are only a part of history.
Lastly, the sandbox mode feels kinda lame. I wish I could create my own character in sandbox rather than being bound to what feels templates.