After spending the past few days reviewing the mod and playing around with the programming side of what DP1 has to offer, i'm impressed at the features and stability DP1 supplies at such an early stage.
I hope that DP2 will be even better than what came with DP1. Good work, MultIV dev team. Keep up the great work and support you're supplying to your player base.
What this lacked was a dedicated person behind it.
The bad. First things first. The forest is horrible designed, you need to have grass under the trees. Next thing. That cottage looks like it was drawn by a child. Then the door to the cottage isn't even attached to the cottage. Then the walls aren't crafted very well in the cottage. Actually the size it was from the outside was more of a tool shed. Another thing you need to do. Make the tool shed bigger. There is no way that your house sized thing could fit in that. Okay, now we are inside of the house. The most of the grunts start to disappear as soon as they start running at you. And spawning the grunts was a bad idea as they automatically disappear as soon as you become crystal clear. Then the over abundance of lantern oil and healing items. the unrealistic placement of pianos and closets. Then you have the half body closet. Then the lack of usage of one of the 3 Machine Room Keys you are given. Then the final boss battle and boss battle note. That was pathetic.
The good. It was short, like 10 minutes if you didn't stop to look at the scenery.
If you are even remotely a fan of the George RR Martin books, this mod is a must have. I've poured around 500 hours into it. Very in depth, true to the lore, and the dev is continuously updating it.
Some of the more recent features meant to add balance can be an annoyance, and I wish that diplomacy randomness could be turned on (there's no point in playing the Vale, for example)...but those a minor criticisms and all in all this mod is excellent.
Continuing the unbelievable and thrilling atmosphere of the first two parts, AQFH 3 is well scripted and designed - however there are still several bugs that need to be fixed in order to allow a console-free playthrough, as some enemies in the reactor, the Shrederk World and prometheus are bugged and CTD the game when killed, which can block the player from continuing in the main quest line (mainly the added mutants from SoC and later on even vanilla-mutants, the first are prone to freeze and crash the game when killed, the latter start to act like these as well later on). Also as in AQFH 1&2 some textures still won't work correctly and therefore make the custom gear sometimes unusable (i.e. glowing meshes, random textures, scope bugs etc.) - other than that, the mod is supremely done and visually and atmospherically stunning and at least on par, if not better, with the main game.
The story is superb and extremely lore-friendly, a lot of effort has been taken to intertwine AQFH and the Fallout universe, and a lot of additional information is provided via in-game notes and terminals which explains the story's background and those of several characters.
All in all the mod is a solid 8/10, the only drawback being the heavily bugged mutants which can severely impact main quest progression or even make it impossible to complete without console.
I only played this once, on a desktop PC I rarely use anymore, but one of these days I ought to play it again. Cave Story is a masterpiece. Its characters leave as much of an impression on you as the cast of a Pixar film, its atmosphere of wonder and mystery approximates that of the first two seasons of "Lost," and its art design looks like an old-school Nintendo game taken over by Studio Ghibli. The weapons are tons of fun to use, the music will get stuck in your head (I mean that in the best possible way) and the action can get overwhelmingly hectic, but that makes it all the more exhilarating once you actually do make it to the next save point alive. I would talk about how good the story is too, but half the fun is figuring it out on your own. Play it.
Alright, I'm back to review custom stories
And I'm starting with yours
I had once tried to complete this CS but I didn't managed to. I'll get to that point in a second...
But today, I've decided to give it another try and I finished it. So here comes...
- The level design. I enjoyed the details of the maps and all the lighting in the Main Hall. in fact, I must say I liked the main hall the must.
- The "sidequests". I liked the idea of pieces of orb asking you to do stuff and also how each one of them had different personalities and powers.
- The level design. While the maps were very expansive and detailed, there are two major problems with them:
1) They are too confusing. the dungeons, the east wing, the passageways, the sewers... all felt like mazes. It becomes a chore to look around for stuff when everything is so confusing. I left the 2 rods outside the receiver to last and found that there was one part in the dungeons that I didn't even had explored yet, containing the trinity rod and one note. Another example would be in the cellar, where you're supposed to find 2 notes about some war and I found the 2nd part first and the 1st part later.
2) Low lighting. self-explanatory really, I had to go around with my lantern on must of the time because I couldn't see anything. Tinderboxes offer little light so they aren't reliable.
These 2 problems together are the reason why I couldn't finish this CS the first time. Stay with me here but if you make many maps like mazes and give little oil to the player, as well as making nearly every map too dark, you can see that all of that is going to be a disaster.
I tried to explore every nook and cranny of the map and I found myself with low oil very fast. The maze structure of the maps made me go in circles very often.
How did I fix this? simple, I bumped the gamma to 1.5. That combined with the fact that I was playing the CS for the 2nd time allowed my to finish it with lots of oil to spare so maybe bumping the lighting of the maps might just be enough.
- The monster encounters: there was only like 4 of them? and half of them were against the water monster. 1 brute and 1 grunt. I felt it was too little. Considering how big the maps were -despite their confusing structure- I would have added a lot more of encounters just to keep the player in their toes.
- Finding some stuff: some items were very hard to find, such as Red rod (found by accident after looking in that area for the 4th time) and the stone chipper (had to use the level editor). The confusing structure of the maps doesn't really help and as I pointed out before, I found the blue rod in a area of the dungeons that I didn't even knew it existed so we're not talking about lost items in the middle of rooms, we're talking about whole rooms being hidden in the middle of the map.
