Return to Black Mesa, this time as Corporal Stefan Oldfield – part of a squad arriving by truck. Work with your fellow Marines to survive Black Mesa again!
Previously known as Soldier’s Adventures.
Basic Details
- Title: Half-Life: Field Intensity
- Filename: hl1-sp-field-intensity_v1.5.7z
- Size : 92.9 MB
- Author: Hazard Team
- Date Released: 22 February 2022
Download Options
Manual Installation Instructions
- Copy the field_intensity folder into your SteamApps\common\Half-Life folder.
- Restart or start Steam.
- Half-Life: Field Intensity should now be listed in your Library.
- Upon starting the game go to Options -> Keyboard and configure buttons for the following commands unique to this mod:
– Weapon category 6
– Recruit squad
– Disband squad
If you require more help, please visit the Technical Help page.
Screenshots
WARNING: The screenshots contain spoilers.
Reader Recommendations
Total Downloads
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2,746Overall
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1Today
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12Last 7 days
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47Last 30 days
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654365 days
Meta Review Data
Statistics based on 23 comment(s) with meta review data.
Installed:
Using Gauge: Users
Manually: 23 Users
Time Taken:
Average: 6 Hours, 43 Mins
Shortest: 2 Hours by yagnos
Longest: 10 Hours by DarkShift
Total Time Played: 154 Hours, 22 Mins
Using Gauge: Users
Manually: 23 Users
Time Taken:
Average: 6 Hours, 43 Mins
Shortest: 2 Hours by yagnos
Longest: 10 Hours by DarkShift
Total Time Played: 154 Hours, 22 Mins
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Jump to a review
From the story to the gameplay, everything is wonderfully designed, the voice-overs, the dialogues are just perfect, the story behind it is fascinating, just play this mod, you won’t regret it
Manually
Medium
5 Hours, 24 Minutes
Well Boy, wow! This mod is definitely the best for HL1 and OPF thematic, I’ve played in 15 years…
The mod is worth every inch you move forward and discover the exciting and eerie story for yourself.
And well, we have to say it is a very long mod, easily it is longer than the original Opposing Force, and maybe it is as long as Half-Life 1. So the bunch of maps in there actually really feel like you are into the huge Black Mesa complex fighting for your life.
Maybe, the most I liked of this mod it was the whole high-quality details in the maps, and also even the custom enemies you have to battle. They are fantastic as we fight xenians as well as we fight the X-Race aliens.
The weaponry is just great, and all the basic HL1 and OPF weapons are there. About the combat, is really intense, fun, and entertaining on every map, it didn’t feel predictable or boring, and also the Black Ops enemies were quite decent to fight.
The addition of the Kingpin is great detail and overall this mod feels so pure into the HL story arc that is a total delightful to play.
Also, about the Xen part, oh man, what to say about that part, it was magnificent, it really felt like that layout was how Xen should have been planned in the original HL game. There, in those levels, I felt a great sense of gameplay immersion from the beginning until the end. The whole xenian level felt heavily inspired by those amazing xenian environments we played in Black Mesa, and I guess that’s a positive influence here.
Also, the end never felt rushed, and the Kevin Story Plot was totally mindblowing it was also kind of scary how he or his “spirit” just never really abandoned us.
Overall this is a fantastic mod. I give it a 10 out of 10. I totally give it a Personal Favorite rate!
So go on and enjoy it!
Manually
Medium
6 Hours
13 years of development really shows!
There’s a lot of nods and acknowledgements towards all the Half-Life games, and I especially liked how you’re able to use pretty much every weapon and fight every kind of enemy in the series. This feels like a true love letter to Half-Life and it doesn’t disappoint in the new enemies you fight either!
My personal favorite bits were the Xen maps, which were very inventive in their aesthetic like the alien laboratory, as well as the optional areas you can visit with the Displacer cannon, I’m very pleased that enough ammo was provided for it as well to explore them all, something Opposing Force lacked iirc. Health and ammo distribution was very generous, and the mod’s specialized mechanics like the group rally come in handy very much when you can have a posse of 5+ soldiers. I’ll definitely want to replay this again on Hard.
If I had anything to complain about, it would probably be some maps felt like they lacked music or ambient sounds, which can make some sections feel a bit too quiet or otherwise unmemorable, as well as the underutilized, but powerful explosive snarks. Otherwise, solid voice acting, solid level design, you don’t want to miss this mod.
