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overall: above average | overall: above average | ||
==Some like it Hoth== | ==Some like it Hoth== |
Revision as of 18:10, 29 December 2010
Lost Contact - Part 2
type: Story (I would have marked it attack) creator: TheBuzzard captain: Wrothkar
summary: A quick adventure suitable for captains equipped to fight. Can jump in without having played the previous parts in the series.
story: Good, simple description hooks interest. It ended abruptly though and didn’t feel resolved. It’s part 2 of a series but didn’t rely on having played part 1 to know what was going on. Simple and short.
spelling/grammar: Not enough errors to significantly get in the way of enjoying the adventure. I noticed a [i]they’re[/i] that should have been [i]their[/i] and [i],ission[/i] instead of [i]mission[/i].
creations: Buildings looked good. Creatures mostly looked good but some were strange and could have been better outfitted.
environment: The camera started on the wrong side of the wall — should have started the captain a little further away from it so there was room for the camera. Falling down the elevator shaft was a bit disorienting (took a bit to figure out which way was out), but that seems reasonable. Convincing ship interior.
captain competence: A number of creatures with 50 health had to be defeated, and some had missile launchers. I had to be careful even though my captain had all warrior weapons. There were a couple health and energy powerups but they didn’t seem to respawn and taking hits from 3 missile attacks at once would take out most of my captains. There were grenades that took 1500 off buildings, but they could have been set to regenerate for captains without weapons. I wouldn’t recommend this for a captain without ranged warrior weapons.
puzzles: Some objectives hidden, and you might sometimes miss inspecting something and then get stuck. Other than that, what you need to do is obvious even if it is a hidden objective. Nothing you need to figure out, and you probably don’t even need to read anything to complete the mission.
overall: average
Lost Contact - Part 4
type: story (i would have marked it attack) creator: TheBuzzard captain: Wrothkar
summary: a quick escape combat mission with lighter combat probably doable without captain weapons. watch out for a hidden objective you may not notice (look around if you get stuck). stands on its own pretty well even though it’s part 4 of a series.
story: part 4, but makes enough sense without knowing parts 1-3. ending feels like a reasonable place to end, unlike some series adventures which just end abruptly. not much to the story; more of a combat mission where you’re fighting your way out.
spelling/grammar: didn’t notice any mistakes — hooray!
creations: the hives could have looked better. everything else was good.
environment: convincing spaceship interior. i had some trouble with grenades exploding me as soon as i threw them, but that could be due to my captain having long arms with hands down near his feet. the light effect near the end was a bit blinding making it hard to see the rest of the room.
captain competence: combat-heavy mission, but enemies have reasonable amount of health and don’t pack too much punch. you’ll want a captain with warrior parts but i don’t think you would need them.
puzzles: some hidden objectives, including talking to a creature who is hiding and difficult to notice. other than the hiding creature it’s obvious what to do next. some of the text even gives unneccessary hints.
overall: average
Blowing up the warehouse
type: none creator: Damnagoras captain: Andarius
summary: a quick mission where you blow up a building. that’s really all there is to it.
story: a guy in an alley wants you to blow up the warehouse, so you do. that is all.
spelling/grammar: didn’t notice any errors — hooray!
creations: city buildings were a little cartoony and the one creature could have looked better.
environment: buildings should have been sunken into the ground a bit so they don’t look to be floating. believable city environment.
captain competence: any captain should be able to complete this mission without issue.
puzzles: simple, unhidden objectives only.
overall: below average.
The Eye of Ragnoroth
type: Quest (puzzle) author: jschwegman captain: Mantesch IV
summary: This dark adventure mixes exploration with sabotage, a rich story, and intelligent puzzles. Its major flaw is that placement of objects for the 7th act changed with a patch and they are now inaccessible leaving you trapped the first time since you didn’t know to plan ahead for it.
story: The name Ragnoroth in the title makes me think of Ragnarök from Norse Mythology. The two stories aren’t that far off. The introductory text straight-up tells you what to expect from the adventure in terms of game mechanics which is helpful but doesn’t introduce the story. If you don’t read the text for the monument at the beginning, you can read it in the temple later on but it doesn’t make sense there. I enjoyed the journals of the previous victim, which gave the story a lot more depth and gave the impression there was someone else on your side. The ending shows that your work has only just begun, but is still a perfectly fine way to end the adventure.
