Gordon Freeman finds himself on the sea shore with a terrible hangover.
He is surrounded by empty beer bottles a few Headcrab corpses and a bicycle.
Does not remember anything about how he got there or what happened there and the night before.
Sets off to find out and as usual gets into a bunch of “fun” activities along the way.
Basic Details
- Title: Hangover
- Filename: hl2-sp-hangover.7z
- Size : 148MB
- Author: Peter Urbanics
- Date Released: 11 November 2015
Download Options
Download to your HDD [148MB]
You can still use it with Gauge once you have downloaded it.
Manual Installation Instructions
- Copy the Hangover folder into your …\Steam\SteamApps\sourcemods\ folder.
- Restart or start Steam.
- Hangover should now be listed in your Library tab.
If you require more help, please visit the Technical Help page.
Videos
The playthrough/walkthrough below is provided by me, PlanetPhillip. See more of my playthroughs on this site: VP: PlanetPhillip.
Screenshots
WARNING: The screenshots contain spoilers.
Reader Recommendations
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Meta Review Data
Statistics based on 9 comment(s) with meta review data.
Installed:
Using Gauge: Users
Manually: 8 Users
Time Taken:
Average: 1 Hours, 41 Mins
Shortest: 0 Hours, 48 Mins by Executed
Longest: 2 Hours, 30 Mins by rikersbeard
Total Time Played: 15 Hours, 9 Mins
Using Gauge: Users
Manually: 8 Users
Time Taken:
Average: 1 Hours, 41 Mins
Shortest: 0 Hours, 48 Mins by Executed
Longest: 2 Hours, 30 Mins by rikersbeard
Total Time Played: 15 Hours, 9 Mins
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Jump to a review
Well, that was a lot of fun.
Firstly, you have plenty of new content in two new vehicles and an inventory system. The inventory doesn’t really get used that much but that’s because this mod is essentially unfinished.
There are three main sections, with the final one being a bonus section in the mines.
I had a serious framerate drop and whilst I managed to stay alive, I had to noclip to find the exit. I don’t know whether that’s a trigger that didn’t fire or just something that was never finished.
The first section has little combat but the second section really ramps it up and I had to drop down from HARD to EASY, partly because I was streaming and watching somebody die a lot is boring but also because it really did get tough.
The mine section is a fantastic setting and the gameplay is great but if you have any framerate issues it won’t be much fun to play.
There are a lot of good ideas here and I highly recommend people play it, in fact, if I hadn’t had framerate issue and had not had to cheat to get past the mine section it would have been a Personal Favourite.
Go play it now!
Manually
Medium
2 Hours, 21 Minutes
Just watched the last bit of your play-through Phillip. I think you may not have exploded all of the blue crystals which probably prevented the escape path becoming available. [Spoiler Alert] With all crystals exploded, you jump down to the broken ramp that you explored earlier (straight off the end of the gantry you are fighting from). Previously the other part of this ramp was too high to jump onto but it has now dropped down to make it easy to run across. [End Spoiler]
Do you need to download Half-Life: 2 to play this?
I have EP2 and a ton of the SDK-Standalone mods installed, wondering if that might be enough, or if this game specifically calls for HL2 files.
I do believe it does need Half-Life 2, but unless you have a bandwidth limit I would say it’s worth a try without.
Mod does not load. Freezes when you start mod. All necessary setting are done. Using “Upcoming” beta.
Does Half-Life 2 even have an Upcoming Beta?
This mod is good and it was quite fun to play, but there are a lot of issues with it, some of which influenced my playing experience in a not-so-good way. The visual / gameplay quality is inconsistent at times, so there are definitely segments which are a lot more interesting than others. What makes these sections interesting, though, is the big amount of custom mechanics that the author has put into the game – all of which were done through the mapping tool (I assume). They’re functional, and even though they don’t look like mechanics coded into the game, they are done as well as you can get if you use just the Hammer Editor (although the cinematic destruction in the mod is done through models being animated instead of physics). The inventory system feels a little out of place, but I can understand that it’d have been used more if the mod was ever finished.
Overall, it’s a fun mod, as long as you are willing to put up with the problems that it has. Definitely not a ‘Play it Now!’ for me, since that rating is reserved for mods where you have to drop everything you’re doing just to download it and play it. It is worth checking out if you have a bit of free time, though. Now that I’m done saying the general review, I’ll move on to some of the specifics.