Manually
Medium
6 Hours
An excellent and lengthy mod that takes you back to Black Mesa. It’s not perfect but there are a lot of good reasons to play Field Intensity if you’re looking for superb Half-Life mods.
Almost all the areas and chapters in Field Intensity are well designed. There are a couple areas where it’s not clear how to proceed – and more importantly some where there are no clues around either, so it’s a bit of hunting required. That said, you are almost always rewarded for exploring the maps and all the nooks and crannies therein which is nice.
A solid Xen chapter is included as well. There is some jumping required but it’s more logically laid out than in Half-Life. Among the BMRF locations you visit are sprinkled some familiar areas, but they didn’t outstay their welcome and were generally nice homages to the original games.
My main complaint is that a little bit of judicious editing would go a long way toward tightening up the experience of playing this mod. There wasn’t ever a boring part, but some sections were drawn out more than needed and I think the authors could have trimmed some of the ‘filler’ material and it would have made for a more polished experience.
I did generally feel that Field Intensity was too easy. I was well into the final 25% of the game the first time I died, and I honestly did most of the damage to myself by falling up to that point. I would recommend cranking up the difficulty by a notch from your usual setting.
The main other drawback is that I felt that the mod actually gives you too much weaponry at any given time. You have nearly all of HL’s arsenal, Op4’s arsenal, and some new weapons unique to this mod. It’s paralysis by overwhelming choices – I think this mod would have been much better served by restricting the choices of weapons available (not throughout the entire mod, but in sections/chapters). That way the player can really feel like most of the weapons found are actually useful at various points in the mod. As it is, it felt like too much and I just stuck to my familiar and favorite weapons by default.
Overall, Field Intensity is still a really strong mod and one of the best we’ve seen in many years. Definitely worth playing.
Manually
Medium
6 Hours
Any idea how to take the big leap in the Xen map?
Well, remember always to use the BARNACLE TENTACLE pointing right at the green xenian surfaces you may encounter in the place where you need to go.
Stuck on Xen at the leap of faith. And where can I find the rocket launcher?
I don’t know if you are the same person, anyway just read the hint above this comment.
Thanks! I have it solved now!
Can somebody tell me why much of this mod is virtually in the dark. Does it really have to be so dark in many of the areas? Just look at the screenshots above, many of those are barely visible. I found myself having to use night vision much of the time and that is very annoying because of the slow recovery times when it suddenly goes out. Even turning brightness and Gamma up full doesn’t help It may be a great mod as others are saying but the frequent lack of natural light spoilt it for me.
2022 opens with a 13 year old developed GoldSrc mod which puts you in a 10 hour gameplay adventure, which is overall the little brother of Opposing Force, or Azure Sheep, but more in the likes of a prodigal son “Valve-quality” like.
Putting you in the boots of another HECU sent to clean up Black Mesa, you are in for a very story-driven quest to track Gordon Freeman and then try to find your way out of this mess when everything goes wrong.
The maps are very well developed and enhanced in the Spirit of Half-Life style, or echoes, with a much more detailed Xen, numerous developed outdoor maps, with various fights taking place against usual foes which range from HL1 standard enemies, humans or aliens, new re-skinned headcrab zombies, Op For’s Race X monsters, and even cut content monsters.
The challenges are numerous and you can often use several buddies be it soldiers, medics, or engineers to help you along, but also guards or scientists from BM and escort missions are done well without being irritating, beta testing must have been good with this one.
The highlights of this mod are really the easter eggs or encounters with HL classic characters, especially the chapter “Birefringence”, the shortest one of all, but it’s really 5 minutes of fracturing your eyes and your brain.
Manually
Medium
10 Hours
This was a fun mode. The level of play definitely reflects the amount of effort and work that was put into it!
Simply WOW! The game is definitely a worthy personal favorite. I love mods where you get deep insights into areas of Black Mesa you’ve never seen before. I took soooooo many screenshots (334!!!), also to remember my 13-man-army. 😀
In one word: Perfect!
Can’t wait for Half-Life: Field Intensity Part 2. 🙂
Manually
Medium
10 Hours
This is like Residual Point.
