The 6 is mostly thanks to the level design. It was very pretty, fun, and the battles were well placed. The maps seemed to go on forever compared to most Source maps (I got about an hour of of the two maps), which is a good thing. The detail was nice, and I always felt pretty perfectly supplied, health and ammo-wise. That's mostly where it ends, unfortunately.
The mod lacked background music (or sound at all) as far as I could tell, there weren't any puzzles (just finding buttons) and the areas that the bigger battles took place in were somewhat arena-like. The finale was also the worst part of the mod in my opinion. Very anti climactic, and the areas preceding it lacked the detail that the rest of the mod did so well.
There was also no story, which was disappointing. As soon as the mod starts you get a message on a radio telling you the combine are on their way, but that's about it. This, combined with the lack of any puzzles made the game feel like an hour long shooting session.
If you're looking for a pretty, mindeless shoot 'em up, definitely give Station 51 a go. But if you're looking for something featuring puzzles and story, you'd best look elsewhere.
Very nice style, very cute characters and rather good puzzle design. Unfortunately, all this is accompanied with not always clear distance till the insta-kill falling damage kicks in, very floaty and imprecise jumping, no quick restart button, way too long die-reload waiting time for a game where it's so easy to fail or die and very intrusive cutscenes, some of which are presented in a very bad way. For example the cutscene, where you're show how levels with gravity change work you need to watch an overly long cutscene which is presented in such a way, you don't even know if you can control anything - all designed to just tell you "levels can rotate now".
With some tweaking and patching and updating, this might be a very good puzzle game, and i really liked the style, as I've already written. But as it is at the moment I'm writing this opinion, it's more "frustration" then "fun".
I'm aware it is in development and people think this game is worthy of final product but these are some issues that need to be looked at.
1.Make the A.I. navigate a town more smoothly, I've seen the A.I. get trapped behind walls in game.
2. The map is either too big or is very unpopulated as there seems to be miles to the nearest town.
3. I came to a point when starting a new game and a random enemy hideout forced me to get in a fight with me and 4 guys versus 20 pirates with what appeared to be pirate sharpshooters, and well they won and my game ended there since I could not escaped.
4. When recruiting please make it so you can get at least 1-5 men, and not 1-3.
5. Why is the starting character have weird stats? Like strength is 30 and its level is 7? I don't understand why you can't start at 1 since the character will die regardless from the unforgiving enemies.
6. Just because it is in development doesn't mean it is above criticism. In fact this is were you want the criticism from people so you can improve the game. People will give you a 10/10 without seeing the problems. In it that could potentially destroy the mod.
Some good things are the time period the mod is set in; custom towns, forts, and cities are very cool and look nice; weapon models are well render on high and the same for the clothes. Other than that those things can't carry the weight of the mod since this will not sell a lot of people only a few. Please focus on the A.I. and gameplay for the future updates. These are some issues I have found in the game and the message boards.
The scares dissapointed me though,there was no thing chasing you,no dying reason but in fact the only great thing here are the graphics!,if you puted random spawning aliens that chase you it would be better though,i would give this an 8.5 if you added those things i telled to you
Station 51 falls into the same issues I have with many what I call "Citizen" mods: they just exist. There's no real change in the formula to warrant a higher rating, but the mod can exist on its own sufficiently.
Non-existent. That is a big problem I have here: at least mods like The Citizen, Precursor, and Triage tried to include story elements. What I got from this story was a brief almost uninspired message on a radio that told me to get moving. The story needs more to go from than that. There was a lot of potential to tap into, yet I felt like it missed that.
Though I found nothing heavily wrong with it, gameplay amounted to running from arena to arena and fighting off a horde of enemies or the random Hunter Chopper or two. What really got to me was that the enemies were relentless: they just kept coming. It's not that the enemies were too challenging in their behaviors, since the rooms were set up as arenas, but they never stopped. I never really had a chance to recover before being thrown into another fight. Maybe try including a puzzle or two; Source engine is superb at physics puzzles. Weapon pacing also was strange. I get a pistol at the start only a few rooms later to get a shotgun, only a few rooms later to get a Rocket Launcher, only a few rooms later to get a Gravity Gun? Slow it down! Let a curve happen, like there was in Half-Life 2 or the episodes. It's why they had it. Mapping was solid, I must say. I'd love to bring the mapper onto another mod.
