Showing posts with label Mod. Show all posts
Showing posts with label Mod. Show all posts

Sunday, March 18, 2018

Fallout 4 Mod Guide: Recommendations and Mini-Reviews


I've been playing Fallout 4 lately, and as always seems to be the case with Bethesda games, it practically requires a bunch of user-created mods to spruce up and polish the overall experience. That statement, of course, is meant to be a somewhat disdainful commentary on the way Bethesda designs their games, but I don't want to get into a long rant about why that's the case. (Maybe that'll be part of another article, later.) Rather, I just want to take a moment to showcase some of the many mods I've been running in my lengthy playthrough, with descriptions and mini-reviews for why I'm using them and what I think of them, plus recommendations for how essential I think a mod is and when it should be installed.

According to the Nexus Mod Manager, I currently have over 150 mods installed, though that number is misleading because some of the mods use multiple optional, modular plugins which count as separate mods (the item sorting mod that I'm using, for instance, accounts for 12 different plugins) or require compatibility patches to work with other mods, which again count as separate mods. I played about 30 hours of unmodded "Vanilla" Fallout 4 before I started installing mods, and from there it was a cascading effect. It started with basic "quality of life" improvements in the gameplay to fix minor/major annoyances, and then shifted to atmospheric overhauls with the visuals and audio to make the game look and feel more pleasant to play, and then towards the end became a matter of adding in all new content to keep things fresh and interesting.

This article is meant to be a recommendation guide for which mods I think are worth installing if you're planning to play Fallout 4, but it's by no means a comprehensive, exhaustive guide of everything. There are a lot of highly-rated, super-popular mods that I chose to pass on for my own personal reasons, one of the main ones being that I wanted to stay pretty close to "Vanilla" for the bulk of my playthrough (ruling out massive overhauls like Horizon), or had to pass on because I lacked the required DLC (ruling out the unofficial patch and revamped user interfaces), while other mods affected things that I just didn't care about (like Sim Settlements or any of the other settlement mods). This article is simply a look at some of the mods I'm actually using; use it as a basis to start your own research, and then go from there.

Tuesday, October 30, 2012

You Can't Escape From Nightmare House 2














Nightmare House 2 is one of the coolest horror games I've ever played. What's even more remarkable is that it's a free source mod for Half-Life 2. A first-person shooter with a light emphasis on action and a heavy emphasis on horror, the game begins with you gaining consciousness next to a wrecked vehicle in front of an abandoned house. Which also happens to be haunted. After escaping the house, the rest of the game takes place in the Never Lose Hope Hospital, where you regain consciousness in a padded cell only to find that something else has gone terribly wrong. 

For comparison, Nightmare House 2 feels a lot like the original F.E.A.R. with hints of Condemned: Criminal Origins (both by Monolith), both in terms of quality and content, if you were to take those games and condense them down to about 2-3 hours. NH2 features some very good attempts at horror as well as some decently enjoyable puzzles and action, all tied together with an interesting story. There are a few hiccups in its design, which I'll discuss in the full article, but it's a great game that's definitely worth playing.

Tuesday, July 24, 2012

Diaries from Day Z: Day One















My first day in Day Z was painful and unforgiving. Venturing into Chernarus, the post-Soviet countryside where the dead walk freely and bandits prey on every feeble survivor, is a task best done after consulting every handbook and survival guide available. With a rash desire to seek my thrills and treasure in the desolate zombie wasteland, having heard tales of glory from many survivors, I dove headfirst into the conflict and quickly found myself overwhelmed by the harsh brutality of this world. I realized only too late that I was unprepared for this endeavor, and met my gruesome fate huddled in the corner of a small farmhouse as the dead came for my cold, shivering flesh.

These diaries aim to serve as a warning to any fellow survivor who might dare to brave the certain death that awaits them in Chernarus. Let you who reads this text know what to expect from the phenomenon known as Day Z, based on my own experiences within this world.

Wednesday, April 18, 2012

Impressions of Nehrim: At Fate's Edge














If you haven't heard already, Nehrim: At Fate's Edge is a free total conversion mod for The Elder Scrolls IV: Oblivion. It's a completely stand-alone game with its own original world, characters, and quests so impressive in ambition that it rivals the scale of the vanilla Oblivion experience. And in most ways, it's actually better than Oblivion, which is either a heaping bit of praise for Nehrim's developers, SureAI, or a scornful derision of Bethesda. I'm going with both. After all, it's kind of sad when a group of volunteer modders can make a better game than a multi-million dollar studio of (supposedly) industry-leading professionals.

I'm somewhere between 20 and 30 hours into Nehrim and I've only just finished the first of (I believe) five chapters. I'll be writing a full review once I've finished the game, but since I'm still only a fraction of the way through it, and I'll almost assuredly be distracted by Risen 2 when it launches, I figured I'd go ahead and publish my early impressions of the game. So far, I've been really enjoying it. It feels far more like Gothic 2 with an Oblivion skin, which makes it a far more compelling experience, even though Nehrim can't quite escape some of the inherent problems of Oblivion. More of my impressions after the jump.

Wednesday, March 14, 2012

Narrating The Stanley Parable














*Note: this review article is of the 2011 HL2 mod. For my review article on the 2013 retail release, click here

The Stanley Parable tells the story of a man named Stanley, who works for a company where he's known only as "employee number 427." Every day, he sits at his desk in room 427 pushing buttons on a keyboard, following the commands that stream in through a monitor. He relishes this job, always happy to press the buttons when the orders arrive. But one day, the orders stopped coming in. Puzzled at this unusual circumstance, Stanley leaves his post to find out what's going on.