FUNFACT: You can actually kill Barney in the chapter “BIREFRINGENCE” where you get to meet him in the chamber. Remember the part where two HECU soldiers break down the door as Barney escapes in Blue Shift? You play as one of them and with that, you can kill Barney using a gauss gun. Beware that killing him would obviously fail your mission.
The most basic way of describing this mod is that it feels like an official expansion lost to time, recently unearthed. It would be like stumbling onto a complete “Hostile Takeover” expansion (and heck, one of the levels is even called THAT!)
It takes elements of HL1 and OpFor, but improves upon a number of elements such as OpFor’s squad system which gets an absolute overhaul here. It took 13 years to make and boy oh boy was it worth it. The entire thing oozes quality. In fact, saying it feels like an official expansion almost does it a disservice since in many ways it feels MORE professional than the original games:
* Better sound mixing
* Improved HUD
* Improved night vision by way of CS
* Improved squad mechanics (leading a team of a dozen soldiers through an area is an absolute delight!)
* etc.
I’ve been in the process of replaying the HL/Portal series, creating a playthrough timeline of the games, expansions, etc. I also planned to include mods that are of top tier quality resembling official Valve (or Gearbox) quality. Field Intensity became the first original mod I’ve played that got the “honor” of being placed in my headcanon timeline. You don’t know me, but uh, trust me — top honors. It’s a very, honorable er honorific… achievement, to be placed in MY headcanon timeline. Anyway.
There are genuinely amazing mods that don’t really focus too hard on actually fitting into the official timeline — Year Long Alarm is a short but sweet map that is absolutely of Valve quality… but squeezing it into the Episode 1 period in a specific manner is a bit tricky; same with Downfall or other Ep 2-style mods; ditto for mods like Signal Lost or any number of mods that are alternate realities or have nothing to do with “canon”. Then there are other mods that attempt to be “in continuity” but either tell a story I don’t personally care for OR feel amateurish for one reason or another. Field Intensity is a mod that hits both marks: Valve quality AND features a story that naturally slides right into the timeline of the Black Mesa Incident and I ADORE that.
Personal highlights:
1. Decay crossover with Dr. Cross & Green
2. Blue Shift crossover with Barney just before he escapes the facility
3. The top notch voice acting with audio mixing that, unlike the actual official releases, never gets drowned out by obnoxious sparking sounds from damaged computers lol
4. Inclusion of the cut Kingpin at various points
5. “Aperture SILENCE” we love a good continuity reference AND pun combo!
My biggest criticism is the boss fight with the Kingpin in Xen. I wasn’t fond of the super tiny arena and the sheer amount of damage you had to inflict to win. Not sure if I missed some other trick but when I watched a playthrough it was basically “yeah use your entire arsenal.” Problem was, I didn’t have much of an arsenal after progressing through the rest of Xen & got majorly stuck for a while here. Ultimately and unfortunately, I won through dumb luck when the boss happened to get stuck, allowing me to unleash my entire arsenal without it being able to attack me. That said, I also don’t care for the Nihilanth and cheese my way through that fight to avoid getting teleported to those goddamn long fall (or other) rooms. Bosses in shooters in general kinda suck IMO — whether this mod’s, HL1’s Nihilanth, or Halo 2’s Tartarus, I rarely enjoy them. If my biggest criticism with a mod is something the official game I love does too, I think that’s a pretty big win. Obviously I’d PREFER if it didn’t have that same issue but it’s easier to forgive if it’s not a problem unique to the mod.
Beyond all the connections, continuity, and fun areas throughout the entire mod, I loved the entire ending stretch. The ending was super interesting because it wasn’t just a rehash of concepts we’ve seen before. Had a genuine “oh wow!” moment too but not with anything flashy. You know the part if you’ve played it but I won’t spoil it here for those that haven’t. Field Intensity is supremely smart with taking you to familiar locations, handling crossovers, and balancing that with considerably more unique encounters and areas.
Again, it basically feels like the complete Half-Life 1 anthology is:
* HALF-LIFE (1998)
* OPPOSING FORCE (1999)
* BLUE SHIFT (2001)
* DECAY (2001)
* FIELD INTENSITY (2022)
That’s pretty darn cool. I’m glad this mod got released and wasn’t one of the many ambitious mods that unfortunately fizzle out before they can truly shine. This one will forever be part of my Half-Life. If you haven’t yet, do yourself a favor and play this mod. If you’re anything like me, you’ll be smiling and wowed in the first 5 minutes and will consistently have that experience throughout the entire thing.
