This was a surprisingly enjoyable game. Nothing impressive, but the minimally explained story kept me entertained, and the environments were quite cool.
The bad, though, is that the graphics are below par, and this game is literally bug city. I was walking out of walls and going through the floor and experiencing constant game crashes.
In the end, it's a good game to see what pre-beta-testing is like, or if you want a interesting game.
Admittingly, I'm not one for horror games. But this game caught my interest, and after a few months of other activities, I decided to play it.
And I loved every minute of it.
During the whole game, the atmosphere of the game oppresses you, threatens you for going further, simply letting the environment affect you. The way you made the sound work is one of my favorite parts (aka you could hear your own heartbeat, the lights buzzing, realistic acoustics).
And then the creatures came out.
I freaked, and panicked every time one came near, every time my light went out. I was afraid something would come around the corner.
The ending, though, was somewhat anti-climatic, and had a mild visual quality drop. Bleh.
And for a single person as the developer, the graphics were incredible.
This is one of the few horror games I have not regret playing. I'm hoping you continue creating games.
Note: This review isn't based on the gameplay because I haven't played it yet - it's based on the artwork and graphics style alone.
Mod looks impressive and ambitious and has some very cool looking units, but has some pretty glaring artistic problems as well.
First off is the Guardians of Islam faction - most of their buildings are based off of traditional Middle-Eastern architecture (even the base defenses look like they're made of stone) and don't look like anything you'd ever see in the middle of a battlefield.
The Brummbar super tank is another issue - the tank is just too big, or the scale seems to be way off on some of the units (I see pickup truck-styled units shorter than this tank's treads). Not to mention the turret on the tank looks too similar to an Abrams.
Lastely - what's up with the UN faction using "advertisements" as a weapon on the battlefield? Even the advertisements at the base look a little strange - but using "Burger King" ads to defeat enemy soldiers is something that should be reserved for a comedy mod - not a semi-realistic mod.
Overall this mod looks like it has some impressive new designs, but some of these design choices are so unfitting that they stick out like a sore thumb and ruin the incentive to play it.
Hazard: a maze exploring FPS with striking visuals.
If you want to experience a new take on maze FPS, do give this a try.
What it does right:
The music is exciting and keeps the flow in the action.
You want to keep running and shooting.
Graphics are striking and the background structures are a fresh take on the tron / tech theme. While still remaining original. I especially like the part that looks like a movie theater.
Weapon icons and models are bold and fit the net-tech theme very well.
Enemy / ammo balance - do not waste shots as you have just enough to get through - most enemies shoot and are not easy to take down with the laser sword.
Was not stoked about:
Not much indication what parts of a path are teleports. Maybe there was a texture I didnt notice?
There are blocked paths that will teleport you until you use the disk at the terminal. But then there are other little path chunks that do the same thing - this can be a game saver or just irritating.
There is one on data sorting before the enemy that fires the tracking missile.
That is a great place to have one if you dont know how to avoid those missiles. But I had to discover it by accident.
I'm not sure what would improve this.
What was cool:
When I realized the intermission screen WAS an overview of the actual map.
I didnt see it until I got to data sorting.
The city reminded me of a monochrome mainframe (from Reboot.)
The health bars above your enemies heads.
Reminds me of berzerk.
What would I like to see:
More puzzles than just find disk and open ports.
The data sorting train puzzle was a great way to add something new.
I hope this continues with other more complex elements.
The next two are really about design choice. They may not fit the style of the game.
Perhaps interact with the background structure a bit more.
Like you see a structure in the distance on one map, then later you get there and proceed into the structure. Basically I wanted to go in the part that looked like a movie theater.
Elements besides guns, ammo, enemies, disks, terminals, etc.
Yes, I'm talking about visual fluff that doesnt enhance essential game play.
This isnt part of the game critique, its just one of my preferences.
Maybe a digital version of a fern, mushroom or some growing plant - with a growth cycle. Or stainless steel rats! There are 2 games that have really impressed me in this respect - Half Life 2 and Unreal.
