Half-Life: Alyx

Half-Life: Alyx

LEVITATION (Part 5)
Iridium 20 Dec, 2022 @ 2:52pm
This mod kinda sucks though
This mod suffers from a lot of the same things Hunt Down the Freeman did, just in lesser amounts. The maps are too open with no clear sense of direction or focus, the storyline gives me absolutely no reason to believe or care about the two NPCs in Sector X (who manage to take down the Advisor with a single shotgun shell?? When they've been shown to be immune to far worse, even while badly wounded??) and there is absolutely no attempt at believable continuity from Half-Life Alyx (literally nobody questions what Alyx found in the Vault, Russell immediately sends her on her way and Eli never even shows up despite Alyx being his beloved DAUGHTER).

Half of the 'boss' scenes are blatantly reused from HL:A itself, with minor changes to make them 'better' such as infinitely spawning Manhacks. Because that's... fun...? Health is too scarce, leaving players to fight through corridors and corridors of heavy troopers and machine gunners who have a bead on them from four different angles (crouching doesn't help if you have to pop your head up to, you know, aim). I had to savescum at multiple points, making every perfect hit a new file, because this mod has absolutely no sense of design. Swarms of Manhacks worked in Half-Life because you had the HEV suit and a targeting reticle. They don't work here. Ever wanted to go through whole chapters with no health resupply and nothing but the lightning gloves, with seemingly infinite swarms of enemies and no clear direction on what to do? I'm sure you'll have no problem with the inherent inaccuracy of the bolt of lightning when you've got a split second to not die, right?

Jeff shows up for absolutely no reason other than that 'everybody remembers Jeff! He's the scary part of the original game!' Why is there a second Jeff? If there's more than one, why not introduce two at once or even a whole colony to add to the fear factor? Not to mention the utter lack of throwables to distract Jeff from your location. If you're going to reuse a boss fight, making it arbitrarily harder doesn't make it derivative. It just makes it an annoying callback.

Even when you make it to Sector X, I'm still completely baffled by the need to teleport into the place with a custom teleporter, as if you look outside you can clearly see the rest of City 17. It's not like Eli was about to be taken to Nova Prospect again, so why didn't Alyx just... walk? Not to mention the two NPCs could have just as easily walked out of the building, if they had no problem taking down an Advisor.

The environmental intuition this mod seems to require is practically nonexistent. A certain puzzle is perhaps the best example of this - a bunch of colorful wires mark switches around a sphere of light. What order do you press the switches in? It ends up being the order of the colors of the rainbow, but there is no environmental hint towards doing that and no clear indicator of success or failure until you have actually found the correct order of switches.

None of this is even mentioning the many, many glitches and bugs along the way, but I was willing to ignore those for a community-developed mod series, as the mod was still playable (well, mostly, considering you need to have all five mods enabled from the start to ensure item carryover, something they could have mentioned in a bit bolder text). But given the sheer amount of hype this mod received - articles, mentions, trailers, and all - I would have expected the story to have been somewhat more than half-baked. This game considers 'more enemies' to be 'challenging gameplay' and 'going somewhere' to be 'storytelling'.

And does anybody else question why those mines on top of the train don't go off from the moving ceiling above them?
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Showing 1-10 of 10 comments
DrBonifarz 11 Feb, 2023 @ 3:21am 
This mod kinda rocks, though

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.
... you need to have all five mods enabled from the start to ensure item carryover, something they could have mentioned in a bit bolder text
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.
Subscribe to LEVITATION's Workshop Collection. Enable all parts via Manage Add-ons, then play part 1 and enjoy -- the levels will automatically load after each other.

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 =)
Last edited by DrBonifarz; 11 Feb, 2023 @ 3:21am
FMPONE  [developer] 28 Feb, 2023 @ 7:57pm 
Thanks for all the feedback, I've read it and appreciate the time you took.
DrBonifarz 1 Mar, 2023 @ 12:29pm 
I see you inlcuded the little instruction about enabling all parts, thanks for this. Maybe you also want to put the same clue in the collection.
Tool8 14 Mar, 2023 @ 10:32am 
I think the mod is really good until it takes away your guns in the final level. The energy gloves are borderline unusable with WMR controllers and while they are supposed to make you feel badass, in reality with WMR controllers they are the worst game mechanic ever invented. Valve were at least clever enough to realize that not everyone has Index controllers so they kept this godfawful mechanic to a minimum in HLA, but in this mod we are forced into an extremely annoying boss fight, which spoiled so much of the experience for me. Nevertheless, the environments are super impressive, and I guess this is what this mod is really mostly about.
dn2rafael 23 Jun, 2023 @ 6:46pm 
Originally posted by Tool8:
I think the mod is really good until it takes away your guns in the final level. The energy gloves are borderline unusable with WMR controllers and while they are supposed to make you feel badass, in reality with WMR controllers they are the worst game mechanic ever invented. Valve were at least clever enough to realize that not everyone has Index controllers so they kept this godfawful mechanic to a minimum in HLA, but in this mod we are forced into an extremely annoying boss fight, which spoiled so much of the experience for me. Nevertheless, the environments are super impressive, and I guess this is what this mod is really mostly about.
Yeah, I play in WMR too and that part alone is unbearable. After so many tries, I ended up just cheating. This mod had been pretty good up until that point and I felt really awful because of it.
Last edited by dn2rafael; 23 Jun, 2023 @ 6:48pm
Morricore 1 Dec, 2023 @ 6:25am 
Originally posted by Tool8:
I think the mod is really good until it takes away your guns in the final level. The energy gloves are borderline unusable with WMR controllers and while they are supposed to make you feel badass, in reality with WMR controllers they are the worst game mechanic ever invented. Valve were at least clever enough to realize that not everyone has Index controllers so they kept this godfawful mechanic to a minimum in HLA, but in this mod we are forced into an extremely annoying boss fight, which spoiled so much of the experience for me. Nevertheless, the environments are super impressive, and I guess this is what this mod is really mostly about.

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.
wongojack 17 Mar, 2024 @ 11:16am 
The mod is incredible. Lot's of complaining here about stuff that really just requires a little bit of patience and time to think through strategies and puzzles.

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.
JudgeMcBulge 24 Aug, 2024 @ 11:39am 
"This game considers 'more enemies' to be 'challenging gameplay' and 'going somewhere' to be 'storytelling'."

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.
Cyberstorm 11 Jan @ 12:01am 
if you dont like it then why not just not play it instead of complaining?
Originally posted by Cyberstorm:
if you dont like it then why not just not play it instead of complaining?
The point of criticism is to give feedback to the developers so that they can do better next time. I personally didn't dislike this mod, I found it somewhat enjoyable overall, but I feel they could've done better in the final maps.
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