P.S. Time is honestly just a guess. I didn’t play through with the intent of reviewing this (decided to on a whim today) and unfortunately Steam doesn’t track time for mods installed outside of Steam. Mod page says 5-10 hours so I split the difference and put 8 lol. It was probably close to that, if not longer and closer to 10 especially since I was exploring every nook and cranny.
Manually
Medium
8 Hours
What a fantastic mod. It really felt like a missing part of the half life 1 story at certain points. I just wish we got to fight those panther eyes ;->
Good mod. Still about 10% of the way though it I believe.
I know I’m supposed to finish a mod before posting a review but I can’t help myself… I already know I don’t need to.
I’m 1/3 of the way through this game and it’s hands down the best mod for HL1 I’ve played in the 20 years I’ve been playing HL1. The quality and detail here is blowing my mind. This is easily as good as if not better quality than HL, Blue Shift and Opposing Force. Its I called it a “game” because that’s what it is. Its more than just a mod, this is essentially a brand new expansion. It’s longer than Opposing Force and at least as long as Half-Life itself. I’m a sucker for mods that follow the official storyline content, too, and its definitely one of those. The years of work really show here and this is as good as it gets when it comes to goldsrc modding.
I’ve waited years for something this good to come out for HL. Echoes was pretty good but this blows Echoes way out of the water IMO. I am truly impressed. I love this. Play it now.
Oh boy, this mod was a treat to play. I was in the mood for some half-life and decided to play the newest mod available, and I was not expecting it to be this good. It carefully weaves itself into the story of half-life and it’s expansions, without relying too much on it. My only gripe is that it can be a bit jarring when the soldiers switch between the custom lines, and opposing forces’ voice acting, but doesn’t hold back the experience at all, so you should definitely still play this mod.
Manually
Medium
6 Hours
Field Intensity is a fantastic mod that feels to the same standard as a Half-Life game. The mod includes pretty much every weapon from the Half-Life series, new enemies, great moments and great visuals.
This is an absolute must play.
Manually
Medium
5 Hours
One of the best Half Life mods I’ve played. The mod is surprisingly long and honestly feels like one of the Gearbox expansions. The level design was superb and the mod itself was bustling with content. Highly recommended!
Manually
Medium
6 Hours
Played this on saturday march 11 2023 (also played it before but on easier difficulty)
One of the best mods i have ever played.
The only minor negative thing is that it’s a bit too easy in most areas.
Manually
Hard
6 Hours
Played this on saturday march 11 2023 (also played it before but on easier difficulty)
One of the best mods i have ever played.
The only minor negative thing is that it’s a bit too easy in most areas.
Manually
Hard
6 Hours
GOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOD
Manually
Hard
6 Hours
Very Good
Manually
Medium
4 Hours
Fantastic mod, It covers the Black Mesa incident from the time the military is brought in, till the end of it, after Adrian is put into stasis. As Oldfield you experience the beginning of killing scientists, and eventually the futility of all of it. Near the end it conveys the pointlessness of fighting anymore, it becomes a fight for your own survival. You’re one of the few survivors left at Black Mesa before the Nuke goes off. Everyone around you is dead, it gives off a distinct feeling of loneliness, and a hollow feeling at the end. It’s fantastic, I recommend any HALF-LIFE fan play this mod.
Manually
Medium
4 Hours
An absolute treasure of a mod. When I installed this, I expected something similar to Opposing Force, but this mod blew my expectations out of the water. The atmosphere and environment actually follow the high intensity that decreases over time just like Opposing Force, something I never really expected to see again. Just the very feeling of rushing into a high combat zone eventually decreasing to a quiet, survival and exploration like experience with some challenging combat thrown in was something I sorely missed. It’s also got the full Half-Life arsenal and just like OpFor, gives a good amount of ammo to use. I don’t know how to describe it, but the weapons are given at good intervals too. There was always something new to use whenever I felt like my current arsenal was getting stale.
The best thing about this mod is the length and level design. The maps have this flow and often loop back against themselves in unexpected ways, giving a lot of maps a nonlinear feeling in a linear mod. It’s something very rarely done, and with this mod, and expertly done in this mod. Even the linear sections are very well done, lots of very clever design and variety throughout. The best part is the length of the mod. It is a full length mod, on par with Half-Life and Opposing Force, and not in some kind of repetitive manner meant to drag on and on. Each area is different than the last, and I felt like I was exploring a whole new area continuously, not just the same environment in a different configuration.