WARNING: Spoilers Below.
I really like the characters that the author created in this mod. Rachel was fun to be around, it’s a bit of a shame that we didn’t see much of her by the end of the mod. The guys at the mine section were perhaps not as interesting in my opinion, but I’ll talk about them later. Having driving, shooting, turret and defense segments all in one mod is a good way to shuffle things around. The score you get at the end of each part of the mod is also a cool feature, not something we see in most mods nowadays, and if it genuinely works, then it must’ve got a lot of effort put into it. Obviously, all the custom mechanics in the mod that we see had a lot of effort put into them, there is nothing to question about that. And, finally, it’s a good thing to see a big variety of different environments in the mod. Having players visit different locations is always a plus.
Now, there’s going to be a lot of stuff here, but most of it is small and easily fixable, so don’t let that distract you. As usual, I’ll write each thing first and then my personal solution to it:
1. This mod has moments with a lot of FPS stuttering – try to keep the amount of props/details a bit lower and/or optimize the map better. Valve is able to put a lot of detail into their maps, yet they never lag due to proper optimization.
2. Rachel is commandable (ie. she is a part of your ‘squad’ at the bottom right of the screen) – this isn’t too bad, but it’s still annoying. Main characters should not be a part of the player squad as normal citizens are, but they should instead follow the player using ai_goal_follow, set as a ‘sidekick’. To make them non-commandable, they should have the ‘not commandable’ flag set. This also lets you enable/disable the following mechanic, since there were times at which she went ‘Come on, this way!’, ran somewhere, then stopped and started following me again.
3. The lighting and brushwork in the mod is sometimes ‘jenky’ – there’s not much I can say about this. Just make sure that the lighting looks realistic and doesn’t look ‘blocky’, try not to have brushes overlap and just make everything a bit more organic and real. Maybe these are just my silly observations.
4. The scripting on Rachel was sometimes extremely off, there were times at which she did animations in completely unintended places, and she spoke to me through the TV screen whilst facing away from it – I don’t know what causes this behavior myself, I’d just say, don’t be afraid to use scripted_sequences (if you don’t already) and make sure that your character movements look real. A lot of the time, she still just felt like an NPC, which is partly caused by the next point:
5. I don’t know if it’s just me, but sometimes Rachel seemed to have a mind of her own, doing stuff that I can’t really find explanations for? – this applies specifically to the part where she finds the crowbar and the lockpick. She moved throughout the level completely on her own, spoke about her own things while I was fighting the Combine (unable to really look at her or figure out what she was doing) and she seemed like she was daydreaming somewhere in another universe half of the time. I don’t remember exactly what I did to open the keypad with the 1234 number, but I think she repeated her lines a couple of lines and then something told her that maybe I don’t know the password to the keypad. Her finding the crowbar and the lockpick as well as the ‘floating contraption’ all at once really confused me, and sometimes I just didn’t understand what she was talking about. By ‘floating contraption’ I thought she meant some flying device, not a boat. Then she got into the pod and eagerly kept telling me to get onto the ‘floating contraption’. I think that the author isn’t English, so that might’ve affected her behavior, but as with most of these problems – just try to pace the player/NPC interactions and keep everything realistic. I had to think for a bit until I understood what was going on after the Combine battle.
6. Either use game_text or closed captions, don’t use both – if you still want to use closed captions while the NPC is in one of the scripted vehicles, you could have the same NPC saying the lines somewhere far away in a closed off box, and then use an env_microphone to have their words be heard where the ‘dummy’ NPC is. If that makes any sense.
7. It’s not too hard to get to places where you’re not supposed to be in the village level – just make sure to place playerclips (but not too many) and block off certain places so that players can’t get out of your map.
8. It took me a very long time to get the boat with Rachel to finally bloody dock with the village – the trigger for the boat should be a lot bigger, I smashed into the dock a thousand times until I found that specific spot where you had to place the boat to let Rachel get off of it. To make matters worse, there were points at which I could get out of the pod and just walk my way onto Rachel’s ‘floating contraption’ and she still couldn’t get off, telling me to help her.
9. At the end of the village level, the player has to pull a plug out to continue – yet doing this damages the player.
10. There was no clear way to go, especially in the bonus level at the end – and this seems to have affected Phillip as well – there’s not much I can say, just try to light up the places where the player has to go a bit better and make it more obvious. Sometimes I reached areas of the mines where I just started getting damaged by a trigger_hurt for nothing, even though I could realistically jump down to that area.
