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I'd like to comment on the post above, as some of the points mentioned are constructive and valid, while the OP seems to get carried away in some sections. When I first played Levitation, the setting seemed rather clear from the intro scenes: Alyx is captured by the G-man, who sends her on a wild trip for his "employee onboarding program" - which gives the mod creators all freedom to deviate from the canon setting and go nuts with crazy scenes in some illusional reality. This impression is emphasized with the ending monologue, which closes the loop quite literally. I agree that the plot with the captured resistance members is bonkers, and the scene where they finally show up is beyond weird. But to me, this ultimately does not matter, as it fits the uncanny overall sense of weirdness. I loved the creative level design, dense atmosphere and intense gameplay. And many seemed to enjoy Levitation for similar reasons. You can't please everyone, though, especially when expectations raised from a superb game are applied to a free, community driven workshop project.
I wholeheartedly agree with one point, though, which sadly is just a side note in brackets, that easily gets lost below a fun mix of complaints.
Yes, sir. Having seen countless comments of players stuck on a loading screen, it seems that the "subscribe" section would be the ideal point to clarify this with just a little addition.
On the topic of gameplay and difficulty balancing, I really appreciated the approach here. If you question your strategy and attempt to adapt to the combat scenarios, the encounters turn out to be fairly well balanced - at least for a first playthrough on normal difficulty. The infamous "green orbs and man-hacks" section is an exception here, which has frustrated too many players. I wrote more on that matter in the comments of part 5.
The design of puzzles felt surprisingly fresh and well executed for me. Maybe I was just lucky to never run into any glitches, like the haunted aifreeze bug, that seems to be somewhat common on Alyx workshop items. In particular, the fan puzzle can be a real barrier for color blind folks, but contrary to the rant above, the environment does give a clear hint on this one: Literally next door, there's a stack of colored wires with the correct sequence, and audio feedback informs the player on correct or wrong entries. The only design decision that slightly annoyed me was the way you get cut-off from weapon upgrades in "He Hungers", as soon as you pick up the key card.
Ah, and yes, the mines on the train roof are sheer nonsense - almost as if some mysterious entity is playing mind-tricks while testing your skills =)
I played on quest 2. Visual was amazing, but gameplay, and puzzles sucked. Heawy enemies camping behind corner without moving in pairs are annoying and hard to deal with.
If we talk about this part with electro fireballs, both tohou boss and arena where enemies go through force field was a pain on normal. I died a lot. It's borderline impossible to predict that enemy will appear behind you, especially if it hides in energy laser or just silently spawns behind you. Often when enemy is near energy fireball just not releases. Or releases in wall. And horde of drones are the worst to fight with energy firebals. Cause fireballs are very inconsistent.
Also Jeff levels was pain since Jeff somehow always knew where am I.
I moved around him with closed mouth to be silent, but no luck. He was able to detect me and periodically fly thought the air to me.
So it literary took 3 loops and several deaths to memorize how to quickly solve puzzle with upgrade station on Jeff level. And part where you have to find two batteries to unlock force field with Jeff always knowing where am I also created caused plenty of deaths.
Also puzzle where you have to stay on crate was a bad expirience since nowhere else before or after staying on crate is used, so I as a player has no idea that it's not another weird puzzle. It would be great if staying on create will be used before this part to introduce to this mechanic of getting to somewhere using staying on object.
Puzzle with giant fan was a pain since it had no proper indication whatever I'm doing something right, and even when I'm doing something wrong and I figured out how indication of right pull works I can't pull level back.
Arena with two electric headcrubs was another pain since it had two places where there is electric sparks and two electric headcrubs so I tried to make them hit those sparky wires, assuming it's another weird puzzle, but it was not.
Place with barnacle holding power element and you need to shoot him to be released not worked because he was too high for me to notice and his appendage dangling out of its maw was in usual state like there is nothing inside him.
Through entire game there is a lack of upgrade stations. I have issues using ironsight on guns, and getting lasers on guns was a big problem and big priority.
So half of the time it was amazing expirience. Another half it was enemies flying through the air, annoying puzzles, and other problems above. Also ammo was weirdly plentiful.
However - green lightning sucks. I wish it was more fun. I switched to "story" difficulty to get through the last segment and never want to play it again.
Couldn't have said it better myself, the pace is so off, you start the game with only the pistol facing a dozen combine soldier, then when you get upgrades and the shotgun the game gets super easy because you're dealing with the headcrabs and zombies. Also it seems like everytime they dont know what to do they just spawn infinite amounts of manhacks, that bloody advisor "bossfight" is a prime example. The voice actors sound like, well lets be kind lets just say they're not good, at all... And I wish they didnt add extra "dialog" with Russell, it is so cringe.