MADNESS: Project Nexus

MADNESS: Project Nexus

The Supermall Addendum
hopwil 8 月 5 日 上午 9:38
A review
Alright I just finished the campaign, and I thought it was quite wonderful. I'll just compile my thoughts here

Here's TLDR
PROS:
Very impressive in scale
Good Visuals
Cool moments sprinkled here and there
Custom Boss fights

CONS:
VERY HARD
Cqc when a great deal of guns are mid range
Lot's of trial and error
Weak character
Weak Cover

Here's the slightly longer version: This campaign took around 2 hours for me to complete and is a impressive step forward for custom campaigns. Some of the early rooms of the campaign were very fun to fight in which lead to some interesting moments. For instance, I had to jump off a floor to dodge a sniper shot and a melee trooper dropped down with me. I had only a few seconds to kill him before his buddies came down. Cool moments like those can be created. I think the arcade fight was also very fun. The flashing red lights as the room regained power were a nice change of pace from the constant pallet of grey most of the campaign.

Boss fights are also implemented in this mod, though you'll only really encounter them in the end.There also a few minibosses like that cloaker guy (i dunno their name) popping up behind you in a narrow room or that grenadier golem (also don't know their name) coming in with his squad. Are the boss fights fun? Ehhhhhh, i think a few of them were well done, the heli especially, but sometimes they feel like a slog to get through. Take the 'leader' boss, he has a lmg and regens health, albeit very slowly. This results in you just being pinned for half the fight and getting a good 2 seconds to fire back. The way i killed him was keeping all of my allies alive and ordering them to surround him. It was a huge pain and I think the leader should be nerfed, at least a little bit.

I think the biggest problem of this campaign is it's difficulty. I personally found it enjoyable, but this is because i enjoy approaching each room like it's a puzzle. The low health, lack of certain skills, and low TAC bar really hampers some of the gameplay and can lead to some really frustrating moments. If you struggle with the MPN vanilla campaign on madness mode, then you will most likely not enjoy this campaign. This campaign on normal is easily equivalent to a late stage madness difficultly mission in the vanilla campaign.

Another big problem is that most of the gun's sweetspots are meant for more midrange combat while this campagin centers itself around CQC. This leads to a lot of moments where melee enemies will rush you way before you can take out half their TAC bar. This problem is the most egregious with the shotguns that have a sweet spots that's longer than some of the rifles. Combine that with their low fire rate, you almost never want to carry one into a new room.

Like I said before, I approached each level like a puzzle. This required me dying several times to figure out the most optimal way to clear a room so I don't get shredded. Though to be fair, I only really got stuck on a couple of rooms.

The last thing I'll mention is that cover kinda feels... useless? I can't recall many moments where I actually felt to get 'into' cover. This is because sometimes some cover just doesn't protect me all that much and I feel like I'm better off just dodging bullets. The only real exception to this is the cars. They make excellent cover, but they may explode after getting shot too many times.

I'll give this campaign a 8/10 because of it's length, bossfights, and composition of rooms, but can see why a lot of people may be turned off by the difficulty. Most of these are my personal opinions pls don't kill me.
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DarkSignal  [开发者] 8 月 5 日 下午 12:10 
Pretty solid review, the talks about cover intrigue me because we have a mix of custom cover objects and default ones that were already provided from vanilla prefabs. The cars were custom made, but things like boxes and barrels were not. It makes me wonder how useful these same cover objects actually were in base game, since being a protagonist never seemed to incentivize players to use them.

As for weapon sweetspots, we did throw down a couple more close range guns to loot recently. The enemy also has two kinds of shotguns, one for close range and one for long. If there are any rooms that were lacking these options, it'd be most helpful to narrow down which ones so we can squeeze in some more "puzzle tools"
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