I finished this late at night, yesterday. What a ride. I agree with Gamesharder, it feels like an open-world game. The hubs are huge, the dungeons are immense, everything is both minutely detailed yet grand and expansive at the same time, each corner is full of life and secrets... For an Unreal mod, it's simply the best environment I have ever seen. Music, sound, light, architecture, it was just about perfect.
The story was incredibly confusing and felt like it wasn't told in the right order though, I often had no idea what to look for or where to go, which is often the case when you're so free, but I also had no idea what I was trying to achieve and didn't get what the ending was about. It's a shame because all the means to make it clear were there, talking NPCs, cutscenes, etc. However, the gigantic hubs (both the island and the port town) were so cool I found myself drawn to it and I kept exploring just for the sake of enjoying the scenery and finding new corners of the maps to explore, new people to talk to, new temples to explore. For someone like me who always loved the Chizra and Vandora temples, this was amazing. The dream sequences were incredibly powerfull too, especially towards the end when "stuff" began to appear in dreamland. There are definitely entire games which could be made from this concept.
My only real problem was the difficulty. I consider myself an adept player and I have played games much harder than Unreal, but the fact you can do things in somehow random order and cannot easily foresee when things are going to get tensed meant I found myself stuck and forced to cheat my way into two key moments:
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The battle against the two wardogs near the town gate, when I was out of ammo and low on health, which made it impossible to fight, while the beasts are so quick I had no possibility to just run away
and the ending because you go through a series of locked arenas where serious opposition is provided. Each of these fights is extremely challenging, but the fact you go from one to the other with barely any rest and with just a handful of supplies between had me stuck and I ended using god mod to see the end. There should have been a full resupply of both health and armour between each and the most you got was a bit of armour OR health and some ammo.
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The fight against severl bots above an endless chasm was a chore and these guys can jump back up from the void when I'm working my ass off to stay on the platform, keep moving, get ammo, fight and get to the health pickup. Very one-sided fight and then, without any pause to catch my breath, fight an armoured spaceship with small weapons and no new supply. Bleh.
Appart from this balancing issue, it's almost flawless. Many details had me amazed at the attention put to every single aspect of the game, it was a joy from beginning to end. Although I wonder if some things, which felt weird, didn't turn out to be bugs like
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the fact my dispersion pistol reverted to level 1 after I first got into the large pyramid. I had been finding powerups on a regular basis, then lost the DP in a dream - I think - and came back out with it back to level 1. After this point I found maybe 2 powerups and finished the game with a weakly DP I only used to break pottery and crates.
The port town is one of my favourite Nali cities, even though we've all seen many takes on this kind of towns over the years in Unreal. It's probably the best made and one of the best ambiance. I'd rate it just below Illhaven's, but at this point, Illhaven is almost my home and I acknowledge I'm biased. Walking the streets and visiting everyone's house in The One, I kept thinking back to my own [url=http://hellkeeper.net/images/map/pics/piraeus/piraeus2.jpg]DmPiraeus[/url] and noticing my little town was like a child's attempt compared to it.
So yeah, great job Turboman, 9/10, this might be the very best thing I've played in the last 5 years.
You must construct additional pylons.