11. I really did not understand anything about the citizens in the bonus level – the elevator kept going down and then up, for some reason they asked me to blow up the elevator itself closer to the end and I didn’t understand what they were trying to do at all. And there was a guy that rappelled down, who I think I was supposed to keep alive, and then the cave collapsed a bit, but I didn’t have to run away from it– just, I don’t know. The bonus level was extremely confusing to me.
12. The village section had too many NPCs with barely any health scattered around the place.
13. And, lastly, I couldn’t find the ‘tool’ that I needed to do something with a lever in the village level. And I just ended up ignoring it and moving on, I still don’t know why it was making alarm sounds or what it was for.
So there we go. It’s a good mod, but there are many issues with it that could easily be fixed, which would make it a PIL or even a PIN for me. I still think it’s worth checking out, though. Congratulations to the author for making this, nonetheless!
Manually
Medium
1 Hour, 30 Minutes
God damn it, looking at this review now makes me look like I hated this mod. The thing is, the good stuff is really general, and the mod is just alright ‘as it is’. There are a lot of tiny issues that are worth pointing out in the bad stuff, most of which can be fixed quite easily, but it ends up looking like I tried to bash this mod to the ground with my criticism. I ask the author not to get offended by this post, but instead to learn and make an even better mod in the future! 😀
Hi All!
Thank you very much for playing the MOD. It was great fun to learn to use Hammer and Source engine stuff when I made this MOD a couple of years ago.
I hope you’ll enjoy (or enjoyed already) playing it as much as I enjoyed putting in all those extra little things to explore outside of the main line of events.
I believe in the end it should be more of time well spent than wasted, playing it through.
Niker107 thanks for the thorough review. Not at all offended and I agree with you on all points.
It would have been great to have you as a play-tester when I was making it, to then quickly and easily fix most of those issues.
One becomes blind to possible problems after creating something for a long time and playing it over and over again. Everything becomes obvious how it should work, you always know where to look, what to expect, etc.
There were a few people playtesting it, (find them in the credits) but mainly concentrating on bugs and not playability issues.
I already learned this but for other creating anything: Review and test early and frequently with fresh users over and over again!!!
Some advice to limit frustration points:
1. When remote controlling the raft with Rachel on board, the docking has to be quite precise. Slow down at the end and precisely navigate into the dock. This way the docking should not take more then 10-20 seconds to get right.
2. In the Antlion Mine Arena use the auto turrets. Move them around so they always protect you from the arriving Antlions. Then simply man the turret and concentrate on closing of those exits and killing the Antlion Workers as those won’t come near enough to the auto turrets and will just keep shooting acid at you.
3. In the Antlion Mine Arena listen to and do what the NPC guy tell you from above to get through the stages: red crystals, green, elevator TNT crashdown, then blue crystals and finally escape along the then tiled down metal platform, up the stairs and out through the cave route.
Have fun!
Peter
Will you consider revisiting the mod? Because while it’s got so many great fun bits, it really is somewhat broken in a lot of ways and could stand the polish and fixing in order to make it truly a personal-favorite level mod. I think honestly that’s all it would take, because everything IS there in spades: the voice acting, the locations, exploration, fights… Just that there are plentiful gaps in the geometry, balance issues, and some misfiring animations here and there. The overall frustration at not being able to do something for the last 20 minutes because the animation hadn’t gone off correctly, really detracted from the final impressions.
Since I finished the MOD, about 3 years ago, much has changed: I don’t have time in my life anymore for this. Would need to re-learn Hammer, then Source SDK has changed so much in the meantime, it seems like it would require lots of rework to get it working again and then to fix those issues.
Just play the MOD and forget. I’ll hope it’s not a waste of players’ time.
Aww, bummer.
If you get requests, though, would you be willing to hand off the files to someone else? (not me, I’m no modder by any stretch.) Just wondering. It was a fun filled mod with such potential 😀
The tool to shut off the alarm is on the table in the room next to the alarm. It’s a pair of pliers.
Is “Upcoming beta” just for hl2 ep 2? Do you need it to play this mod? I’ll try it with it off.
Some interesting ideas but needing a lot of polish. The environments were really nice and the custom touches like the water craft were very interesting. However, I found having instructions constantly bellowed at you by the NPC’s to be annoying. There is so much action going on at once in the mines that can be difficult to see what you are supposed to do and survive at the same time. I had serious frame rate issues in that section as well. You can also end the mod without even going to that section if you make a different choice.
