Half Life 2 would have been proud to have such great levels as these. Guys behind them tottaly understand game design, it's really well crafted and very satisfying to play. Did I say it also looks great? I didn't? Well, it also looks great!
Great production value and it pretends to be a "game" quite well and it's probably why it maddens me that there's no. No matter what you do there's only one ending, all your choices and input doesn't matter (ok, except for one minor difference) and there's like one particular interesting interaction, but it's one note thing, very dissapointing, like when you think that the game finally bloomed – that's all folks! You know this game "Hack 'n' Slash"? Wouldn't it be cool to see something in this vein?
I would be lying if I said that I didn't enjoyed the ride, but the 1st two hours of the set-up is too darn long and borring. During them I started to doubt that this is the right game I installed. But, thank god, sНiТ started to happen.
In conclusion: it's free, it's made well, you lose only a few hours of your life, so nothing to shed tears about.
One of the best games ever created, not aging classic easy to pick up. Can be consumed in small portions, can be a pool, in which all your time has sank into.
Install "Quakespasm" to insure its compitability with modern systems and get a punch noone could have even dreamed in 1996.
Also, don't forget Quake Injector for a quick and easy access to a HUGE amounts of custom levels. And download TrenchBroom to make some of your own.
Did I mentione multiplayer? Yeah, it was a big deal back then. It's still somewhat of a living thing, but singleplayer is plain masterpiece. Level design is pure genius. It's the game that will be remembered for ages.
P.S. Modern Quake releases has its music ripped out, like it's some sort of stripped pirate version... it's a heinous move for any melomane and a crime against game history preservation, but you can mange throw it. I'm usually listening to something else, while playing, but still... it's just disgusting.
Posted September 6, 2017. Last edited September 6, 2017.
To be honest, I'm impressed with this. It's a very ambitious project for the small team they used to be. And it seems to me that they poured more attention in here, than in the 1st season of Sam & Max. It's funny to see how they will re-use some models from this in the later titles.
Characters are charming, dialogues are long and branchy, puzzles, comparing to the 1st episode, took a step up.
I can't even say that visuals are bad: cartoony style holds up ok and animations are above average.
I liked the experience.
So why's the negative review? They ditched the game and ended series after this, so you can't finish the story. Grab it only for curiosity's sake and only if you spend your dough nonchalantly.
Let's get this straight: it's a terrible gamification of Reservoir Dogs, but as a standalone arcade it's... ok. If you like to pump the score up, it's up your alley. Levels to my liking are too long and there are too many of them. Yes. too many. Quantity over quality: they are too much alike and provide similiar experience.
I'd prefered much more enclosed enviroments without inner stages. Maybe randomly generated arenas and endless mode. And score table is like a must have, but there's none (yet?).
The rewind feature actually reminds me more of programming robots. You program the 1st, you program the 2nd, you watch s**t smeared all over the room. You must take to account not only the constant of your guys, but also the variable of boys in blue. Hence short calculated moves.
It's not a game you were waiting for, it's not a game you immediately pick up on release. But as a time killer, the one you play half asleep, it's good.
The presentation is rock solid, nice music, no bugs.
It's like XCOM 2012, but cooler. Attention to little details make some situations unforgetable – randomly generated levels with tonns of management brew unique experience each minute. Handling of X-COM project depicted very fine-grained, the only thing you aren't in charge is cleaning. The diverse gameplay never gets stale. Highly addicting.
Backtracking. That's all you need to know. Lots of it. The game structured horribly and you're constantly sent to press a button on a deck you've been previously. Sometimes it's plain ridiculous. Should I add that the decks are pretty vast and you can't run for long? Well, if you love walking and lift cabin makes your heart beat faster, – it's your kind of game!
You're free to wander around the ship, but there's nothing there to go astray and some locks can't be open even if you know the combination, unless the story progressed to the certain point.
Sometimes you encounter monsters some of them are killable, some are not. Though it's better to avoid both types if you have the chance. Sometimes you feel smart about fooling them, but it's not very sportmanlike – to run around tables, to get on the box they can't reach, to simply outrun? It's like you're fighting with the game and not with the monsters. I'd prefered some variety in their behaviour and different tactics to deal with the same enemy depending on the situation.
Why am I speeking so much about monsters? Because game has so much of weapons for a horror game. And they just don't do anything beside deal prescibed ammount of damage to the enemy model. Even wrench you've got at the start used (correct me if I'm wrong) as a wrench only once! The point of it being the wrench then, when there's a nice sledge lying nearby?
The story? I didn't finish the game, despite my 10+ hours (missed the tip about the map and wandered without it), but as far as I get I didn't find anything engaging. I heard there's a twist at the end, but I think I can guess what it is and what's the point in a good twist if you must struggle to get to it?
There're some nice things like sound design and hallucinations that help greatly to set the mood, plus I must note ocasionaly placed deactivated robots, standing grim at the corners, – realy nice touch. Of course, the 1st thought you get is to unscrew their heads off, but alas.
Overall I don't see the reason why this game should have been made in a state it is presented. It lacks the spark, the imagination, something that would lift it above others. We've seen everything this game has to offer in another projects done much better.
And backtracking! Backtracking!
Posted October 10, 2016. Last edited October 10, 2016.
I used to love the 1st one. I don't know why, but the 2nd one despite being almost the same (but with more stuff) rubs me the wrong way. Maybe it's because I don't have the nostalgia feels to it.
The game itself is like a big sandbox, with plenty of options to make your own distinct Luna Park. But the biggest downside for me is that you can't build rides with the time paused. And decorating can be very clumsy. And with micromanagment piling up it really frustrates me. I want to build the perfect track and not be bothered (yet) with mundane problems! This duality of building and managment wasn't as apparent to me in the 1st one, I think, because it lacked many decorations, so it was more straightforward.
I must point the fact that the game is working with 16:9 aspect ratio, which is realy sweet.
I used to love this game, I was young and naive :). I still like it, but more than the game I love the trains. The gameplay is too repetitive and doesn't provide you with creative chalenges. I'm torn realy, it's a nice toy box, but as a game not so much, IMHO.
P.S. Search the discussions for the crash-fix.
Posted September 9, 2016. Last edited September 9, 2016.