really fun fantasy game and right now it has some really great potential in the future.But the game needs a little bit more nature and more build able huts different types at least.ohh and just a suggestion add save hint hint lol but you should be able to build a boat and go to other island with different biomes and different more powerful creatures or something like that.
Everyone knows Minecraft is a good sandbox crafting game, inspired by LEGO.
I should say, Minecraft is not only a game. It's also one of the greatest indie game development milestones.
It has formed enormous and responsive community, and predicted an era of game monetization based on early beta-access.
For me, the message Minecraft sends to us is clear: "Each man can create, if he wants to".
A very good mod, I love how the Dev added in a time line of sorts with Maps. The map you play on determines what units you deploy, what abilities you use and what your factions Tech Tree has.
The mod does need some work though, the spelling and grammar for starters is not very good. The damage level, while more realistic than Blitzkrieg for Anti-Tank weapons, is not so much for Anti-Infantry weapons. The game does crash from time to time for me.
There are many other small things and bugs about the mod that need fixing. But if these are all fixed it definitely deserves a 10/10. The fact its on Steam now makes the download process much easier.
This is definitely a mod worth playing
Spatial Anomaly is definitely and interesting take at a STALKER mod. To get it out of the way quickly: Spatial Anomaly is fairly linear (whether that's a good or bad thing is up to the individual) and on the "fetch questy" side. You'll be doing several rounds of circles, but I don't believe it detracts too much from the package as a whole simply because this mod is almost unmatched in polish and direction when compared to the rest of the STALKER modding scene.
I don't want to go to deep into things seeing as this is a very story centric mod but you'll definitely find your share of twists, turns, goofs, and some spoops, all of which will make you want to keep progressing.
TL;DR it's a good mod. Download it, play it, love it, hate it, bitch about it to your dad, to your sister, I don't care just give it a shot. The first section will leave you a bit lost (though that might just be my casual showing) but try not to drop it so quickly.
I will end this by saying that a nice, manual translation really does need to be worked on. TKGP does a great job at cleaning up a machine translations but you just can't get around all the wonky text.
I did not expect something so good out of this, but with the exception of a somewhat confusing story, and some lag, this mod was a great combination of unique elements and scares. Although many of the scares were cheap, they are in context with the story and the atmosphere did a great job at building up to them so they do not bring down the score for me. The level design was also very good and there was a lot of custom content. Overall this was a very good, scary mod. The only thing that I thought could have made it better would be if the story was a bit less vague.
Even better than the first one. Just like the first one this mod's best features were the jump scares and detailed level design. But what made this one even better were the nice puzzles, more consistent atmosphere, and the good length. There were a few minor bugs but overall I really thought that this was a very well done mod that is worth a play.
Note, I've only played the demo (so far)
Nailed it. Like Mirror's edge but more fluid. Honestly ME2 could easily learn something from this game. Having the controls tied to the triggers works wonders since you can actually control the camera while hitting the jump/grab buttons.
Peaceful yet uneasy world, atmospheric sounds and such kinda reminiscent of Portal. Enemies give off a good weird/creepy vibe which matches well. Art direction matches the world created with kinda a Antichamber-esque minimalist style, but with better lighting.
Solid. Well built engine, looks great, easy to change performance settings, etc.
Still haven't even used the level editor or played the full game, but I definitely will. Don't really believe in giving 10s, but if I did this game would probably get one
I would score this a 10, but the minus 1 point comes only from the lack of Warlord Titans. Otherwise, this mod pretty much makes Dawn of War the definitive Warhammer: 40,000 game and is a must have if you are at all interested in the game or the franchise itself.
The game is awesome but not perfect. That said as the first game I've preordered I'm not disappointed.
+The story so far seems amazing and by the looks of it will only get better.
+I'm playing with Polish voice overs since I got used to them in The Witcher 2 and in my opinion (in general) they sound better. Of course that also means I don't have Charles Dance voicing the Emperor :(
+The game is literally a technological marvel. I have no idea how they managed to have that many building without even a single loading screen within the region. Also the loading screens that do exist are often hidden through Dandelion's narrative similar to The Wicher 2's act transitions.
+Combat is in my opinion enjoyable. If someone doesn't think it's great they aren't playing on a hard enough difficulty. I'm playing on "hard" second last difficulty setting. So without major spoilers when I was fighting a member of the Wild Hunt I needed to rely on ALL of my abilities to win. At first I was just mindlessly rolling out of the way but after my 4th or so try I began to use the much more efficient dodge. Counters are tricky and I'm not skilled enough to do it consistently enough at this moment. I usually go down the magic route though so for example in The Witcher 2 I'd just spam Igni or Aard whenever I'd face an enemy. In the Witcher 3 I of course use those two but I also find myself using Yrden and Quen a lot more. Mainly because a lot of the enemies have weaknesses towards Yrden while Quen is just useful for staying alive a little longer.
+The minigames are much better and interactive then the previous games.
+/-Controls are in my opinion very intuitive and functional after I remapped them both within the game (through the options menu) and outside of the game (though my keyboard and mouse programs).
+/-The graphics aren't as exceptional as they were shown in the early trailers but with a simple Sweetfx setting Youtube.com it looks much better.
+/-AI could certainly be better but it is good enough that I do not notice it being bad.
-Alchemy is a bit of a disappointment as I liked The Witcher 2's system where I could stock up on potions and they also lasted for a very long time. The automatic regeneration of potions seems stupid and I hope mods fix it.
fantastic a mod seemingly about the seven hour war. the mod has interesting combat, great voice acting and an appealing plot to half-life fans. while it is a great mod and half-life fans should play it, wait for an update as even with homemade fixes valve has harmed this mod with updates like so many other mods.
p.s. STOP IT VALVE YOU ARE BREAKING EVERYTHING!!!!!
Even though I played only a tiny bit of it yet, I liked it all. The gameplay, the (so far) story, graphics, so on. But the english translation...All the text was rushed through the Google translate and not a single second was spared to correct it a Tiny bit. And everyone knows how well is Google translate at translating...
Can anyone tell me any good english translations for this mod?
For any commander looking for a challenge and depth in a strategy game, the complex experience should itch the scratch for those looking to lead their space fleet to victory.
Many extra elements of gameplay are added that ultimately balance out the core game. You can't rush destroyers if you don't have enough captains to, well, captain them. You also have to consider power for your capital ships, pilots for your new ships and manage your resources so nothing goes to waste!
Don't be put off by this, these things are easily handled by a single choice purchase of a ship or research and a little consideration.
So why play the Complex mod if it adds so much... complexity? Well there's the challenge of that complexity but there's also the increased scale and vast variety of ships that come along with it. You can capture planets to gain extra resources, build habitable super structures to house tax paying colonists and even build megaliths that spit out nukes and ultra long range ballistics that'll make you think twice before engaging your Mothership.
That is unless you've upgraded your flagship to be able to go toe to toe with even the scariest looking capital ships with increased armour and extra weapons. Indeed, even your immediate options are more varied than the base game in some senses.
My only critique with this is one I've had from the beginning: A bias towards the Hiigaran race has granted them with a great many more ships and options to build but the other side to this is that playing as the Vagyr is much more simplified and doesn't force you to build half a fleet in order to simply maintain production of new ships. This has been done intentionally to allow different playstyles but once you begin getting deeper into the mod, you'll notice the difference.
That's pretty much it though as the quality of work is astounding and the fun to be had is unforgettable. Remind yourself of what it was like blasting the enemy mothership for the first time with nothing but plasma and lance beams or when you flip the game on the head and pour resources into making the mothership itself the weapon you use to end the game. The choices are yours to make.