You assume control of Stanley as he gets up to leave his post, searching the building for answers. A narrator tries to tell Stanley's story a certain way, describing Stanley's thoughts and your actions. But given that you're in control of your perspective, you have the free will to follow his narration or to disregard him and do your own thing. Numerous junctions present themselves with two options, and the story branches into entirely different paths depending on your decisions.

The Stanley Parable is an intelligent bit of metafiction. It's a story about a story, told by a narrator who realizes this is a video game. It explores concepts of free will, gets you thinking a little more deeply about video game design, and offers some witty commentary on the process of playing a video game. It's one of the smartest mods I've ever played, and it's presented with lots of charming style, which makes it truly stand out as an exceptional source mod that is absolutely worth playing.

Saturday, March 10, 2012

Dear Esther, Don't Come Back












* Note: this review is of the 2008 Half-Life 2 mod, not the 2012 retail release version.

How many years have I put off playing Dear Esther? Apparently four, by the looks of it, as the original Half-Life 2 mod was released back in 2008. When I first heard about it, I was intrigued. Experimental first-person narrative storytelling in a video game? A ghost story that emphasizes exploration and offers a uniquely haunting atmosphere? It sounded great, but for some reason I never played it. With the recent Steam release of a newer, updated version of the game, I thought maybe it was time to finally getting around to playing it.

And boy was it underwhelming. When the screen faded to black at the very end, my only thought was "that was it? This is the critically-acclaimed game everyone's been talking about all these years?" It does more than just "stretch" the definition of what constitutes a video game -- it brazenly defies it with practically zero interactivity. Even though the writing is rather poetic and the voiced narration is well-done, the story lacks any kind of narrative thrust. And so, I was not impressed with Dear Esther. More of my thoughts after the jump.

Wednesday, February 15, 2012

Let's Talk Skyrim Mods (Part 3)














I originally only planned to post one article on Skyrim mods, but that had to be expanded into two parts because it was a little too long to remain as just one post. And then I figured, since I made "part 2," I may as well go ahead and make a "part 3." So just for the hell of it, "part 3" shall be a list of my favorite absurdly-stupid Skyrim mods. In this article: absurd, ridiculous, hilarious, "wtf," lore-breaking Skyrim mods. Only the best, and only my favorites. (None of that "my little pony" nonsense.)

Be sure also to read the more serious Part 1 and Part 2 of this (apparent) series on Skyrim mods. 

Tuesday, February 14, 2012

Let's Talk Skyrim Mods (Part 2)

Part 2 of the list of Skyrim mods that I'm currently running, with pictures, links, description, and thoughts on each one.  Also a few mods that I tried and didn't like, as well as some works-in-progress that I'm keeping an eye on. Click the article for the full list, or read part 1 here.

Monday, February 13, 2012

Let's Talk Skyrim Mods (Part 1)














With thousands of Skyrim mods out there, I'm rather selective of what I choose to install. Seems like whenever I look through a list of "recently uploaded" mods, most of them are player homes, extra weapons, or things that just break the balance of the game. None of which really interest me. But I still found 29 mods (and counting) that have noticeably improved my Skyrim experience.

For anyone who's looking for a more personal take on mod recommendations, I'll be listing each one I've chosen to run with a brief description of what they all are and what I like about them. As well as others that I didn't really like and others that I'm currently keeping an eye on. As well as discussing my thoughts on the Steam Workshop versus the Skyrim Nexus. Since the list is rather long, with pictures and links and descriptions, I'll be posting this in two parts. 

Friday, December 16, 2011

No More Room in Hell for This Game















My experience with No More Room in Hell, a George A Romero-style zombie survival-horror mod for the source engine, has not been very pleasant, but what's ever pleasant about the zombie apocalypse? This is supposed to be a slower-paced game about survival, making it through large cities by following objectives (typically "get from point A to point B," or "get key item C for door D") all-the-while scavenging for ammo, supplies, and avoiding the hordes of shambling zombies that populate the large maps.

The idea was to create a zombie game that plays more like classic zombie films, with a greater emphasis on survival and strategic maneuvering than straight-up action. This is a novel ambition, since most of the popular zombie games aren't really survival horror any more. No More Room in Hell shows a lot of potential, but in its current beta state (1.02b), it misses the mark quite badly. It's a game that I really want to like, but the experience has been a turn off and I'm left abstaining until future versions (hopefully) expand on its content and fix its design problems.

You can download the mod on Desura, ModDB, and FilePlanet and play for free. I would actually recommend checking it out if you're somewhat curious about it, so that you know to keep an eye out for its future updates; just consider yourself warned that it's still rather rough around the edges. Keep reading for my own review / analysis / break-down.

Thursday, December 15, 2011

Voiding Expectations















This Half-Life 2 mod, Void, is something truly unique and remarkable. Developed by students of the Digipen Institute of Technology, Singapore, and receiving awards and recognition at the Chinese Independent Games Festival, it's something that I've seen before in other games (most notably Singularity), but it's never been as good as this.

Void is a first-person puzzler that has you navigating through a crumbling, dilapidated building with the aid of time-altering bubbles (called "rips") that change the space within the bubble back to the way it was in the past. In the game's current state, your goal is just to get to the exit of each level (much like Portal), but with an optional side quest to collect a total of six paintings to unlock something special at the end. Also in your handy toolset is a pair of glasses that let you see into the other dimension (how things look in the past, if you were to cast a rip).

This is a game that shows a tremendous amount of potential, the kind of thing that could easily develop into its own full-length game to rival even the likes of Portal, and is fun enough even as it is now. It's definitely worth checking out. More of my opinions after the jump.