Well its a good game, The idea is great and everything but i think that game is not finished. It could get better graphisme, yes some gonna said it have is style, but it could be do again beacause they are some kind of crapy. with better graphisme the gameplay would only be better and yeah i also think that unmoving enemy is something that need to be change, beacause sliding enemy dont bring me into the game. But That game have alot of good points Like the rogue-like game that lets us on new things every time, every floor are not the same all that is good, but for me i think it could be alot better that game CAN be good :) give a shot ^^
Pontential, but the game is like a mess of a couple amazing things with a bunch of crummy thing. Graphics are great for a space game, but other then that, not much good from it. Storyline is interesting, but there is no actual tutorial, you have to look of the controls in the option menu, it is difficult to move around, feels like a lot of aimless flying towards where ever you are really going. Truthfully, had I know about the game beforehand, I would not have paid for it.
The most remarkable thing of Absolute Redemption is the try to make a spin-off of HL1 and the creative areas like the Himalaya and the Amusement Park. The design of the mod in general has positive things and bad ones, like the monotonous environment in the warehouse and not very well made modelling in several places. Has a something engaging story, but because the maps has so many dead ends (so long that they even need a loading screen) I've quickly lose the interest. Suddenly, in the warehouse part, I was desperate to end the mod in a piece. As for the length, it was good enough, but because of the dead ends and the long scenes it seems it has artificial ways of making the mod long. The gameplay has less action than Half-Life, something that really hurts the experience considering this is a spin-off of HL. I don't recommend Absolute Redemption at all, but on the other hand, it's a classic. I leave it up to you...
This game has promise, but it's obvious that it is far from completion.
I am a huge fan of the original SCP short stories, and I'm glad that the team working on this game is doing everything it can to stay true to the original source material. The SCPs are as creepy in this game as they are in the original tales. I am also glad that the game includes the stories as documents for newcomers.
Sadly, there are many things that I did not like about the game.
I understand why the player character is not allowed to use a weapon. Allowing us as players to carry a weapon would remove a lot of the tension of the game. But when I see a dead guard with a weapon lying in perfect condition right next to him, it's a huge immersion breaker because I can't pick it up. If we can't use guns, at least make it make sense why I wouldn't want to use one (For example, the weapon may be damaged beyond repair).
Another thing is the inconsistency of SCP-173's movement speed and range. When I'm in a room with him, he can't move very far when I blink, but as soon as I enter a new room,and manage to sprint away through a few halls, SCP-173 will beat me to my destination and I have to fence with him once again. I know he crawls through the vents to move around (according to the game lore), but I'm pretty sure vents are not that easy to crawl through, especially with a head as large as his.
There are a few other problems, mainly with environments. I have never once believed that I was in a secret facility. It looks more like a facility themed haunted house rather than an actual base. If the level had more structure and was not randomly generated, the team would be able to make it look like something that could actually exist!
The game's engine choice was also very poor. The lighting is just downright ugly. It's a shame because if a better engine was picked, many scares could have been achieved using lighting and shadows.
great effort, but I hope it gets better!
Lumber Island is a game that makes you WANT to like it. At first glance, it's atmospheric, stripped down and downright eerie. Unfortunately, it can't keep up with itself.
It's main(?) antagonist has an almost comically bad model, spoiling much of the atmosphere very nearly immediately. The early puzzles, whilst simple, have no logical basis. The result is rather than timidly creeping where you need to go, you kick around the island and rapidly grow accustomed to it's "charms". The poor grammar and clearly type-text of the "handwritten" clues do a surprising ammount to shatter immersion. And the bugs, whilst not game breaking, make it hard to be afraid; flying away from a horror, and skipping through the sky make for whimsical play.
Lumber Island, ultimately, fails at it's goal. Every time I felt dread trying to take hold of me, some choppy animation or breakdown of the world would shatter my disbelief. That said? It has potential, but currently plays like a pre-alpha. Hopefully, the team either gets their game together, or adds people who have the skills in areas they so obviously don't. Like writing.
Personally, I found this one a bit hard to enjoy. There were times I got scared and found myself immersed in the story, but most of the time I just wandered around in the dark.
Story - I thought the story was pretty creative and immersible. I felt compelled to keep playing a see what happens next.
Big maps - I am a fan of big maps as they give me a chance explore.
New enemy - This big guy was pretty scary with how fast and aggressive he was. He had me running scared whenever he appeared.
The Flashlight - I didn't like the flashlight in this mod. It didn't really give off that much light and I had spent so long in the dark before I finally found it in the basement.
Lack of batteries and tinderboxes - There are not enough tinderboxes or batteries in this mod. If you're going to have big maps, you need a lot more items to light the area.
Puzzles - Normally I enjoy puzzles in a mod, but some of these were extremely hard to figure out. I had to watch a Let's Play to figure out some things like the button that blends in with the painting.
Direction - Later in the game, it got really confusing on where to go and what to do. There were a lot of empty rooms and not enough information on how to progress.
Too Dang Dark! - One of the big things that ruined the mod for me. The areas are just way too dark and I got lost so many times. I had to quit this mod because I was wandering in the sewer trying to finish the pipe puzzle with no means of light and I just ended up backtracking over all the places I already explored.
I really wish I could recommend this mod and I REALLY wanted to enjoy this mod, but the flaws just made it very frustrating and impossible to finish.
My Rating: 5/10