There is some great potential here, but it needs revisions to make the gameplay more fun and not overwhelm average computers.
Manually
Easy
1 Hour
No problems with framerates under linux, runs smooth…but had no idea what to do in the mines…
WARNING: SPOILERS:
Running under Linux, I had no issues with performance. But the mod was difficult to figure out. At one point I left Rachel behind, and when I figured that I need to navigate the boat to the village, I wasted time trying to figure where to dock it. The mines looked great, but I can’t figure out how to finish. I made to the elevator, but can’t get on with the NPC’s. I can’t hear the NPC’s speaking half of the time, because the ambient sounds.
This is a nice start to a potentially great mod.
I have a problem, Rachel isn’t actually ON the floating barge thing, she’s actually barking commands to me from standing slightly over the water. i was wondering why she kept telling me to navigate to the Village when I’d done so a dozen times, but hadn’t gone back – I hadn’t realized she was supposed to be ON it, so… that’s like 25 minutes of play time kind of wasted from the effort and I honestly don’t know whether it’s worth my time to try and figure out which save I need to start from, to get her on that boat without having to redo the whole map.
Overall this will rate a play it later from me when I’m finished, but right now the frustration of broken animations and obviously broken scripting takes a lot away from it.
Gordon is not a drunk in Valve’s HL series! I deem this to be non-canon so I’ll have to wait for a remod to fix those heinous issues before I can play with a clear and self-righteous conscience…
Since this is obviously not Valve’s work why would any of that matter?
You’ve never watched Freeman’s Mind, I take it, or found it “wrong” enough (given the antics that Ross Scott’s Freeman gets into)? Play it for what it’s worth, it has other issues than ‘morality’ ones…
Actually, the words, “About that beer I owe ya” come to mind regarding whether Gordon drinks… obviously he does, in their universe… He’s probably not a drunk, but if they were having a party, everyone would be a bit tipsy. *shrug*
I think Rikers was being sarcastic
Without context, can’t tell that… *shrug* I’m still having trouble keeping the game from just breaking at places, but at least I found all the hidden bits in the first part.
I was being sarcastic, sorry.
Just annoyed at the way Leon’s being treated for releasing his ‘Closure’ mod. His personal modification of the HL story which I am grateful to be playing and enjoying at this moment, even the stranger moments!
Total play time over 2 hours, Actual play time for finishing the mod around 25 minutes.
There is so much potential in this mod, so very much – and sadly, all too many broken bits and pitfalls to make it incomplete.
The voice acting was fun, Rachel is just absurdly chipper and adorable. However, she was hard to hear in some bits, and unfortunately the quantity of nagging she did rose to “hey, listen!” levels at times. More of her actually stating up front what was needed, and less ‘hey try and figure this out will you while I continue to complain/speak’. This also holds true for the 3 guys in the elevator in the Antlion arena, they continued to say hey get over here, but there was absolutely no clear way of doing so.
The locations were really fun and nicely done. That said, they were suffering from very boxy skybox pieces, abrupt end points, missing geometry, and gaps around many props that should have been fixed before release. The water effects were, as someone else said, ‘janky’, that’s pretty good description of it as they reflected bits that shouldn’t have been, at sizes that were improbable. But the spots to explore meant that exploration was well rewarded.
The inventory system, I’m of two minds on that. On one hand it’s nice to have a storage of health items that automatically get used when you’re taking damage. On the other, I couldn’t figure out how to use anything other than keys – we assembled a teapot, but *why*? There was never anywhere to put it, that I found anyway. We collected children’s artwork, but again, *why*? Was there a spot we should have been putting these things together FOR?
Since the map/mod wasn’t exactly finished – even stating ‘under construction’ – it’s entirely possible that those things were intended to be used later on. That kind of begs the issue of ‘will I run out of space for these things’.
The bigger problem was though that I had no idea how to access anything IN the inventory. Popping I open is fine, but it closes immediately, and there’s no navigation in it?
The vehicle sections were oddly plentiful in a game with such short spaces to use them in. Three cars you can actually drive, one you are the gunner for, and the floating raft? Did the one buggy qualify as an easter egg? (the one in the first water portion) The car near the jail (why is there a jail there?) was also drivable but didn’t do anything much, they’re not noticably different between the models, for speed or maneuverability?
