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发布于:2016 年 12 月 6 日 下午 12:01

(Note that, as of writing (6/12/16), this mod is in Beta. It should be made clear that much of what I bring up in my review could be fixed. Please bear that in mind)

A highly ambitious project, that doesn't hit the mark

As a mod, it is hard to ignore the level of quality, effort and care that went into designing various parts of this mod. While I commend the developers for such an ambitious title, it is let down by too many issues which detract from this ambition. Despite this, for all it's faults, the mod bears a huge amount of potential and I am sure the clearly very talented development team will continue to refine this mod.

The problems

For the sake of easy reading and formatting, I'll be breaking this down into a list (SPOILERS WILL FOLLOW):

  • Level Design

    The levels rely heavily on tighlty knit corridors, occasionally requiring you to find alternative means to bypass a locked door before looping back on itself. While this is sounds good on paper, it's execution leads a lot to be desired. Rather than an engaging side-objective which would allow you to become more knowledgable of the area, it comes across as busy work, bringing the game to a halt as you find the very clearly sign-posted routes around said obstacles. In a few instances, these obstacles should not have logically halted my progress, instead using invisible walls to ensure I could not jump over a table or crouch through a window. It's not helped by the fact that, up until the last portion of the currently avaliable build, everything looks very similar. While it tries to introduce some visual variety, by including offices and a large sewer-like facility, it ends up doubling back on the drab, metallic corridor look. The level of clutter found in these levels is certainly impressive, trying to attribute any logic to as to how much of it got there begins to dissamble the narrative potential of the scenes. It's unfortunate that, as well designed as the levels were on a technical level, they did not come across as convincing places either, further not being helped by the speedy pacing; rushing you past potentially interesting changes in the environment, having barely scrapped the gameplay potential from each, brings down the experience.

    The levels also rely highly on 'Gotcha' moments; enemies spawning when our backs our turned or after a certain action without any clear signposting lead to what felt like very unfair moments where I lost a considerable amount of health. These moments happen at an exceedingly high frequency, with barely any down time between them. A lot of these, like the invisible walls mentioned earlier, defy logic. While certain Xenian creatures can teleport in, others just appear out of thin air, such as a Bullsquid positioned around the corner of some stairs and a Zombie at the top of a ladder near the start of the mod. A large problem arises when HECU units are brought into the mix. While two encounters work very well with the level design, one in partiuclar suffers from being in a narrow corridor, a door that closes far too quickly and no cover for the player. Being surrounded by 6 enemies that are all hitscan, can throw grenades AND do a high damage output results in a lot of running back and forth, wildly spraying with low-damage weapons and then ducking back into cover before I get a grenade thrown my way.

  • AI

    The AI functions well, but it's clear some serious tweaking will need to be done. As it stands, the Xenian enemies require the most tweaking, as 2 mostly function, 2 have some noticable flaws and the other might as well just be broken. The Bullsquid and Vortigaunt work the best, so I won't be covering their flaws in this section. What does need mentioning is the Houndeye's lack of respect for walls and how it's attack can cause high damage through solid walls at a very large distance. Coupled with this, the Houndeye has a larger healthpool than expected, which can cause some frantic clicking as you realise that, yes, it did just take a shotgun blast point-blank and shrugged it off. The controller, from a glance, looks like it could have just come out of early development. It skids around at high speeds, with complete disregard for friction. Unfinished or unchanged particle effects further bring down the quality of the model and animations used.

  • Pacing

    The current release contains about an hour of gameplay, depending on difficulty. During this time, you will experience:

    Starting the day at home (a cool moment that goes underutilised, I feel), the commute to work (an overly long, non-interactive introduction sequence that jerks along due to the way the car is programmed), walking around work before something happens (gives you a good chance to marvel at the recycled Citizen faces and voicelines from HL2), the Resonance Cascade (and by that I mean you walk into a room and it goes boom, before being abruptly and incoherently teleported to Xen), the very sudden introduction of the HECU forces, reaching the surface before then heading back into an elevator to finish the mod.

    Phew. So, a lot clearly happens. Forget quiet time, foreshadowing or any amount of build-up to any of these events, they come quick and fast. The introduction of the HECU, for example, caught me by complete surprise, as I had barely even started playing! Compared to the first Half-Life, while it means getting to the action quicker, the overall experience suffers due to this fast pacing.

While those are the major issues, many smaller problems are present as well:

  • Weapons in general lack any punch or recoil. The shotgun, for example, despite it's chunky sound effects, has low damage output coupled with no recoil, making it very underwhelming.
  • Vortigaunts are insanely accurate, even sometimes picking up targets through objects and walls. This may be an issue with the original HL2 AI, but it's worth noting nonetheless.
  • HECU grunts do not take advantage of open spaces, refusing to flank or take cover. Again, most likely an issue that comes from having adopted Combine Soldier AI from HL2
  • Zombies seem to be placed in abundance in very bizarre locations. How did 3 of them get under the floorboards exactly?
  • The use of default faces, animations and AI from HL2 bring the quality of the mod down.
  • Alien Grunts have a very low fire-rate and health pool.
  • Animations across the board could do with some refinement.

I hope that, to anyone reading, these give an idea of the problems that the mod has. While I would not currently recommend it, the segment of the mod that is avaliable is so short that it might be worth downloading and playing regardless. If anything, this mod is a highly impressive attempt to create a unique take on the events in HL1. While it fails to hit the mark, the developers should be commended for their work and their obvious talents and I hope that they continue to develop this mod to a higher level of quality.
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