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Mental memorial - Full Conversion *-RELEASED-*
Kreekakon Offline
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#38
RE: Mental memorial - Full Conversion *-RELEASED-*

Alright, I beat this a little while ago, and it's time for me to give you an honest review dnalange. Frankly speaking I didn't enjoy it as much as I thought I would. I'll break the review down into several small sections. The review will contain a few minor spoilers puzzle-wise.

Mapping/Setting: For the most part I enjoyed this section quite a lot. There were a lot of brilliantly used set pieces, and most of it was structured very nicely. I especially like some of the sewer levels as they were done brilliantly in the mapping section.

Though I have to question some weird mapping aspects, such as the bathroom enveloped with blue fog. Why the hell is there BLUE fog in a bathroom?

Another problem is that the white office drapes seem to get into the way of the player way too often, and sometimes will even obstruct important doorways from view unless closely inspected.

Scares/Atmosphere: Sadly the actual scares is when this review might start taking a nose-dive. Many of the scares are jumpscares, and while several others are not, some just have cool concepts which are poorly executed in way that causes them to lose their intended purposes. Actual scares were definitely a weak point in the mod. There were a handful of decent ones though. Just more bad than good.

The atmosphere on the other hand was in my opinion done great. Not masterful, but it was done very good. I'd even go as far to say the scares were not so much the "scare factor" of the mod as much as the atmosphere. It was in the most part done extremely well.

Storytelling: Unfortunately this is another low point of the mod. The whole mod is basically a "Wake up in an unknown place" except in a hospital. The story is largely absent in the mod, and you barely have any interactions with the plot, or any hints towards it. While I'd say the whole story is "resolved" at the end, the entire story was still extremely poorly executed in my opinion. This next statement may be a bit harsh, but I can't even call the occasional story bits as pacing issues since there's so little of a story to begin with. No story in a "wander around" type game like Amnesia means no motivation to really keep going unless everything besides the story is done exceptionally.

Gameplay/Puzzles: I like the addition of a few interesting gameplay mechanics such as the flashlight re-charging one. I do have to be puzzled at why there seems to be a few extra ones like a phone, and choice making at the start of the game, but later simply vanish. Did you think that they weren't worth it or something?

As for the puzzles, I think you should've given the player a bit more hints, and nudges as to where such things you need might be located so they aren't lost all the time. Also you should say outright in the mementos, or item description where exactly this goes if the "player character" knows it instead of saying it goes to the one in "this room". If the player leaves to go do something else he/she might forget.

My personal experience with this was the "screwdriver fixing the sensor" puzzle. Before I acquired the screwdriver, I already triggered the memento for fixing the sensor very early in the game. It was much later in the game that I actually reached a point that I HAD to fix it, and by that time when I found the screwdriver, I had no idea what I was supposed to do with it. I only solved the problem by opening up the mod's script in Notepad++

Technical Issues: Mostly none, but I did run into a game crash at the part where you use the "lockpick" to acquire the "backdoor key"

Verdict: A lot of interesting settings, and new gameplay mechanics is brought down by confusing gameplay as well as a poor execution of story. 6.5/10

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02-10-2013, 04:39 PM
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RE: Mental memorial - Full Conversion *-RELEASED-* - by Kreekakon - 02-10-2013, 04:39 PM



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