To top everything off, there are a lot of great tie-ins with the other Half-Life games, solidly putting it in with the other stories. Even better, the mod has voice acting. It’s not triple-A or anything, but having decent voice acting that is easy to understand is a huge plus. I consider this mod to be better than Opposing Force, and just like Echoes, it fits in perfectly with the rest of the Half-Life games and expansions. This is a must play mod.
Manually
Hard
8 Hours
Field Intensity is a
This mod includes many weapons, references to other expansions, small details, dialogues, equipment system, new enemies, etc. that I don’t remember now, all made with A LOT of love and 13 years of development
by the way, Headcrabs scare me… and this mod uses them too much, adding more things that jump in your face, so I hate it but I love it
the game has a narrative that (obviously) borrows from the original and greatly expands it
a mod that you have to play if you liked Half-Life
Manually
Hard
7 Hours, 23 Minutes
Hands down best non-total conversion mod out there! One of the greatest homages in the whole gaming industry! I don’t know what are site moderators waiting for, this MUST be put onto Hall of Fame page; this is the definition of MUST PLAY. This is THE FIRST thing that has to be played after finishing Half-Life and it’s expansions!
Whole mod is a great refreshment to the series, while also maintaining the feel of the original! This will make you feel the same as you did playing Half-Life for the first time as a kid! I am NOT EXAGGERATING, BELIEVE ME!!
Map design is really well polished and new additions to the gameplay and story fit PERFECTLY into the whole established universe!
There really isn’t anything more to say other than fact that this mod is greatly UNDERAPPRECIATED and that it deserves A LOT MORE attention.
Also keep an eye out for easter eggs and that kind of crap, you’ll see that I was right about the homage part. I hope these guys get job offerings based on this mod. They REALLY deserve it!
Manually
Hard
8 Hours, 5 Minutes
Absolutely amazing from start to finish. This makes Opposing Force look fan-made in comparison, with how good the production quality on this is. Or in other words – this feels like an official expansion.
I suppose the only negative is that you get HD model weapons forced onto you, but that’s just a tiny issue.
Great story, multiple character camoes from other expansion packs, very long playtime, great map design, good voice acting… If you haven’t yet, you should absolutely play this masterpiece – right now .
Manually
Medium
5 Hours, 30 Minutes
I don’t know why, but I seem to be the only person in the world that had major issues with this mod. I cannot recommend the version that is on this website. Try the latest moddb patch to maybe fix some bugs and issues. The moddb page doesn’t even mention ‘indefinite resource generation’ in the bugs list, but NPC balance list. So they either knew about this game breaking bug and deleted all comments and references to it, or they did not fully fix it.
My playthrough is on Twitch.tv with the handle: adelina1985a. Here’s what else I wrote in the VOD description, bit shortened here and there since there was a character limit:
Menu was bugged:
-Bobbing + roll options not working, couldn’t turn them off. They changed some of those options in the patch, but I saw an older playthrough having them off so my installation was just buggy in so many places.
-Original models menu option not working.
-mouse sens was off. I played with slightly lower sens than I was used to but whenever I did a bigger turn I was not sure which wall I was facing, as if it had acceleration on, but no such option to turn it off. This lead to me getting confused about my surroundings, and some samey areas did not help.
The weapons were shaky at random times. And picking up ammo sometimes reloaded the gun, sometimes it did not.
The graple physics were wonky, it would go through the floor, or I would not be lifted by it and ended up being stuck behind a bottom edge or railing. Had to redo jumps or give up entirely.
The visual bugs were probably fixed in the patch, (welding flare visible through NPCs might just be hl1), not gonna replay to see.
I see the patch also fixed a hl1 bug for the tau cannon, I think that’s why mine was underperforming.
But did not see anything about NPCs walking backwards.
The biggest issue by far was the kingping fight on xen and the ‘indefinite resource generation’ as mentioned. 31 comments on RTSL with 21 stellar reviews, no one encountered it. 798 comments on imdb with 213 stellar ratings, in all 80 pages for ‘kingpin’, no one talks about a kingpin issue. The patch also adds a special effect for when the boss shield is damaged, which is needed, I had 0 feedback til I cheated. The patch also mentions snarks finally being hostile to the boss, something I also complained about.