The raft was pretty broken, outright. As I stated in the above comments, Rachel didn’t actually get ON the boat at any time during my first play through, thus I spent over 20 minutes just putting around trying to figure out what would make her stop talking. I finally brought it back to the dock where I saw her just standing there, belting out ‘I’m getting queasy!’ and ‘get the raft to the village!’ over and over. The second time I did a dedicated play through, she got on the boat properly, crouching, which she wasn’t doing originally, and that went okay from there.
I agree with an above statement, that the NPC shouldn’t have been a commandable one, she wasn’t a squad mate, and didn’t ACTUALLY do anything when commanded. (like, stand in one spot, please, just… stay there…)
Some odder bits that I had issues with:
The menu? Was broken. If it was supposed to say ‘Hangover’ the only letter I got was H, and the rest were HL2 wingdings/sprites. I’m just glad that the words in the menu itself were done in a regular font.
Reachable areas, with broken geometry. Exploring the village was much too easy but also offered a lot of broken overhead spots, visible gaps, and the like. I figure if you’re going to go through the effort to make a nice little location like this, make the whole thing inside and out.
My recommendation is please update the map because it would be among the best and most fun little mods out there, if the issues here were fixed up. I know it’s been ‘a couple years’ since the map was made, but since it was only just uploaded here, it’s new to us. I’d definitely want to play an updated, sleeker and tested version.
Overall, play it later – it has its issues, but the ideas and visuals are all very sound.
Using Gauge
Medium
2 Hours, 10 Minutes
This mod has three moods, or sections; fun, more fun and frustration… endless replays of frustration and failure!
The first area offers plenty of exploration and some good combat. I spent ages heading back in the offered buggy and killing and collecting all on offer and driving back in the more powerful HL2 car. But first you have to make sure your charge doesn’t get herself killed!
The inventory system was a nice touch as was the effects of drinking beer! I also like the way you can breakdown doors with your crowbar to collect coins and art.
Before the next section you get a score and more coins and ammo before heading into some surprising intense combat on land, from the air and on the water!
The boat drive was nice but frustrating until I watched Phillip’s play through vid and saw I was almost docked right.
The third section is underground and looks stunning, but there ends the fun!
Slow framerates make this a mess and the combat is beyond intense! It is dark and no forward route could be seen and I was never really sure what I was meant to be shooting at or why?
The first two sections are a hoot and a pleasure to play. So with that alone I can recommend this. The ending I will try one last time with “god mode” and see if I can get out.
Nice mod, but a flawed ending.
Manually
Easy
2 Hours, 30 Minutes
The last section in the antlion mine I completed using ‘god mode’ to survive the incredible amount of antlion assaults, whilst i managed to follow the miners requests!
The red explosion took agaes but went off correctly. i had to ‘impulse 101’ just to keep those ‘lions of my back!
The green crystals were more challenging but they too exploded; shooting moving barrels with this frame rate!
The blue crystals I couldn’t hit with the mounted gun, in fact i couldn’t see to target them from the gun position! I had to use an RPG round in the end.
The way through is from the mounted gun position, the broken stair opposite the table of ammo. Just drop down and jump across to the fallen gangway and head on up. the exit is the small ledge above the generator, guess that is why its placed there.
I am glad to finish this and see all the animations come off, it’s just a shame i needed to cheat just to survive!
One other thing. Falling down i discovered what an amazing intricate level this is, with so much detail never seen from above!
My opinion of this excellent mod has jumped up a place. a PF if it was not for the divine help needed to finish it!
It’s definitely not necessary to cheat to finish the level. Careful placement and re-placement of the turrets will take care of most of the Antlion onslaught. As for the blue crystals, I was able to hit them with the first of the two mounted guns. Just kept firing and firing and eventually they exploded.
I may try again but I ran out of ammo too fast and too early to have any hope of surviving long enough. It seemed like my turrets were targeted too well and spent most of the time being picked up as I was clobbered relentlessly! Two mounted guns?
Yes there are two mounted guns. The first is very close to where you first jump down onto the platform as you come out of the ‘Bonus Level’ tunnel and the second is nearer to the steps at the end where you eventually jump down to the exit path. With the first gun it is easy to target the blue crystals.
Thanks I found the 1st gun and it did help finish those blue crystals. I managed to survive without god mode and even attempted to save the miners as they fled on foot! I never saw them before due to antlion assault and frame rate!.
