by srredfire on Mon Dec 31, 2012 2:47 am
Alright, so I just finished it.
- SPOILZ -
I think Depot probably started out as fun little idea, using some beta concept art as a starting point, and rolling with it. I myself am a HUGE fan of the Half-Life 2 Beta and anything related to it, so because this mod was related to it, I was interested in it and downloaded it.
Aesthetically, while not the most impressive, Depot is not a bad looking mod, in fact there are one or two moments which are rather cool looking. The place where Depot fails in, is gameplay, and it fails BADLY.
Literally two minutes in, I had no idea what the FUCK I was doing, like, AT ALL. Luckily Ark was online, and either he figured it out himself, or from someone else, what to do.
You start off facing the task of getting though a giant beached submarine. My first thought was to just go around it, as it looked like you could. Turns out, you actually CAN, you're just not supposed to. So I turn back around knowing, or rather hoping, that you shouldn't go that way since you clip through some of the submarine models. I fuck around for a few minutes until Ark informs me that you have to use your gravity gun and aim up into the dark corners of the submarine and hold Mouse 1 until you happen to hit a loose piece of metal resembling a ramp that falls down, allowing you to scale inside of the submarine.
How the FUCKKKKKKKK was I supposed to even figure this out?! I feel like this is an extremely common case of the mapper knowing what to do, and then of course assumes the player will know what to do because the mapper made it and thinks, "oh yeah dude, this totally makes sense!" but in practice it SUCKS. A LOT.
This theme carries on within the submarine. It's completely pitch black inside, which I didn't mind, it made for a bit of a spooky atmosphere inside this abandoned rusty hunk of metal, but because of how the puzzles and gameplay the follow carried out, it instantly cripples you. It's easy to get lost, despite the limited number of hallways, and it's very easy to miss the sections you need to go through.
You come up to a tank or something of some sort at one point, and despite your best efforts, you will not move it no matter what you do. In fact, you're not supposed to even be there yet, well, at least not attempt to move forward through that area yet. Amongst the shadowed, blended hallways there is a corridor off to the side of the path you most likely took that is very easily missed. This takes you below said tank and you're confronted with another puzzle! I knew what had to be done here, but it's the problem of finding the "sweet spot" to hit.
Eventually after firing my gravity gun everywhere, including the spot which looked extremely obvious, I managed to loosen some metal chunks and break the tank on the upper floor loose. You travel back up, go through the next hallway, get lost some more, and eventually you'll find yourself outside.
Beyond this point the game gets a LITTLE less confusing, thankfully, but there are some points which still become a bit baffling.
The rest of the gameplay is mainly focused around finding the right path to take, which isn't always blatantly obvious, as I think the submarine serves to be a lesson of that. A lot of the scenery blends together and there's no real linear flow between where you're supposed to go and where you aren't.
With two levels, Depot is a short mod, but will probably take you longer than you hope because of it's apparent problems.
It was a very good attempt and there are some well done moments, and well done moments that could have been well done moments but weren't because of either lack of testing, assumptions, or just overall carelessness.
As a game I unfortunately cannot recommend to play it, with it's glaring issues and lack of proper teachings or guidance, it just becomes a convoluted spaghetti rodeo mess in your face and you wonder how to wiggle through it.
However if this gameplay issues were fixed, it could be an "alright" mod and would be a quick 30 minute time killer.
Ok thanks!