As a whole, its alot more grounded than Hotline Miami 1, but instead of being a whole "fun games don't need story, they just need to be fun", fast flowing tactics, violence as a puzzle kind of thing, this game feels more so like that and it seems to flow better but it can be more of a unfair puzzle at times. Enemies shoot you off screen alot making you use that move screen key, masks take a whole new direction in gameplay (theres less masks but each one feels way more fresh than what we had before).
However certain bugs weren't fixed. Dogs spin, doors get into a infinite bouncing into enemies to knock them out, enemies don't hear you or see their friend get killed ect Some levels are frustrating like Beards war scenarious (where he can't pick up new weapons and only some crates open to give him ammo, allowing you to reload instead) making it a very strategic but also a guessing game. The nightclub level was painful to see with its flashing lights from light to dim and mobsters in dark clothes.
The story here is more of a focus but it answers every single question we had about the first game instead of allowing the players to make our own meaning, it makes some parallels between its own history and reality, it gave us something we thought we wanted with Martin's psychotic break (weird scenes where he imagines camera crew during his first kill), Richter's, Pardo's, and Evan's storylines. It’s still weird (particularly the ending) but its not interestingly weird (or interestingly ambiguous on the concept of violence and player motivation like the first game). Mostly its still the awesome music, more violence, alot more. What the game ends up doing is pushing every single piece of its own backstory and seeing how far it can take it before moving to another thread (mostly the story comes in snippets towards the end of levels). Then as people and stories are dropped its almost as if its trying to break down its whole universe, until finally it literally does destroy everything in a climactic finale like it all didn't matter. So its still rebellious towards the need for story as player motivation, or 'anti-story' in that way. That doesn't stop it from being uninteresting though, still very fun and that I think is what makes it worth playing.
+great atmosphere and gameplay
+new weapon that add some gameplay features, clever puzzles
+physics greatly implement, you can feel "liquidity" of the levels
+professional work, great level design
-way too short
-poor optimization in some areas even with modern PCs
Technical Info(played on gtx 970, 8GB ram):
Engine just couldn't handle those physics and shadows made with "env_projectedtextures" (maybe more area portals and skip/hints brushes should be used). Fps may drop below 40/30 but it won't break a gameplay.
Not just zombie and mutated dogs, this game put you into different situations and let you meet a whole new level of nightmare. Argh, that licker in the first part of the game was the most terrifying thing I've ever seen in Playstation games. It was enough to let me stop playing Playstation for a week.
Note: This Review/First Impressions was done with a build obtained from the developer in closed Beta.
Hi, I've played the game during its development and I must say that the game really does what it's supposed to do : make you feel the adrenaline rush of a heist!
The first world (4-5 levels) is pretty simple and gently help the player learn the basic without feeling that some npc held you by the hand... After that, the real heist begins and you need to find power ups to beat the guards, reach clocks to increase your time and use (crazy) tools to be at the right place at the right moment.
I played the game a couple hours and I really enjoyed my play session. We had a lot of fun my gildfriend and I because during all that time, she was just beside me and won't stop laughing at me trying to avoid pig to kick my ***!
Finally, I didn't encounter any issue (unlike some early access...) and the game shown lot of potential for a beta.
A really well put together singleplayer modification based around the idea of rocket jumping.
Level design is top notch, both visually and gameplay-wise.
New gun is super powerful, although you still have the ability to use regular guns.
Every puzzle is unique and interesting, creative ideas put to good use.
Mod loses a single score point for being very short. If you have half an hour of free time and feel like doing some Half-Life, this is the thing to play.
This mod has a lot going for it, especially as a significant extension of the already well-known and very successful Floris mod pack that many Warband users utilize currently.
Apart from the countless unique weapons, armor pieces, music, and so on, A New Dawn also adds interesting little factions, that gain a foothold in your game and compete against the Native factions.
Personally, I feel there's a lot of potential from this mod, especially since the creator is active, friendly and overall competent and listens to the community. There's little bits and pieces that need tweaking, but they're far from game breaking. If you like Floris, Perisno, or Nova Aetas among the other mods out there, I'd highly suggest this.
WOW this mod is very detail and very beautiful to look at! the map layout is good and the npcs are fun to fight, the mod is not to short and not to long just right (: 9/10 needs to have something new like a npc or weapon just to make it different form normal mods anyway very fun and love playing it all the way!.
very nice mod love the look of the base and the puzzles, the ending made me leave with a smile :) 9/10 wish it had more weapons to use and more npcs to fight but at the end of the day it's a puzzle mod, if love half life download this mod :D