playing as a cleam suit scientist is something i've always wanted to do...and now this mod has just been graded...by me
Great mod! excellent graphics, good and varied play/combat. Familiar enemies but new ones too. Kept me occupied for many hours.
One skin was messed up but found the fix on the web and did get stuck (couldn't move) a couple of times and had to kill myself
Overall, great effort, kudos to the design team
The mod begins nicely. It's like "OMG! Perfect mod!" - the level design looks nice, triggers and story are fantastic, there are monsters from OPFOR... But after a while I got frustrated:
1. Repeatative level design. Every few maps the style changes in something different, something that copies style of a chapter of HL, OPFOR or BSHIFT and it's very unusual if the style is own made.
2. Copy->paste. There are some areas looking exactly like in BHIFT and OPFOR. With no reason. For nostalgia? I got tired of them placed here and there and combined in different ways.
3. Nonsence level design - most of the maps looks nice, but there are strange things. What is the best entrance for a part of an underground complex with scientists? A vertical ladder which leads to a fenced transformators yard.
4. Nonsence puzzles. Die 10 times to figure out how you pass a "high voltage" place. Plus you get grenades first time at the same place and there are explosive barrels at some places and you think you have to use the grenades to destroy some stuff like in Surface Tenstion in HL1, but no - you just crouch and the electricity doesn't kill you.
5. Repeatative gameplay. Underground->outside->underground, zombies/islaves->marines->zombies/islaves.
6. Crashed because of lack of a model.
It has perhaps the longest (and most dangerous) training mission I've seen :D. Must have been a beta version map that wasn't used and so instead used for "training".
The mod itself is also very long. But while it has some good level design, in its first half... things start to change after you reach the pumping stations. From then on (including the surface levels) its pretty mediocre, random open couryards with some boxes fighting large groups of either headcrabs or grunts.
It gets pretty hard, which might be a good thing for some people but I found it to get pretty frustrating.
Like the introduction of a different low res Islave that can take twice as much damage, and a bigger reddish headcrab that takes alot of damage and moves faster. It seems like the mod was rigged to make it harder... so medium difficulty is actually pretty hard.
There are nitpicks to like some sections pretty much being copy pasted from Blue Shift, HL1, Opposing Force. Though I can only think of about 4 instances so that's not a big deal.
But the repeated voice acting from the previous games gets annoying, some custom voice acting would have helped this mod greatly.
It lacks a storyline or any scripted sequences so it gets stale.
The lack of a ending is the most disappointing thing about it. For such a long mod its a shame to see the creator sort of give up on it.
Такой себе мод... Сплагиатили все с блющифта и опфор
Not a bad mod!
This mod is good, but it has a lot of flaws.
To summarise, you play as a scientist named Sohn, and you must fight through the horrors of Black Mesa. There is a wide variety of enemies, some pulled from Opposing Force, like the black ops and pit drones. Some custom ones, like these new mutated soldiers and snipers. Sadly, there are no new weapons usable by the player, even though you see NPCs wielding snipers and deagles. Level design is poor, and the plot is non-existent, but the gameplay is pretty decent.
One of my biggest problems is the poor level design. One of the first puzzles in the game is an area littered with malfunctioning electric transformers. If you run through the electrified antenna that is front centre, you are dead, killed instantly regardless of health and armour. The area around the antenna is littered with explosive barrels, so you would logically think the antenna needs to be destroyed, but it does not work. No, the actual way to bypass this puzzle, is to use a magical region between the instakilling antenna and electrifying fence where you are immune to damage, and you will then find a ledge that is literally centimetres wide that you can somehow walk on to get to the door on the other side of the antenna. There is another puzzle where you come across a hallway filled with broken pipes spewing steam. There is room to crawl on top of the pipes where there is no steam, so logically that is how to pass through it, but no, some invisible force will continue to drain the player's health. How do you actually get through? Honestly I am not entirely sure. I just ran through it, and tanked the damage, since it does not kill the player instantly. Many of the maps also suffer from repetitiveness. The parking lot levels are just duplicates of each other. The level design looks void of detail, with lots of boxy rooms and empty hallways. Skyboxes are nonsensical. There is a part late in the game where it transitions to night time, then to morning, and back to night time in a matter of minutes. I mean like literally 24 hours pass in universe with in 20 minutes of gameplay. The original Half Life starts in the morning, and it does not transition to the next morning until Apprehension, a chapter that takes about 6 hours of gameplay to even reach. The weakest parts of the game occur around Xen, where most of the maps are just corridors filled with aliens to shoot at.
Residual Point does not seem to have a plot as far as I am aware of. If there is, I have not noticed it. None of the characters are voice acted. They just say random bits of vanilla dialogue incoherently pieced together. Now you don't need voice actors to tell a story. Life's End is a good example of a mod that tells its story through readable documents and visual cues, so I don't know why they could not do the same. The game is inconsistent with the timeline of Half Life and it's expansions. Right from the beginning of the game, we encounter pit drones, even though Race X isn't supposed to show up until Gordon is at the Lambda Complex, which takes place on the second day of the incident. In fact, this game does a complete reversal, and Race X just downright stops appearing in the second half of the game, when they logically should be more prevalent. We also get audio recordings telling the HECU to forget about Freeman early in the game, which again, is supposed to occur during the second day, much later on. The ending is just a lazy cliffhanger. I would tell you "spoiler warning", but honestly there is nothing to spoil about it. All that happens in the ending is that you enter a portal, the screen goes black, and it rolls credits. The game just ends abruptly with no closure.
I will admit that there were some merits to this mod though, hence the above average rating. Gameplay is pretty fun at times. There is plenty of decent action. Some of the best parts is being caught in the crossfire of the Black Ops and HECU. Most mods I have played do not acknowledge the events of Opposing Force at all, even when they logically should based on the timeline. There is definitely some effort put with the custom and ported NPCs in the game. There are no silly additions that completely break the immersion. It is unlike Sweet Half Life, where it decides to throw in Grey Aliens half way through the game, and become a 1950s alien invasion movie. It is unlike Azure Sheep where they have weapons that are taken straight from Alien and Halo. Residual Point has a little restraint, and tries to be a more serious Half Life game. The only exception is the main menu art, which has some anime themed cyborg girl in it, and a creature with a spiky head. I don't know what these drawings have to do with the game, since at no point do you ever see these characters in game. I guess the developer just wanted to show his art skills? But don't let the art fool you. The game plays like a traditional Half Life game.
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