5 posts
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Registered:
Jan 25th 2005
Occupation: Student
Location: USA
Gordon Freeman is fighting with the Resistance in a city when he hears that the Combine have launched a satellite to use as a weapon to stop the Resistance. He must fight his way through the city to figure out a way to deactivate it before it becomes operational.
Return of the Resistance CH1 is the level in a four-part series. The story was initially interesting, although a bit cliche. You play as our favorite hero, you're in a city similar at least in appearance to City 17 to fight with the Resistance, and the Combine have a all-powerful superweapon that can kill all the good guys, and only you can save the day. Nothing new, but it works. Unfortunately, there was no plot development in the level; if I had not read the story summary, I wouldn't have had a clue what in the heck was going on. However, this level has some perks. Read on for the full deal.
Architecture is decent in RotR. There was a pretty good flow to the level, everything blended together fairly well. There was nothing that stuck out like a sore thumb. There were also some fairly nice details, such as interiors having a few details such as beds, washing machines, crates, etc so there was more than bare walls to look at, new damaged floor sections (or at least I didn't recognize them), and a good use of the z-axis. The stairs were a nice touch to the buildings, and being able to look down on other areas or to see where you have been is a good way of tying a level together to give it a more unified feeling. The architecture does have a few drawbacks though- it suffers from being extremely linear. There are few places to explore that are off of the beaten path. The author should haved added more extra rooms and places to go, also more than one way to accomplish things would be nice. For example, if you see a patrolling squad of Combine in the distance, give the player a option to either attack them head on, slip around them, or reward them for exploration by giving them a cool way kill them with maybe a turret. The level is occasionally boxy as well with some rather simple rooms, but this is made up for by the occasionally impressive design of the buildings on the streets. There are some common sense and reality issues with some areas also. The streets were rather narrow and some of the curves have very sharp angles. Sometimes its difficult for the buggy to navigate some of the corners, so I doubt cars would be able to navigate easily, even if it was a one lane street. There is also the occasional area where you walk beside a building that has windows but when you step inside there are none.
Texturing is fairly well done, with realistic choices that followed together nicely. There are no ugly spots it is absolutely tacky. However, there are a few issues. There is the occasional hallway with nice, clean, white walls. Now my question is that if there is a war going on, who in the heck is taking the time to cleans these walls? It's also near some combat points, so in theory one would believe they would have some sort of damage.
The enhancements are rather nicely done. There are a ton of scripted areas, ranging from headcrab canisters flying down in front of your face to dropships to enemies smashing through doors. The scripts are well done and add some very nice touches I might add. I like the previously mentioned door-smashing by the Combine, along with the medical center (although it I found it a bit odd how he out guns blazing after just being healed a few seconds ago). The enemy placement was intelligent, if overabundant. Sometimes it got downright frustrating to keep hitting the Quick Load button, particularly at areas where either the Combine keep spawning or you go up against +5 in open areas +3-4 in enclosed areas. Occasionally you also had little cover, while when used sometimes can intentionally cause feelings of desperation and a panic in the the player, turned out to be annoying in this level due to the amount of enemies. Also the enemy spawning occasionally has its own problems. In indoor areas where you to have 2 to 3 Combine coming out of a force field at a time, followed by another wave as soon as their dead doesn't make logical sense. Why would the Combine wait around the corner for when their friends died to make an entrance? Why wouldn't they all attack at once? And even if they are coming from a different area, what are the odds of them arriving just as their last buddy just died? Also the few zombies also seemed a bit out of place. I found myself wondering why hadn't the Combine killed them before now.
Item placement was average at best. Most of the time health is a major issue, requiring Quick Loading if you get down too low just because you can't find any, and your load has a higher health than you have right now. There needs to be more health and armor or fewer enemies. Maybe some experts out there can do just fine with whats given, but I have a feeling for most people it's going to raising the level from "challenging" to "extremely difficult", and in the process taking away some of it's fun factor. Guns and ammo were along similar lines. You normally are fine ammo wise after a firefight, you pick up a ton of ammo off dead Combine. The problem is during the fight. Your principal weapons are the submachine gun and the Combine assault rifle. These weapons aren't bad and they defiantly have their uses in tactical situations. Unfortunately, you don't get to use them to their full effect most of the time. The outdoor areas are sometimes very painful with you trying to snipe off Combine with the pistol or the above mentioned rifles, all the while they are shooting back with the same weapons back at you. Problem with this is that while you are struggling to get in enough hits to drop that one guy, everybody else is blasting away at full auto, and eventually they make enough combined hits to take you down. Plus indoors is hectic, trying to out maneuver and kill 6 or so Combine in a small room without a shotgun. The author needs to give serious consideration into adding a little more variety in the available weapons to vary the combat and make life a bit smoother. Actual placement was good though, you find items laying on tables, in crates, etc. In other words, where you would anticipate finding items, not just some laying randomly in the street.
On a side note, the buggy is placed rather oddly. I'm under the assumption that this is just the one that was captured in the coastal level in the main game, but there is nothing to confirm this. While it was odd to find it, the author did a good job of trying to make the player use it through the streets, which shows the author was thinking. Also the gravity gun appearance is unusual as well. It left me trying to figure out why was is there rather than being guarded or something.
One complaint that I have is that there is no really genuine custom content in the level that I could find or notice. After all the scripted sequences and decent architecture, I was disappointed to find no other custom content besides the level. Some dialog, textures, models, etc would have been excellent touches, and probably could have added some much, much needed plot development.
Another good point about this level is that it created a excellent City 17-ish atmosphere. While no, it's not very original, it is very well done. The author was trying to create the Gordon Freeman-original storyish setting, and accomplished just that. It's looks with have you thinking your still in City 17 whether you actually are or not (guess we'll find out from the author later). It also at times had a good chaotic atmosphere, it felt like you were really right square in the middle of a war. There are no big holes in the atmosphere other than occasionally things get quiet - too quiet for a war. During these slow periods there should be faint shelling and blasting sounds so it seems like there is still plenty going on, its just that the player's not in the thick of it.
During playing I had no technical issues, the level seemed to be optimized well. I did occasionally experience slow down in frame rate, however I gag my system for all I can get, so if you are pushing your system, expect this to choke it down every once in a while. The Intro was nice with the level name showing up on the screen as the ending Credit sequence (however short it is). However, my game just stopped at the end of the Credits, I didn't get dumped back to the Main menu, causing me to restart my system at the end of it. It would be nice if the author would do something about this in the future. Also a small installer would be nice, one that automatically placed the needed files in the correct locations. I've seen this done with older games such as Jedi Knight and MotS, so I would assume it would be possible for Half-Life 2 as well.
This is a reasonably solid level with good scripting and and is fairly pretty to boot. The author obviously didn't just slap it together, but put some time into it. However it does suffer some flaws in occasionally boring architecture, realism/logic issues, and some occasionally downright frustrating difficulty, to the point where it's almost a chore other than fun. It also has decent replayablity, probably with the difficulty toned down the second time around. This level definitely disserves a download and a play through. It certainly deserves more downloads than the 34 at the time of this review
Design
Gameplay
Verdict
Dispite some flaws, this level is definitely worth a play though. Go ahead and download it.
Pros
Good scripting, some nice architecture, well put together, author obivously cared enough to put time into the level.
Design
Outragous difficulty, some dull architecture, some realism/logic issues, generic story, no custom enhancements.