I did not finish the game (because of a bug - a scientist that had to open a door for me seems to be stuck in a door), so I cannot judge it correctly. According to the walkthrough, I have stopped playing just before meeting Kate.
The mod has some fun parts and some nice areas, but there are many vast passages with lloonngg boring senseless zig-zag corridors and locked doors.
Overall it is an average mod.
This is a review of A Clash of Kings 2.0 I have three good things and three bad things to say about A Clash of Kings 2.0 ( 'Too Long ; Didn't Read' at the bottom of the review )
A discalimer first. If a mod is **** I'm not going to give it 5, I'm actually going to give it 1. I'm not part of the group of reviewers that think 5 is the lowest grade of a review.
- The quests. Apart from the bugs that may happens around quest givers, the quests are of good quality. Special music are used for atmospheric reasons, the dialog is witty and the results on Westeros ( emerging factions ) are a welcoming addition to the game. They can be quite hard to complete, but also give you unique loot as well. Over all, one of the best quests I've ever seen in Warband. 2.0 adds a couple of new quests.
- The map is huge and looks very good. You have many factions and Westeros is in full turmoil. Many famous characters you remember from the HBO series dots the landscape and Castle Halls like Gregor Clegane, Stannis, Renly, Tyrell, Rob Stark and many more. Every port and a few town have small lore descriptions from the books to enrich the RPG feeling of the playthrough.
- Units and items. The amount of local items and soldiers is a solid refreshment. There is a wide range of weaponry, soldiers and items in A Clash of Kings 2.0. You can hire everything form Unsullied units, to iconic Casterly Rock men. Volatene silver shields to quality carpets from Qohor or gold chalice from Lannisport. Almost every major town and port have unique small mercenary companies that you can hire. Many of the new custom items ( like carpets, wine and so forth ) as well as non-collectible items have been added to castles and quest scenes which amplifies the quality of the mod quite well.
- Lack of quality assurance. Cozur loves to implement new features in the mod, which is parts of the reason why it's good. Unfortunately, he seem to negligee the idea of testing these features to check if they actually work properly. For example every new fortification that I've encounter have so massive bugs that the two armies don't connect with each other, but instead gets stuck all over the siege map.
- Fixed diplomacy. The diplomacy is fixed. What is meant by this is that who goes to war with who is scripted. Most of the Westeros factions are going to wage war on eachother, but all the eastern factions in Essos are completely peaceful. What I mean is that Baavos, Pentos, Myr, Qohor, Norvos and Lorath do nothing all game. There is no reason to go to Essos except a few quests. Except for a few quests, half the map is going to be untouched the whole game.
- Massive frame drops in large battles. I've played all the other versions and 1500 hours of Warband, but non of them made battles lag this much. Some of the quests in the North are thus unplayable and I was forced to reduce the battle size quite considerably to skirmish size. This is quite unfortunate.
Should you download it? Yes.
Good: Quests, the map, units, items are very good.
Bad: Becoming a king and controlling large armies, conquering towns while waging war on the world is not fun because of the many bugs.
This mod reminds me of Rome 2 Total War. Many parts of that game were excellent, but unfortunately the QA was so horrible that it's not worth dealing with in the long run. Seeing bug after bug just ruins the fun.
This custom story doesn't have anything outstanding, but the ideas are well executed. The Plot, starts very normal and in little time goes slightly deeper, givin agood amount of mistery. But its fall short during the end.
The idea of a precuel to the original game its good but its feel a little rushed toward the end.
The oversized model, can be worked in a more useful way.
It's really really pretty! That being said, it's really short (nothing wrong with that, but it left me wanting more), it only rarely makes good use of the mechanics it adds, and the sound design is pretty poor. If it hadn't copypasted Quake sounds and actually integrated the rocket-jumping-style mechanic into combat itself, I'd probably give it a 10/10.
I don't feel like typing out a super detailed review so I'll do pros and cons:
- It looks alright, pretty great detailing and lighting and atmosphere.
- New, unique ideas and a few not-so-new, not-so-unique ideas that still work.
- The bundle of H-beams that you can cut zombies in half with.
- A lot of interaction with the environment.
- The lens flares/**** on the screen. That's not a stylistic choice, it's just ugly. The last thing you want to do is create visibility problems in something where the color palette and art style already make everything monotonous (monotony isn't bad in this case, as Half-Life's environments are all about monotony).
- I noticed this with the crowbar and RPG especially, everything is OVERLY SHINY. Too reflective. Turn down the specular, man. It's unrealistic, especially for something so dirty - plus Source doesn't really allow for it to look too good.
- Unoptimized. Most of the time I can keep a steady 60+ fps, but when the game gets spammy that tends to drop. Specifically the zombie pit (you didn't need that many zombies to convey that the player can't kill them all) and the area before the finale with all the exploding scaffolding.
