It is currently Fri May 31, 2024 6:23 am


Highlight to read:It was very dark as said, and not scary dark it's I can't see a thing dark which way do I walk. Getting down that first hallway with the monster took a long time for me. Once I went down the hallway and pushed the box from the door there's another monster right there on me so I leave through the door. A little while later I came back and I'm stuck inside the monster since I spawned right in front of the door. Just a lot of smaller bugs like that, the inventory world icons would almost never work for some reason too.


LordDz wrote:I have no idea of what this is, seriously your way of promoting stuff sucks.
I will download it tomorrow.
BLACK SNOW is a singleplayer horror adventure mod with an emphasis on atmosphere and strong inklings to The Thing movies.
You play John Matsuda, an IT Technician that is part of the Prometheus assessment team sent to investigate communication silence at a research station in Greenland. Naturally, nothing is what it seems.

Gambini wrote:Just played part of it. While not hated it, my opinion (so far) isn´t exactly very positive. Are you interested on hearing it? I´m not going to be intentionally harsh but there are quite a few things to point IMHO.


Highlight to read:.That chemical puzzle for example, the only thing you have to do is walking around pressing use and eventually it will work



Highlight to read:The alternating hallway of lights was a cool idea but it wasn't really explained. To make it worse the time it takes for the lights to complete a full cycle makes it a painful mistake.
Also more annoying is that with the rate of health loss you can easily navigate around the building, see the sign with the engraving and go all the way to the kennel without dying, this would allow you access to the list and give you the torch early on. This could be by design since it rewards players who venture out of bounds.
Highlight to read:When you start collecting the xray sheets the growths sometimes expand when under light and other times not, its a tad hard to navigate around them without getting hit, also maybe by design.
Once you enter the server room the idea was that the man with the illuminated face shows up. You can grab the box from the store room across from the server room and put the box under the door, which when it tries to close behind the player it proceeds to open back up and allows the player to see and follow the mysterious man.
I had trouble locating the last sheet for the door code, I found the one in the bucket in the caff., the one behind the bar and one in the server room, otherwise I felt like there were no other places I could go. I did notice down the hallway from the observatory door was a lot of room but I had run out of flares quickly and was under the impression one of the shadow creatures must be in there.
My solution to this problem was just figuring out the correct order using the 3 sheets (+1) and running through each key to figure out the last number.
Highlight to read:Finally I feel like the mod is really inconclusive for it's length, while I respect the sort of creepy unknown ending it feels more like an unfinished project. My guess would be this ties in very directly with whatever you're working on next.


Highlight to read:also mr2vc is gay


Highlight to read:I figured finding a way to turn on the generator was the priority. With the handle being frozen over, going into one of the other buildings was the only option to get at it. I found the hook and got into the main building, the light part didn't trouble me at all since I had already played all 3 parts of Penumbra. The sign at the begging said to "stay illuminated" which IMO was even more straightforward than my first experience in Penumbra, but after making a full round across the building and moving the box out of the doorway I realised I just ended up back where I started which was frustratingly confusing. I was expecting an answer to the generator door problem at the end, maybe a blowtorch or something but found nothing. Maybe I missed something I don't know but that's where I stopped. Id appreciate it if somebody could give me a tip on what I'm supposed to do.
A small other thing, when I was in the computer interface the tips on the top right faded away real quick and I was stuck for about 2 min trying different keyboard keys to get out.


jimonions wrote:Highlight to read:I figured finding a way to turn on the generator was the priority. With the handle being frozen over, going into one of the other buildings was the only option to get at it. I found the hook and got into the main building, the light part didn't trouble me at all since I had already played all 3 parts of Penumbra. The sign at the begging said to "stay illuminated" which IMO was even more straightforward than my first experience in Penumbra, but after making a full round across the building and moving the box out of the doorway I realised I just ended up back where I started which was frustratingly confusing. I was expecting an answer to the generator door problem at the end, maybe a blowtorch or something but found nothing. Maybe I missed something I don't know but that's where I stopped. Id appreciate it if somebody could give me a tip on what I'm supposed to do.
Highlight to read:Go through the double doors (where you moved the crate out of the way), follow the path to the left and you should arrive to the kennel/garage area. After that you need to pry the kennel door open with something (it's near the door).
There you can find the blowtorch. It is almost impossible to see anything in the garage so be prepared to die a lot.
Hint: Use the flare to keep the monster away in the garage area and try to climb up a stack of boxes.

