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HL2 mod Post Script is about exploration, the apocalypse photo

I am currently of two minds about Post Script, an exploration-based episodic mod for Half-Life 2: Episode Two. You can get the mod here.

Mind number one says, "this is great -- it's an atmospheric exploration-based game where, not unlike Small Worlds, the player isn't strung along with pointless trinkets or combat." Mind number two wishes the text-based narrative were gone, or at least less on-the-nose, so the player would have to work harder to figure out exactly what each of the locations meant.

Then the first mind wants to know how the hell anyone could call the story "on-the-nose," because neither minds know what the heck is going on in this first episode, and only one of them thinks things will get clearer in subsequent installments. The other mind thinks Post Script plays like Diet Dear Esther, and wishes he could have explored the inside of the church. The first mind thinks the second mind is stupid.

Regardless of my own schizophrenic ambivalence regarding the thing, Post Script is definitely worth checking out for those who are into unconventional games.








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19 comments | showing # 1 to 19
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Xzyliac's Avatar - Comment posted on 12/17/2009 13:44
Xzyliac
Burch, you need help.
KingSigy's Avatar - Comment posted on 12/17/2009 13:45
KingSigy
This does look rather interesting.
Intruder's Avatar - Comment posted on 12/17/2009 13:47
Intruder
I'll be downloading it when I get the chance. Is it one of those games where you are free to discover as much of the story as you want to in a generally open environment? Or is there pretty much a set experience?
Stevil's Avatar - Comment posted on 12/17/2009 13:49
Stevil
Oh, I was going to blog about this. It's underwhelming if I'm brutally honest and not because it's a short first episode, but because I just feel like it's all been done before.

The idea of this guide who has a love/hate relationship from you is just felt lifted from the HL2 mod, Minerva. I mean that's fine if you've got anything else to add to that kind of character, but here it's just same thing. Okay, I know these kind of faceless narrators/guides are due to a lack of voice over budget or inabilty to code NPC reactions, but there's not much else you can do with it.

For example, I knew before I even picked up the brick to smash the window, some text would pop up proclaiming 'oh, you're a bit violent aren't you.' Then I just thought, 'well, yeah, there wasn't much of a choice other than to turn the game off.' Also, when a game comments that it has bad puzzles, that's not witty writing. That's just saving face.

The ending was really unnerving along with some of the music, so I'll come back for episode 2, but I'm not really expecting much.
king kong five's Avatar - Comment posted on 12/17/2009 14:36
king kong five
@Rev
This is completely off-topic, but what difficulty did you play MGS3 on for the RevRant you did concerning difficulty in games? I ask because I've been playing MGS3 on extreme difficulty (I've been meaning to do so ever since I saw that rant, only now got around to it) and it still feels way too easy. The CQC takedowns still knock soldiers out, the enemy AI is still dumb as fuck, and Snake can still take a couple dozen bullets to the chest before dying. Were you perhaps playing it on European extreme?
Jesus H Christ's Avatar - Comment posted on 12/17/2009 14:40
Jesus H Christ
"I've already played Fallout 3."
YellerDog's Avatar - Comment posted on 12/17/2009 15:00
YellerDog
Remember when Mirror's Edge was bad because it made you do things? Turns out things to do aren't really that bad!
YellerDog's Avatar - Comment posted on 12/17/2009 15:00
YellerDog
"Virtua Go Outside"
Anthony Burch's Avatar - Comment posted on 12/17/2009 15:08
Anthony Burch
king kong five:
I was doing it on regular extreme. Of course, that difficulty level doesn't solve the CQC problem, but I (personally) had to do a lot more thinking and sneaking else I die horribly. Snake still takes a lot of damage to kill, but nowhere near as much as he would in other modes.
vexed alex's Avatar - Comment posted on 12/17/2009 15:48
vexed alex
That was a waste of my time.
Animated Toupee's Avatar - Comment posted on 12/17/2009 18:18
Animated Toupee
Worthwhile, but shockingly short, even for a first episode. Interesting writing and atmosphere, but not much to the gameplay.
Dan CiTi's Avatar - Comment posted on 12/17/2009 19:42
Dan CiTi
@king kong five
The only difference between euro extreme and regular extreme is that you get a game over the second you get an alert/seen by the enemy. The rest is identical.
king kong five's Avatar - Comment posted on 12/18/2009 12:44
king kong five
@Rev
Yeah, I played it more last night and I'm starting to feel the challenge. When I posted that message I had just only beaten the Virtuous Mission prologue, but now that I'm playing the main game it's starting to get interesting.

@Dan CiTi
Oh, really? I thought the alert-triggered game overs were just an addition to what I assumed was a tougher overall experience than extreme. Thanks for the info.
The Amazing Shenazin's Avatar - Comment posted on 12/20/2009 03:52
The Amazing Shenazin
was it a virulent apocalypse ala The Stand?
Swizzler121's Avatar - Comment posted on 12/20/2009 21:34
Swizzler121
I agree with the commentators, as far as indie/mods, its been done before, and this isn't a particularly stunning example of it either. I mean, It could be different if the creator was a decent mapper that could tell a story with just objects, but they throw in annoying pop up text that adds almost nothing to the story (along with the common mod habit to use "fuck" in every other sentence) It claims that there's a lot more "off the beaten path" but I was struggling to get off the path, and when I got there I found it bare, at first I thought I was missing something, a symbol I had to touch an area I had to go to, to reveal a hidden path, but then after swooping around the maps a few times in noclip, It confirmed my worst fears...there was nothing BUT the path.
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