by Ade on Sat Jul 05, 2014 4:20 pm
Thoughts on this:
- the very beginning feels odd as a sound starts playing but is quickly cut off, while viewing the node graph message on a black screen
- the next phase gives me quite a bit of a scare as I find myself facing imminent attacks with no ways to defend myself, it does it slightly better than the hl1 teleport malfunction
- another case of forgotten custom cfg
- the environment in the outdoor area looks great, although indoors could do with a bit more light
- I guess I could've explored more to find the magnum first
- I rushed to press the button which stood out in this again very dark indoor area, then ran outside thinking the fence was now down, after completely missing the smg and ar2 near the button! you can imagine how I immediately felt overwhelmed with just a pistol with little ammo and when I crowbared a combine, something did not feel right so I loaded up to see what I missed
- if the fence goes down as I'm looking at it, then what did the button actually do other than ring an alarm?
- interesting layout in the next part (though at one point when shown the depot behind a combine wall, it stroke me as something very familiar, like a mod in which we're shown the next area as some combine architectured tower, and get there through a warehouse where the combine architecture starts little by little, blending in with the human one really nice; fortunatelly this was just a deja-vu)
- the final part was not so interesting, as it's a simple arena where hunters just spawn around me and there's no real ending but the message, not even a fade to black. Felt like the author ran out of time, which is a shame, it could've given the player some way out, or a reward like gnomie, I don't know... or have the teleporting sequence start once more so it's consistent with the beginning which was very well done.