Paranoia at it's core is a great mod. It introduced many new game features and is all around amazing. I personally thought the mod was great, but the only problem was that is was way too short. It doesn't make much sense to me why they would put some much effort into models, textures, maps, and barely use them. The mod was literally a hour long, (and I was playing on hard!) What really kinda upset me was how I thought the ending credits were the opening credits. Otherwise the game was amazing, challenging, and story-driven. I probably won't play it again any time soon, but it seems highly re-playable.
I went into this mod with very high expectations and although it didn't quite live up to them, I still say that this mod worth my time. It's scary for sure, with a creepy atmosphere and some good (but cheap) scares. It was also entirely bug free (something that you don't often see in Amnesia mods) and the length was very good. However, the story and plot, was confusing, illogical and often didn't make much sense and the grammar/sentence structure needed work.
Still, this is an above average cs. If you don't mind cheap scares and don't care much for story, give this a try
I really liked this mod. The idea was intriguing, and it had a great atmosphere with some solid scares as well. It was also quite long and the ending was awesome. Unfortunately, there are 2 significant issues that, in my opinion, prevented this from truly being great.
1. Monsters. There were at least 2-3 times more monsters than were needed. There were a few really well done, scary sequences, but overall, I felt that every time I made progress a monster would show up, and it got to the point where it really started to break the atmosphere.
2. Creativity. About 30% of the puzzles, maps and sequences, were almost a carbon copy of things from the vanilla game, and another 60% is stuff that ive seen in god knows how many other mods. Only about 10% is really unique to this mod (mine, mannequin part and ending, that's about it).
It's a shame because if that stuff was fixed, this would be an easy 9, but I can't justify a higher rating considering that those two things did significantly impact my experience. For anyone looking for a tribute or something very similar to Amnesia, this is a great choice. For those looking for a unique experience, look elsewhere.
It's a great story and an okay game. High marks for the emotional connections and writing for most of the main narrative and some of the sub plots. I was truly moved by how the story played out at several points: Two playthroughs with two very different outcomes during and at the end means what I did mattered (for a good chunk of the narrative at least). And I was impressed with the graphics both in game and cut scene. Playing on PC helps that last part, obviously.
Low marks, however, for not figuring out that Witcher 2 combat in vanilla state is not what gamers wanted all over again for Witcher 3 vanilla, and it's even worse in certain situations. Geralt combat is like trying to take a fully loaded truck through the Indy 500 race course. Even in Cat Armor, he's a tank to move and fight with. Armor types should determine agility/speed as well as stamina regen. I found the lack of meditation healing in the harder difficulties to be more annoying than anything. Meditation should be optional for all levels with increased AI and damage from monsters as well as stat adjustments to make Geralt use every trick in his bag, rather than just making it an ad hoc survival sim. Geralt and the camera are too tight during fights and even in smaller rooms/areas. It makes combat an absolute chore, rather than a skills-based joy.
Overall, though, it is a satisfying end to a series (maybe). CDPR gets major props for turning out a game that was not broken day one (At least for me, I know there were and will always be issues for some of us day one.); gave us several freebies throughout the last couple of months; and have been great in using customer feedback to patch the game in a timely fashion. Also included in my rating is the fact that CDPR is a gamer-first, mod-friendly company that will be rolling out the engine for this game and mods are out there in the droves already, even before getting the guts of the thing. Which is the one, true way to allow for maximum player agency in a game. I'm looking at you, Ubisoft.
For an experimental horror game you should give this at least one try, it is free after all and I still get a little creeped out by it. Although if you're going to finish it be prepared as the ending is rather tedious and time consuming to get to. And the ending itself is... underwhelming.
I don't know if it's good to put a such high rating because well the level design is amazing, lots of interactivity and functionality out of the game.
The writing is quite terrible, but well I think it's not the focus of the mod.
As for the interesting factors, the difficulty strengthen the surveillance systems and there is many features that makes it a believable hostage rescue mod.
I still have a major problem with the mod, some NPCs seems to have random reactions in either terrorist and hostage side making saving essential, and also the random enemy health making the non lethal gameplay awful, playing lethal is fine, but non lethal is a waste because of this, some enemies requires too much darts to be tranqued, and even after heavily damaging them with a dragon's tooth (one strike in the legs or the arms) I still need to put them two tranquilizer darts with the trained skill.
Personally I would put a perfect note if it hadn't those random health bags terrorists there, because that's for me what kill things in this mod. Technically it's play stealth and lethal, it's the best way to handle the mod.
Not quite as good as the first but still a good mod. The level design lacked detail but was still very interesting. I also loved the new music and the plot twist near the end was very impressive. Only issues I had were a few bugs and the shortness. Other than that, this was a pretty good mod