And there are two views on this: "Anything not essential takes away from game play" and "that extra little detail makes the game more exciting."
Note: this review was revised after some issues running under linux were fixed.
For linux do this:
drop the latest linux darkplaces into the Hazard folder (where you see the Clu sub-folder) and run with:
darkplaces-glx -game Clu
This right here should tell you the mentality of the admins on this server. They are so power hungry that they create a nice little banned website for you to watch. I invite everyone to check that out and look at all the people they have banned, what they fail to mention is not all of those people listed are for legit reasons such as hacking, cheating, etc...most of them are because the admins just got mad!
Kingdoms of Amalur: Reckoning delivers exactly what it promises: a pitch-perfect fantasy RPG, with visceral, intuitive gameplay that is easy to pick up, difficult to master, wildly flexible and just plain fun, in a way that has yet to be seen in the genre. The world is accessible and vast, offering genre fans plenty to sink their teeth into. One gets the sense that they are watching an entire world unfold before them, one rich with history and lore and life. Amalur opens itself up to the player in a way that is both familiar and refreshing, then empowers the player to do incredible things. 38 Studios and Big Huge Games have created a world worth saving, and they have given us some pretty damn cool tools with which to get
Du fan service mais aussi et surtout de la qualité. L’expérience de ckII avec des ajouts qui font toute la différence et qui pour moi en fait un jeu mieux que l'original.
Une traduction française presque complète mais qui n'entrave en rien au plaisir de jeu.
Awesome mod again from you (if you guys havent played Destiny Rebellion by Umbakarna i advise you to play it) really enjoyed playing through this one, many new things added into the mod, atmosphere was excellent, not over the top jumpscares, looking forward to playing more of your stuff in the future
This is my playthrough, chopped it into 2 parts but here is Part 1: Youtube.com
Complex, elaborate mod. Cavalry is not too overpowered. Armor penalties are a challenge. Gives a feel for the shield wall. I've come back to this mod with each update over the years and gained new insights into the thoughtful design and implementation.
In 1.41 can't seem to get my troops to level up - 5000 point battle and I'll win one level for troops but more for NPC's.
The best remake goofy well executed satisfying fun adventure pirate quest game, fit for all ages and highly addictive, with various genres included like ship combat, infantry strategic warfare, 1 on 1 swordplay, and several other mini-games like dancing or sneaking in town, exploring islands with your crew, lost treasures, quests, warring nations and much more. All so easy to get into but highly addictive
I gave this a 5.
+ Gameplay, Combat, Challenging
- Leveldesign, Story, Playtime
< Leveldesign >
It was rather short (15-30 min) and the leveldesign is missing some detail. Rooms and area's should make some sense in placement and layout in my opinion. In this mod some of the rooms made no sense at all and didn't have to be there because it added nothing special. The same goes for the layout of some area's were the simplicity makes the area looks unlogical and unrealistic. It has an overal cheap and simple look. I think if you want to have an enviroment for practicing speedrunning you should try this mod. The puzzels were done well without too much backtracking or searching for stuff. Also some scenes were done pretty well.
< Story >
There isn't really a story other than the usual incident from HL. I assume that you begin the game before the RC. However no evidence is found that you experience the RC during the game other than a strange transition in an elevator. before enter this elevator you are in a peacefull working area and after the elevator you end up in a room with corpses and aliens all of a sudden.
< Combat >
The combat difficulty was pretty good however some enemies were placed inconvenient. The amount of pickups were also done well, you get just enough health and weapons are there to pickup from enemies mostly.
The Codex mod is ambitious for what it claims to accomplish: bringing all the codex-certified units into the game. However, at the same time, that's a very small goal and is basically all you're getting: new units and races. That's cool, but when it comes to doing more than staring at the models and nerding out over them in Army Painter or in an ease-mode Skirmish match or a multiplayer game with friends, the game falls flat. Most of the units and buildings lack any description, leaving you to guess what does what. But granted after lots of trial, error, and guesswork, you'll figure out what does what. If you're familiar with the tabletop it may be easier for you to remember.