The first chopper we shoot at also has 0 feedback.
The tank towards the end took more damage from 5 uranium cells from the gluon gun than from nades.
Possible hl1 bug: 2 scientists followed me down the stairs over an enemy corpse but not back up the stairs. And the corpse was ungibbable.
Also, broken console has button that works?
Gripes:
Voices being mixed from voice acting and normal NPC lines sounded off.
For signposting, some things just blend in, or the attention is drawn towards something of no importance just because it’s lit or something, and away from the next thing to do or next place to go. And other times there’s just no sense of direction, which was pointed out by others.
The first mounted turret we see is a friendly custom one. But the first ceiling turret we see is hostile.
Visual and gameplay language inconsistent. Scientists are usually for eye scanners. You break that mold by giving super suit and he passes thru fire, steam, to open doors for us, in places we wouldve been heavily damaged. But radiation suddenly is virtually instant death. Inconsistent. Death pool also means dead end, look elsewhere. Here it was the way fwd. Especially after given the tp gun for no reason but to take away the focus from the death pool.
Also bad language, tp causing electrical discharge and explosions in random direction. And the perfectly logical way forward was going towards the source of the danger, which can strike us dead at any time.
Manually
Medium
9 Hours, 20 Minutes
Some of your points are actually fair, such as grapple points being stuck behind railings that new players might be unsure of how to get past (especially since such a problem was nonexistent in OP4 to my knowledge), but others seem quite off the mark.
For starters, the ‘indefinite resource regeneration’ they mentioned was in the NPC Balance List since it was intended at first to be like that. They later realized it made the boss quite a pain to deal with and so they attempted to balance it. This is also why no one talked about a problem with the Kingpin fight.
The issue with ammo reloading your guns might have been because your weapon was completely out of ammo. Also, the weapons randomly shaking is almost certainly either a deep HL1 problem that the authors can’t easily fix or is an issue on your end.
Also the problem you had with turrets would not be one if you paid attention to the story of the original half-life. Ceiling Turrets are hostile to everything (like you see in Office Complex), while the sentry turrets were planted there by the HECU and so of course don’t shoot military personnel (like you know, the character you’re playing as).
Finally, the ‘problem’ with the inconsistent radiation pool damage also existed in the original half-life. I also can’t seem to recall any radiation pools in HL1 or Field Intensity that did not kill you quickly. Also, the tp gun does not take away focus from the death pool in my opinion; the map is quite linear and surely you would have thought of leading the scientist to the death pool?
All I have to say is that the mapping is better than Valve’s. Yes, this may be a controversial opinion, but some areas in Half-Life just felt a bit… bland or out out of place at the very least. Some examples would include the ruined buildings in Surface Tension (Same texture, basic geometry) and fan in Blast Pit.
Of course, I don’t blame the Valve team since they quite literally made Half-Life, but all I’m saying is that never once did I step back in this mod to consider how weird the map was, it felt that natural.
Another huge plus is that you gain access to most of Half-Life’s arsenal and all of OP4’s. Not going to say much further but trust me when I say that your weapon selection won’t feel too crowded.
Some criticisms I have is that On The Track’s train car section felt a bit too short. I know that the Hazard Team was probably considering On A Rail’s controversial status within the community, but this one felt too short to have any substance.
Another is that one section where a bunch of headcrabs spawn in an enclosed room, with two vortigaunts also teleporting in later. I personally don’t really get people criticizing the use of sudden enemies in this mod, but this was the only section where I felt the same way. I could have dealt with the headcrabs, but the vortigaunts just made it feel unfair.
Speaking of enemies, some got new abilities and new enemies were implemented. Again, I won’t speak on this any more than I have to, but they really made it feel complete.
TLDR – Good mod. Amazing mapping. HL1 and OP4 arsenal. Some area design choices feel off. New enemies and enemy abilities.
Manually
Hard
10 Hours
This was really a high quality release
It was an intense an enjoyable experence everything was perfect from the storyline to the gameplay there was never a moment when i got bored, thanks to the whole team behind it to give such a great gaming experience 🙂
Manually
Medium
9 Hours, 40 Minutes
yeah good
Manually
Easy
2 Hours