It seemed like I had less antlions to deal with than my previous attempts and my three turrets worked better!
Now back to ‘The Closure’ or “Half Life 3” to give it its official title…
Well, I have said many times I hate to give Maybe? Recommendations. I think they’re quite too bland and doesn’t express too much if you could like the mod or not.
But in this case I just have some crossed feelings about this work. First of all is absolutely out of the question to doubt about the technical skills and capacity of the modders in this job. Their work is worthy of respect and definitively worth the effort.
Nevertheless in my personal case, I just dislike almost all of the game play layout decisions implemented on the mod. I mean I really felt the inventory feature quite useless and silly, as I felt it I didn’t need it at all almost all of the time.
The new vehicles in there as the “home made truck” that the girl drives with you taking care of the mounted gun. And the remote control raft, were nice sections of the mod but the Raft part was quite annoying and hectic to drive.
Also the combat felt quite unbalanced in almost all of the mod. And I felt it vulnerable almost in 90 percent of the mod due to the lack of health kits scarce ammo, and very few weapons inventory.
The plot was overall nice and quite classic “living the action journey” story line. But the whole felling is that those awkward innovations in the HUD system, just distracted the developers too much and therefore the mapping and combat dynamics were affected.
Sorry but that’s just the way I felt it. When I ended playing it I felt it tired mentally, as many times confusion was a constant about not knowing where to go or what to do inside the maps clearly, that lady companion was a real pain in the neck in the last village fight-Raft trip map, and I just have a general bad mouth taste after trying it.
The bonus mine fight section is just beautiful and kind of worth playing, but difficult as hell!!!! I mean really is absurd!!!! sorry but i had to cheat in order to complete it, I hate when i have to cheat in a mod just because the enemy horde amount is frankly just unfair.
All in all is a good work in the mapping tech issues, and experimentation of new concepts, but is just quite too much annoying in the fair game play part.
Manually
Medium
1 Hour, 20 Minutes
This mod brought some intresting concepts to the table, 2 new vechicles and an inventory system.
My main complaint is the optimisation. Some parts we’re very laggy just because large portions of the map was being rendered at once.
Some parts of the mod looked ugly too. The lighting felt off for some reason but I can’t put my finger on it. There we’re some areas that I didn’t know what to do in so I got stuck. And died over and over again.
Overall it is a fun mod so 10/10!
Manually
Hard
48 Minutes
Need help to get mod running. I able to get to the mod menu, but when I try to open mod, it tries to load and get the progress bar. I goes all the way but never launches. I’ve waited but nothing. I have betas set to upcoming. HELP!
Do other Half-Life 2 mods work? Have you run Half-Life 2 recently?
Yes I have HL2, HL2 ep 1 and 2. All are installed.
Sorry, but I didn’t ask that. I asked if other HL2 mods work and whether you had run HL2 successfully recently. I don’t think this mod needs Ep1 or Ep2.
This mod was damn funny! This is one of that mods that you can re-play a lot of times just to see what you can do or what’s going to happen.
Sadly, it’s not finished and it has a lot of problems.
8/10
Manually
Hard
1 Hour, 30 Minutes
I had mixed feelings about this one. There were times I loved the design and found it interesting and unique in many ways, especially before the raft session. I kinda wanted the game to go somewhere from within this environment style and setting… so I was a little sad to see it “end”.
From the raft part it went a little downhill, for me. The raft part itself was well done and I liked it but the battle that followed didn’t work out so good I thought. Plus I suffered a drop in framerate. I also got sick of listening to the girl yap on, especially before I sussed out that 1234 password lol.
The bonus section was a great idea, I imagine? However, my old computer turned into a slideshow almost so I wasn’t able to see much of this.
Yeah, overall I did enjoy this and there are lots of interesting ideas. But, to me, it felt like two separate ideas that didn’t gel together very well – I liked the first half more because it was pretty interesting to explore. Nice designs and ideas throughout and I recommend playing this.
Another Half-Life-universe story that ends right in the middle of storyline ;–; I WANT TO NOW WHAT HAPPENS NEXT!
It has some dead-ends which forced me to get some tips (where should i stop this ferry and what to do to help *her* getting off control thing) but it’s a great mod, worth playing. Extra points for gnome Gordon 😉
Manually
Medium
2 Hours
The voice was so low and the contraption was off putting.