spelling/grammar: I couldn’t spot a single error, and there’s a lot to read in this mission!
creations: I wasn’t that into the bird creatures but they certainly weren’t ugly either. The mysterious figures were definitely foreboding but I thought the bottom of them was a little too softly rounded. The vehicles and buildings looked great, though I was surprised by some of the bright colors on the buildings of the nihilists — shouldn’t they have been black or grey? I really liked the eye design and how that theme carried through.
environment: There is a pretty clear path at the start but it ends in a dead end if you follow it all the way. Your objective is just off the bend, and it would have helped if there was some indication visible from the canyon that you should head off that way, but you will find it eventually. I like that there’s no music until the action starts. Underneath the temple the stone block floor is too bumpy for a captain to walk on smoothly. Also it wasn’t clear to me that it was possible to get back up. When going through the pipe on the end with the terminal you need to jump to get back in, which seemed unnecessary. There’s a glitch in the 7th act where pieces you need have fallen through the floor and are inaccessible, probably due to changes in patch 5. If you happened to bring some grenades with you though you can toss them at the enemy and then stand back and complete the objective a different, less interesting way.
captain competence: Any captain should be able to complete this mission, though you may find jump helpful while underneath the temple in case you get stuck in the floor. You also want either jump or sneak so you don't have to run past turrets which are shooting at you later on.
puzzles: The description says hints are available in the comments, but I didn’t look at them. There are 4 puzzles, each of which gives you just enough information to know what you need to do without actually telling you specifically. The first puzzle gives you a hint in the first act that you might miss, but you will probably figure out what to do even without it. The last puzzle (which happens to be impossible after the patch) shows you something you need to recognize from the second puzzle.
overall: above average
Some like it Hoth
type: Attack author: Parkaboy captain: Mantesch IV
summary: A great-looking battle defending cold against hot. It mixes in some defense and collection along with the attacking for some variety. Bring some firepower and keep your cool!
story: All of the acts have descriptions but no titles.
spelling/grammar: I probably would have capitalized “like” in the title, but I didn't notice any errors.
creations: I wasn't that into the Sagaian anatomy but I thought the Coppers looked awesome and so did the outfits. The buildings and vehicles also looked excellent. Everything had consistent color schemes of white with blue for the natives and red for the invaders.
environment: The terrain was well-sculpted to show trenches for battle and holes where the invaders had started melting the planet. I enjoyed the layout of the city as well.
captain competence: Your captain should be battle-ready, but can get by with the first two shaman or warrior weapons. I really liked how the Sentry Bots would switch sides once you got their health low enough, which was also a nice boost to my captain’s firepower. There are grenades and health / energy powerups but the powerups didn’t seem to respawn.
puzzles: No hidden objectives and everything is straightforward.
overall: above average
The sacred Karrotus
type: Puzzle author: Damnagoras captain: Mantesch IV
summary: A short adventure where you save the town by retrieving an object protected by three riddles.
story: There was a good foundation of a story, but it left me with a lot of questions and not enough information to come up with my own answers. Act 5 had no description.
spelling/grammar: There were a few errors, some of which were repeated: [i]haave[/i], [i]breath[/i] / [i]breathe[/i], [i]wich[/i], [i]two brings[/i].
creations: I like the townspeople's outfits, especially the mayor's hat. The buildings in the town aren't much to look at but do a good job of matching the color scheme of the people who live there. I didn't get much of a look at the killer robot until it had been destroyed but as far as I could tell it was a convincing robot.
environment: The city had nice streets and a reasonable layout. I could see that the entrance in act 3 had the path continue past it, which probably wasn't intentional. The interior of the tunnel was a little plain and could have benefitted from a few torches or something. It was a little odd that leaving the underground tunnel a different way than I came in brought be back out to the same entrance. The snow effect at the top of the mountain was a nice touch.
captain competence:
Any captain can complete this adventure as no abilities are required.
puzzles: The three puzzles are riddles where if you get it wrong you die.
overall: average