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CMaterial::PrecacheVars: error loading vmt file for models/jlor_props/essentials/jlor_custom_lights07_glow (x7)
CMaterial::PrecacheVars: error loading vmt file for models/jlor_props/essentials/jlor_custom_lights07_d (x7)
CMaterial::PrecacheVars: error loading vmt file for models/jlor_props/essentials/jlor_custom_lights07_glow (x7)
CMaterial::PrecacheVars: error loading vmt file for models/jlor_props/essentials/jlor_custom_lights07_d (x7)
CMaterial::PrecacheVars: error loading vmt file for models/jlor_props/essentials/jlor_custom_lights07_glow (x7)
CMaterial::PrecacheVars: error loading vmt file for models/jlor_props/essentials/jlor_custom_lights07_d (x7)
Ragdoll appeared as an error along with this message in console, have no idea if it's me or the map
Still, i dont wanna this review to discourage you - quite the opposite, i'd love to see you grow up and do even better. You're doing great work, keep it up.
First two levels are great, but unfortunately cant say the same about this one -- it feels stuffy. You've got into storytellyng and horror too much, made it too concentrated. Lots of spooky moments (would've been nothing wrong with this, but there's no release after really long build up nor any change of pace and mood), very repetetive gameplay (push button to open the door to push the next button and so on) and no action sections at all to fix previous two points (why there's 357 ammo then? To shoot myself?) in the very long map. To the end you just lose all your tension, just wanting a little something to happen.
- Atmosphere sets you on edge with the sound cues
- Includes simple smart puzzle solutions that involves exploring
- Rewards the player for venturing into optional places that are scary.
- Amazing sounds and smart cue placement.
The only things i don't like are:
- Parkour (because i am bad at it).
- Some text & notes are hard to read due to being dark or my flashlight was too bright. Maybe implement a interact on them and a picture of the note is viewed on the monitor for easier readability.
- Since the buildup was phenomenal, the ending should've had some sort of 1 time chase scene with flashing lights and blaring sirens, so we can get scared and panic.
Kinda sad that the entity detector from the 2nd one didn't play much role in this, it's such a good opportunity to scare the player with "PARANORMAL DETECTED" text and sudden siren coming from the device.
I'm looking forward to the continuation <3
Almost everything they do is far more unethical than it is practical, and at some point it seems like Fennek is literally a company whose GOAL is to be the setting of a horror game. Like, none of the things they do seem to have any actual purpose, even from an 'Evil Corporation' standpoint, and it would appear that they got a 3rd grader to document all of (and plan many of) their experiments.
Asthetic: 10/10
Level Design: 7/10
Puzzles: 5/10 (I'm also biased 'cause I HATE puzzles in source games already. )
Scares: 9/10 (Didn't scare me that badly, but they were still very good.)
Plot: 4/10
Writing: 1/10 (Practically every sign in this map seems to have been written by an 8 year old. )
Optimization: 11/10 (I've had worse performance on GM_Construct!)
Atmosphere 9/10
This map, just like all the others in the Lorjason Saga, looked BEAUTIFUL, with great lighting and awesome use of custom assets. It was coded well, and had surprisingly non-cheesy scares. However, many of the puzzles were extremely difficult (And unintuative).
i love the lore of this campaing!
would love to play the next part!
great job!