- Crashes a LOT. This is Source, which crashes unexpectedly already. This somehow managed to pack on some crashing for extra credit.
- Cluttered environments and spaces that are a little too tight. I appreciate the detail, I do, but holy **** turn off collision.
- The lighting was nice, but it conflicted with gameplay. Spotlights pointing me away from where I need to go and very little visual contrast except for a few tunnely areas. Obviously don't put giant flashing "GO THIS WAY" lights, but subtle lights along the path the player needs to go never hurts anyone. Valve is great at this.
- Developer included their control settings. Not a big issue, but it's annoying to rebind everything. Also seems like the download was really big for what it was - either compress your textures or remove the stuff you didn't use because it should NOT be that big for the little amount of content.
good purpose, excelent texture and tech tree, but are too similar to original game or table pop round mod; the wincondition "massive battle" implement the cap, but not the unit limit, the build grid is too large, and the building time is too long, for the size of the mod, i was think some good
This is a review on Chapter One alone (version one at that):
I don't really know what to say about S,T,T,R. I can't say I enjoyed it, though. It's very slow for the most part, the puzzles are very easy, and the pay-off when completing most puzzles kind of falls flat.
Before I go into those negatives, I do want to make some positive call-outs. The robot model in this is great. I really love that it has facial expressions and it has a bit of character to it in it's rolling walk animation and regular smile. The model for the handcar that the player uses it quite nice too and I do enjoy the beginning puzzle where the player has to assemble the train. This is may better by the tiny model version of it in the same room at the start. That's a nice touch.
Beyond that, the puzzles kind of feel lacking in challenge. Even for a chapter one game, the puzzles are extremely simple, to the point where I was wondering if this was a game meant for kids. It feels like the designer decided to throw a ton of introductory puzzles to teach the player some mechanics, but didn't really develop on those concepts.
One example of an introductory puzzle is the bomb puzzle, where the player is introduced to a collapsed wall in the way of the train, conveniently next to a bomb creating machine. A single bomb sits in a room with a detonator switch. Hitting the switch results in instant death from the exploding bomb if the player didn't have the insight to move it out of the way. It's sort of tough love teaching mechanics, which is okay when you're expecting it, but not okay if you forgot to save beforehand. My bigger issue with the bomb puzzle is that bombs don't come into play ever again in the chapter, so this introduction feels pointless.
The main handcar in this also feels pointless too. Aside from some sections where the road leads to a pit of death, the handcar feels like an unnecessary and slower method of travel than walking. I won't be so harsh on this because it felt like it was a joke initially, as it felt like I was building and moving the handcar as a favor for the robot (who is obsessed with trains), but the fact that I outright abandon it later kind of makes me question if the robot actually wanted it in the first place.
It also feels like there's supposed to be something more to the robot character (voiced by Ross Scott of 'Freeman's Mind' fame), but the dialogue written for him falls flat, serving only to either congratulate the player for solving a very simple puzzle or to deliver a joke. Most of the jokes unfortunately fall flat as well, and the delivery of them feels poor especially given other things the voice actor has done in the past. The lack of interactivity outside of these pre-scripted pieces also takes away from it for me (Press the use key on this bot and nothing ever happens.)
The level design feels empty and basic as well, and there's no real reward for trying to explore in this game. The train station at the beginning feels like it's the most detailed part of the game, but it also feels like the emptiest part of the game, as taking any path outside of building and riding the handcar leads to a complete dead end with nothing to even look at.
Because this is only the first chapter and the mod came out within less than a year, I do have a few suggestions to the developer: Get someone to help with writing the dialogue and work on the level and puzzle design more. I would personally enjoy this mod more if it had more challenging puzzles and better delivery on the robot character's dialogue.
-Sometimes goes down,
-has to download other things to just to see servers
-no chatrooms (WHY!)
+Vac bans are for 1 year
-Vac bans are back.
+Get to play with your pals again
-Crack won version can play it (assuming its an actual one, just guessing)
-No OP:F servers detected
-No friendlys (joke)
-FEW, VERY FEW HL:DM SERVERS.
+Support for USA...
What happens if I use paranoia and leave opengl32?
BOAM! VAC BAN! For 1 year.
Overall? 6/10 because it brings it back.
Add the chatrooms and make it show servers in the hl.exe file and I will raise this rating higher. Lower the vac ban time to about (hl)3 months and I will raise my rating by 4.
Sorry. Just had to point it out.
please don't take my BFG away ;-;
Actually it fell short of the mark a little bit... You really need to focus on coding. Anyway, the idea and models are awesome. I believe that you will keep developing the mod and we will be able to play something much more better than this and all the other mods! Keep up the work.