Highlight to read:I got up to the part with the xrays, I had become so frustrated with having to squint to see in pitch dark that I just bound a key to create_flashlight to illuminate areas to find the sheets. the interface for the light screen was I have to say very bad. After trying all the keys for a bit trying to see what I could do I just left it and no-clipped through the door. I found the map and the game ended, I felt like punching out my monitor.
To me it looked like the story was coming together and I was going to find an answer or some sort of conclusion to what happened to the team and the research base. Maybe the mod was taking too long to make or everybody had lost interest? The quality was top notch but the actual game design was very flawed in some ways like the x-rays and the use of flares. I think if everybody had kept at it it could've become something worth playing


Highlight to read:To start things off, this is a very good mod. It's atmosphere, sound, and story telling are all very well done. Graphically it's pleasing in most areas, nothing looks 'ugly' and is all quite consistent. Black Snow can be rather scary at times, and is generally creepy throughout. I love this style of horror, and how its tends to stay away from most cliché horror ideas found in HL2 mods. This is definitely a mod I would've loved to work on and be a part of myself. Its professional and very well thought out, it makes you think. That being said, I'm may be overly critical on every thing else, simply because I felt like it could have been more than it was. Beware: wall of text, from someone who doesn't write reviews.
Most people are right that there isn't much direction. I get that is the point of the mod, but for the first 10 minutes or so I found myself running around learning the environment, dying and trying to figure what I was supposed to do. Was this an issue of the bad game direction or me just being stupid, I don't know, but at the very beginning it just felt confusing. I personally understood the light puzzle part fine, but sometimes the monster would still get in the way. Scary as hell at first, later it just becomes annoying.
There were a few bugs in the game that weren't too game-breaking, but were annoying. I played on v1.05. I still had problems exiting the vgui screens. I had tried everything, I got +jump in the console to work a few times if I spammed it, but then it bound ESC to jump for some reason so I just restarted. On every note I just saved before I opened it, read it, and the reloaded. I'm just glad there was nothing that I HAD to read to progress. Also not everything in the inventory showed up when I hit tab, not sure why. I wouldn't call the next one a bug but it was annoying. Many people complained that it was too dark. A lot of the time it was necessary because of the monster, but the rest was a little annoying, especially in the cases where it was pitch black. The one thing that stood out to me was in the generator room basement, after turning on the generator. My problem was that I had a hard time climbing up the boxes or finding the stairs to get back up because it was literally pitch black in that spot. Come to think of it, it was pretty silly there were lanterns laying around places and the player couldn't pick them up and carry it around.
The general idea of progression in the mod was there, and it played well for the most part. When you were getting things done, you knew and felt like you were indeed moving forward, in one way or another. Every time I got lost and didn't know what to do next, I felt myself falling back on all these ideas and queues of future progression in the game, which were never actually fulfilled. Especially after the ending, I realized some things just didn't have meaning, and felt like they were thrown in for no reason, or possibly for future story progression that was never implemented. I know this is being extremely picky and I shouldn't expect that every single thing have a purpose, but this is just what went though my head when I was lost and backtracking, which happened a lot.
Keep in mind I had these problems and was confused because the purpose of new items you pick up are never clear, the usual tactic I learned is press E on everything.
-The vent in the bottom of the generator room that you can open up, I assumed I might have been able to get past sometime in the future.
-The ice box room in the kennel where you have to climb down the ladder, meaningless?
-The boarded up double doors near the entrance of the main building, I kept going back hoping to break it down with my new found hammer. (Even though there's another hammer on the table by the transistor room, ahhh!)
-The room in lodging blocked by the strange membrane, I was trying to figure how to get in there.
-The hangar, I imagined the whole time I might find a shovel and dig up/blowtorch an entrance.
-And most of all the axe stabbed into the computer. I thought the entire time I must have to use this near the end to fight off 'zombies' or break down doors. Now that I think of it, why was that even really put there? There it was always in the back of my head trying to solve the “axe puzzle,” wondering if I had turned off the electricity in that room.
The game ended very abrupt. This was probably the only disappointing part of the mod. I understand its a different kind of ending, and it is actually quite realistic as a whole, but it just felt very lazy to me. It felt unfinished, there was no climax, and everything I had worked toward, as many have said, just didn't matter. Most of all, it was upsetting because I was hoping there was more. The story was actually interesting and was told extremely well. The end was confusing to me at first, because I hadn't even collected everything off the list, the tire link. I wondered if I had missed something and there could have been a second “complete” ending.
Anyway I apologize for my long rant/review, I hope some people agree with the points I make. I never usually write reviews for mods, but I loved where this mod was going. It was difficult to score because everything was mostly fantastic and then the end was a bit of a slap in the face. Regardless, this mod stands out from any other, and should be an example for anyone even thinking about making a horror mod.





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