While adding everything from the codex might seem like it would open up possibilities, it also leaves gaping holes in unit rosters. Grey Knights, for example, don't even have turrets. That means any kind of defensive strategy is shot for a Grey Knights player. Space Wolves have no anti-vehicle units or abilities (this was according to a friend who was playing as Space Wolves in a multiplayer match with me), so when you're fighting say LD who's Stalker Tanks can tear apart whole squads like they're tissue paper it makes you regret rolling your faction you were looking forward to playing as. While it's cool to see a lot of the units make transitions from table to game with some sexy models, the fact the mod is limited almost exclusively to what the tabletop can offer means some factions will be more viable than others.
But before you're thinking you can add in new races to fix these issues using the combine feature, you'd be wrong. There seems to be something wrong with the combiner feature, possibly involving that these race mods have experienced updates since this one was released which now make them incompatible with the present combiner system. I've seen videos of other people doing it, and I don't believe the mod team would purposefully put out bad tutorials, or they would've been called on it. I believe the mod just needs a minor tweak to fix this, or perhaps an update on a hotfix to get around this problem in the combiner system. I've also seen videos demonstrating a broken Tyranid AI. I cannot confirm this from personal experience. I have some AI mods anyway, so maybe that will fix it on my end. I personally have not tried playing against the Tyranids on Codex.
I get the impression this mod is intended for those heavily familiar with the tabletop and its armies and their units, mechanics, and tactics. That's cool for those who are intimately familiar with it, but everyone else might be left out in the cold. I'll admit I am familiar with 40k's universe and have a library of its literature and fluff but I've never had the people or disposable income to engage in the hobby. But for those who do and play DoW, this will be enjoyable. However I feel even they would like it if the same imbalances which notoriously plague the tabletop were corrected in this mod. Or maybe not. I don't know.
If you just want to look at cool models, you know enough about the tabletop to know what everything does and how it works, and you don't want any extra units in anyway, then you think this mod is perfect. But for those who aren't any of those things or who only partially meet these requirements, it's an average mod at best and the only feature that puts it on par with something like UA or Legion is that it has some of the same game options/special rules and you can import race mods in. But with that feature broken, I can't rate this mod above average. I don't rate it this way because it's bad, but because it's average - pending if they ever fix the combiner feature or provide a hotfix.
A great mod and i defenitly recommend to play this to anyone who's looking for an addition to the HL1 universe and is looking for a bit more challenge.
Conclusion an 8.
+ Leveldesign, Music, Voice acting, Playtime, Scenes
- Missing some finishing touches, Some bugs
< Story >
There is a story going on and youre guided through a voice that tells you to search for certain area's and do specific stuff. this way you get an idea of what is going on around you.
< Leveldesign >
There was a significant difference in leveldesign between episode 1 and 2. In episode 1 the maps were overall great however the finishing touch was missing here. For example: HOM holes, doors that weren't correctly opening or closing, floating objects. some area's werent really fitting in the whole picture because of certain transitions in maps. Loading points were sometimes placed inconvenient. In episode 2 this was done alot better and also the overal design and level detail improved alot. there was still the possibility for the player to get stuck because of doors not re-opening or certain mechanisms only operating once. The area's that were supposed to make the player stare in awe really did so.
< Playing experience >
This mod wasn't easy to play because there were some spots with lots of enemies but i liked the variation of enemies and level of difficulty. Alot of creative scenes with enemies were passing by and youre not the only target there. These really give you the feeling of being in the middle of almost constant fighting wich wanted me to survive at all costs.
Its not only the fightings that were good, also the puzzels and challenges were pretty hard sometimes. Alot of area's were inviting you to discover and you can expect rewards when doing so.
< Other additions >
Music and voice acting are implemented in a good way.
I this case the voice acting was like a guide for the player to know what he is currently searching for or going to. I think voice acting can add a great deal to the feel of having a purpose when playing the game. This was certainly done well.