Final verdict: 8/10
I enjoyed it in general but I still needed to cheat (level editor, bumping the gamma) and needed two tries to finish it.
Worst Portal 2 mod ever. It's a fact!
The first test chamber just use portal 1 textures. There is 3 more chamber with no loading after that, and on the 3th? NOTHING! not even the level changed. There was just a wall and nothing outisde (there is even a cube out of bounds. Why? I don't know..)
Now let's continue. the other maps where just maps from Alive and Kicking demo, I mean, this mod NEEDS to get out of moddb and the creator need to be banned. I am 100% sure he don't even ask. What about the other levels? They are just made on puzzle maker: random dialogues, awful mapping, no level change, oh common! The creator don't even use the regular tools for creating. The last chamber was the turret one, so there is really no end and they said: "duuh it's the final version we hope vvery much you like it thank you!!! uhhh". Common. this guy don't even touched hammer on this mod.
Now there are 2 folders: one for the mod and one for the "boss battle". so I enter the boss battle, what there was there? NOTHING. nothing nothing nothing! Just the Portal 2 it-self. (I checked extras, there was videos.) COMMON! YOU DO YOU EVEN UPLOAD THIS ****? REMOVE THIS BEFORE rHerotical COME HERE AND DELETE YOUR POWER! THEY WERE RANKED 1 ON GREENLIGHT!.
Sorry for my language normal people (not you "developers"...).
Do not waste 2.69 GB on this ****. (sorry again for words). You are just gonna receive even more cache on portal 2 and on your computer even if you uninstall.
Thats it for now. I hope you understand. DO NOT PLAY THIS MOD!
Everything about this mod is Amazing!
The new Cameras, zoomed out, cockpit, driver view, and more. Sadly sacrifices looking at the side or back for some.
The new car handling, more like Grid Dirt 2/3 fells like the old mix with less drift more grip.
No more sponsor logos on my car ruining my beloved paintjobs.
Fairly easy to install sadly mods have their own savegame.
The whole features list is full of win.
This needs some kind of tagline... hmm Outlast but not a survival horror (theres one section where you hide and sneak past then a few instances where you need to hide a locker) the rest is Resident Evil 4 styled shooter, but not really a horror shooter because the controls are to sluggish to do that well, and all mixed up with a below average story set and a bunch of clichè Silent Hill/Hostel-style gore/monsters, and it felt like it was trying too hard to be "hardcore horror" ie combining survival and action-horror but failing to deliver any sentiment of that. Giving us perhaps the most disjointed story I've seen, one of the worst console ports I've played getting locked in at 30FPS, controls do not allow you to do anything easily, its all so god damn clunky you can't pick anything up easily, you can interact with the environment without struggling to highlight it and you can't aim without the entire screen zooming into to this 50 degree angle, terrible Ai, cut scenes every 5-15 minutes breaking immersion, not able to save when you want and graphically its on par with a Xbox 360 game... when the 360 was first released.
The biggest disappointment since Duke Nukem Forever because I thought this was going to be the next big horror title. But really its just a triple A game pretending to be like Outlast superficially whilst trying hard at pretending to be Resident Evil 4.
Horror outside of Indie has really gone downhill, I can't see the triple A industry getting any semblance credibility. No professional standard for releasing on the PC. And obviously the main critics are saying nothing but nice things and obviously pre-orders are trying to pull you in based on the game being made by a 'industry veteran' and all this pre-order bonuses ********.
Talentless hacks trying to sell us into the horror craze. Well guess what.. you need actual talent to make a good horror game.
I'm not going to give a sarcastic review as I gather that this is a serious mod, but this is fairly bad, folks. These fullbright killboxes offer very little challenge, even on Difficult mode, the Use-only doors are fairly tedious to open at points, and every room looks the same except for the last one, which has the default skybox with ugly walls and floor, and features a large but easily defeated crowd of zombies in front of the Gonarch. Said Gonarch is the final boss of the game, and takes two rockets and then explodes, and leaves you at a dead end. Some crates give you the false impression that there's more, but after hitting it fruitlessly with the crowbar for a while then throwing all my explosives at it out of desperation, I resorted to noclip (not something I usually do) to discover that it is, in fact, the end of the mod. 2/10 because there was some use of prefabs (i.e. the tables) and entity flags/properties, but the game was still boring beyond belief.
Its very good mod but all that I found a bit bad is that mordor orcs is so weak I would like them balanced its take nearly 5 groups of orc archers tot kill a squad elelven soldiers even with fire arrow's upgrade and isengard having to build on a certain piece of land and 10 furnaces to build and uruk pit is kinda a bit much u start with weak based units to defend yourself but futhur more it's amazing mod keep up the outstanding work Edain team looking forward to edain 4.0 lol the game is just not the same in german than english
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This is what I get for not reading the creator's summary. Even he was warning me this would be a "meh" experience. The character design ranges from passable to laughably bad (the latter, unfortunately, applying to a major character I'm pretty sure we're supposed to take seriously). The four stories (which mostly barely qualify as such, with the ratio of exposition-to-stuff-actually-happening about 4:1) don't have enough in common for the creator's invocation of "mise en abyme" to make sense. The denouement is disappointing, as well, serving only to tell (yes, outright TELL) the player how profound the experience was supposed to be.
All told, this plays like a first draft, which makes sense given that it was written and programmed in one month. It's way too ambitious for a project of that constrained of a schedule.
I still give it a 3 because the music, sounds and backgrounds make for effective presentation, and a few of the characters were interesting enough for me to want to see them in a better game.
In summation, spend your two hours doing something else, please.