Design choices and a lack of a concrete story do muddle what would have been another Citizen-style mod quite a bit. If the lead were to go back and almost touch it up a bit, adding in a concrete story with real characters and redesign a lot of the pacing in the mod, it would be a lot more solid. At the moment, it is a little shaky for someone who wants more than just a chain of arena rooms.
I respect the ambition that went in to this, and for the most part it does feel and control like a survival horror game. I'm not sure if you plan to expand on it, but in it's current hour long state it feels kind of empty.
There's barely a story, which is fine, but that makes the backstory explanation at the end jarring and totally unnecessary. Not to mention it makes absolutely no sense, probably because of how bad the English translation is. Although that does make it feel kind of retro.
It's hard to judge the actual gameplay since it's so short. The design of the hotel section is also a little poor. Running around looking for keys is definitely an element that many survival horror games have, but that doesn't necessarily mean it's fun. I didn't find it annoying here because of how small the map is, but if there are further levels made I hope there won't be more of this on a grander scale. The enemies also ganged up on me mercilessly in this section, forcing me to clear some of them out with god mode enabled. I might just suck at the mod, so I'll let that go.
The monsters with the claws are really overpowered, and crudely animated. Also, the controls are really unresponsive. I know that's an intentional design choice intended to make the game artificially difficult, but when the aim takes five whole seconds to turn off after you take your hand off the button, leaving you vulnerable to enemy attacks because you can't just run away, it's just not fun.
I enjoyed the 45-60 minutes I played, and although I'm disappointed it was so short, I'm pretty sure if it went on longer I would've liked it less.
The details in this mod was simply epic, and would have fitted very well with a good storyline^, maybe able to score you a 9 or even 10 points for this mod.
The sounds is used the right way giving you a goose and a pumped feeling when needed, and sounds simply is just as important as rest of the details, especially in a horror mod or game.
For the light level, I have seen one or two places that could use some work with the lights, but the lights elsewhere is well placed, well used and lights up the places needed to, to give you the feeling of being in the atmosphere you belong in, compared to the situation and the music.
For the details such as mapping, decals and such there is simply no comment, this is the totally right way of using them, not to many not to few, this gives a feeling of a well made and thought through mod.
Well the storyline in this mod was lame and boring, if there was any story line, and don’t get me wrong on this, I am not trying to insult or make you stop making mods, because the mod still is one of the best I have been playing, and you for sure could make some very epic **** in the future, but you REALLY have to work on the storyline, there is a lot of work needed on the storyline part of this mod.
Well by the start I felt like I did not know anything, and by that I was a bit freaked out knowing that anything could happened, and anything could jump my face, the unknown of a scary atmosphere really does creep the **** out of your players, but as soon as I got a weapon I felt 100 times more safe, and seeing the scare part of the map was just some zombies that I had to slay and some shadows walking around it didn’t really make me feel that I was in a horror game.
I wrote a lot more but since i cant write more words this is what you get :p but you can check the rest here
Great Idea. I see a great future for this Mod.
A few Ideas:
- New Units (since BS and HC are almost the same, different base texture)
- Techs (There are no techs for the new factions. They could even use the same techs as the ZC since they are in the same line, all three of them criminals. Even the mercenary posts does not hace any tech. The Criminal factions can have the same tech as the GE and RA aswell. Maybe change the text, skin, tech name but this will help a lot)
- Buildpads - The Hutt Cartel (in my experience) cant obtain the big buildpads. This is really bad since the mines are mostly the first thing you go get when playing. / The Hutt Structure (which I just forgot his name) Has no units when playing with the BS.
Besides that, great job on the heroes, their text. The new "dropships" and their skin. It is indeed a really good work, and, like said before, I can see it having a great future.
Nice game for blowing out some frustration and the biggest horde mechanic I've ever seen in a game.
But the seemingly endless hordes of enemies get stale eventually and the game gives you few pointers as to where to go in some of the 'puzzles'.
And for the life of me I can't beat the last boss. It just can't be done the way he moves around while you charge the final weapon. The way the hoops are placed, I never get him to stand in a position where he takes damage from the final attack, then he revives all his health and there goes ten minutes into the *******.
I have never before quit a game at the end for not making the final boss. This one was the first.