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Half Life 2: Deep Down (classic) review by Mr.Walrus

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This is very... inconvinient. Yeah, that's the word that comes to mind most often when you try to play it. The levels are big and open but they're very carelessly made; full of inconvinient geometry, inconvinient doors (the kind that block your way in the WORST moment), and honest to god ridiculous combat. Hey let's make the player ride through a tight, dark, curving tunnel AND add hopper mines of all things. Know what's it called? Being a sociopath. There's too much of that. It's like the modmaker was hellbent on creating the most pronounced antonym to smooth gameplay. There's constant interruption; either you have to get out of the car to lower first gate, then ride for 5 meters, there's another gate, ride 5 meters, a sudden turn, ride 10 meters, a bunch of enemies... or there's layout interruption where you just cannot maintain constant speed and direction. HL2, Ep1, Ep2 were very carefully tested as to NOT allow that. You get ambushed in the worst places. All your planning will go to hell because the modmaker predicted your planning and placed deliberate countermeasures. Alyx doesn't help AT ALL because you can't order her to go there, wait at this point, etc. In addition to that, the mod is just dirty with its technical implementation. There's devbinds that weren't cleared. I tried giving Alyx an order by pressing C - you know, the command key for rebels - but turns out it spawns zombies. And B spawns soldiers. So before you play, make sure to revert all key bingindgs to default.

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