EDITED: SEE BELOW THE SPOILER
I canât say the mod is flawless, I definitely canât, so Iâm gonna write a full, honest review based on my opinion
My opinion doesnât generally mean the mod is crap/excellent, itâs just my opinion
(Keep in mind that every member of the Union played the mod too, and every listed bug is (potentially) consisted)
Now, onto the review itself!
Spoiler
General:
Main menu is your average main menu with a couple of neat edits
Except âSettings > View Moviesâ focuses the camera on a blank carpet
Newspaper is fine too, but fix the All-Star lyrics or Iâm gonna riot :angryputin:
HD Radar if fine, but most of the HUD icons/the rest of UI arenât as HD as the radar, which I find quite weird
Iâll be honest with you - the interiors are bad, theyâre often not detailed and just look bland, maybe even unfinished. Compared to original SHaR interiors - theyâre definitely worse. It shouldnât be that hard to create a good-looking interior. Sorry if Iâm being harsh there
You can also double-jump and hit Snake in the police station, while heâs behind bars
I generally donât like Road Rage music, and the modâs full of it, just my opinion, doesnât really matter
The magnifying glass HUD icon is refracting the HUD icon circle, thatâs a neat detail but at the same time itâs wrong
Fat Tony Construction glass trucks have the advert badly cropped
Shouldâve made the police parking lot wall(the back wall) a bit bigger because I can clearly see the out of bounds area
Also, the fence clips with the police station
I donât like the idea of medals being located in separate missions only, kinda kills the point. Itâs a nice idea, surely, but the point in collectibles is that you collect them during SD, while during missions you can focus on missions without getting distracted
Note HUD icon looks extremely choppy and unpleasant to look at
(Hereâs a general advice: resize the damn objects before placing them into the HUD icon ring, because if you donât resize them - they would look extremely choppy)
Quimby model is hollow
Removing the guard rails only makes the game easier during destruction and dump stages
My game started lagging slightly for whatever reasons, which doesnât happen during literally any other mod gameplay
Barricade street race props have the same issue as the street race prop in M0, *disable the damn traffic*
Going back to the main menu after playing the mod kills the main menu music
M0:
Traffic cars pass through the street race props, and saying âcanât do anything about itâ is not a valid reason not to fix it. Is that really hard to disable traffic for a single stage? You even said it yourself that WE should disable traffic for SNoire after the highwayâs been blocked. These cases might sound different, but hey, they both include street race props and traffic passing through them
The memorial booth gag can be easily skipped if youâre good at the game
Also, the suspect is placed on the front passenger seat, not on one of the backseats. And donât tell me you risk the game being crashed if a different vehicleâs gonna be used. I manually added skeleton joints to every accessible vehicle in SNoire(including traffic cars) in under 10 minutes, that shouldnât be too hard to accomplish
Why did Homer suddenly swap police cars?
Overally, the mission was pretty good for a tutorial mission, *albeit time limits in M0 is a sin-worthy deed*
M1:
The skid-marks idea is as original as WW2 memes about France
How come the fact that Wiggum overheard the conversation wonât testify in court? Is this somehow related to US judicial system being different from my countryâs one, right?
The mission seemed boring to me, but since itâs M1 Iâll let it pass
M2:
A random note near the police station! How convenient! To be serious, thatâs probably the laziest possible way to progress the story
Placing the opponents further from the player when the race starts is unfair, but the AI cars are slow as hell, so nvm (I guess that instead of adjusting the speed of AI cars you decided to place them a bit further? Thatâs lazy)
Iâm not sure if Iâm unlocking the back of the truck correctly, because the meter still fills up
And the meter stays at the exact same place when you get away from the trigger, making it harder(or impossible) to get back
After unlocking the truck I can freely roam around it without consequences
The truckâs roof doesnât have a proper collision and the player model can âsinkâ in it
I like the fact that you didnât bother creating a separate locator in oob to put unused vehicles in, and used 0.0.0 instead, which resulted in the Try-N-Save truck being warped to the construction site shortcut, bravo
Directional issue number one: After the follow stage I instinctively went the opposite way(to the construction site shortcut) to lose the mafia sedan, and I lost the mission because of the stupid 20 second time limit to get back to the police station
Also: second mission and strict time limits do not mix
(Also, upon restarting the mission Quimby appears in front of the police station, spoilering M3)
Overally, the mission was okay, not good, but not bad
M3:
RR-stylized limo doesnât fit in the mod
With the âWhatâs Quimby up to?â stage you can easily lose him if youâre not careful
After the bribing cutscene I can kick Fat Tony so many times, yet nobody cares
Quimbyâs limo mass is really small
Quimbyâs placed at the front passenger seat (again)
Overall, the mission is okay
M4:
I was expecting some sort of a dialogue stage at the beginning tbh
I liked the dump stage
And the usage of that hack that allows you to play a specific sound clip each time you collect an object
The destruction derby stage was ridiculously easy
That custom camera at the railyard is neat
You should temporarily disable the H&R during the kicking stage, no matter how many times youâve got to kick the target, itâs unfair when you are required to fill up the H&R meter
The mission was nice actually, not much else to say
M5:
The LBSC interior is dull and feels like itâs been just lazily made under 10 minutes. Generally gives me unfinished vibes
And you canât run in it, which makes this mage stage even worse
And the cameraâs s***** here, I had to switch to the mouselook mode to properly see if there are any guards on the corners
AND WHY IN THE WORLD YOU CANâT CANCEL THE MISSION
These barricades in the Fat Tony following stage make no sense
What in the absolute f****** world is this second Fat Tony following stage? If thatâs supposed to be a gag - then itâs not funny
In the end Fat Tony just yeeted himself into the trainyard shortcut (the opposite way, which is impossible for regular players). Which scared the s*** out of me because I genuinely thought I was gonna fail the mission
Overally, I didnât like the mission, it was boring, it was stupidly hard and in the end it just ends with a convenient plot twist
M6:
Why would Snake free Homer anyways?
The trick with placing all collectible triggers in one place was amazing I gotta say
Barneyâs mass is too low
And in the end I just abused the absence of guardrails to make my life easier
Following the skidmarks again? Didnât we do that in M0 already?
Oh hey, itâs neat to see that my ramming stage idea is actually being used in a different mod :)
Overally I feel pretty mixed about this mission, itâs a nice change of pace, but at the same time itâs a bit too hard for M6. (Started feeling the difficulty progression just now tbh)
M7:
Uh, I donât think you can kick somebody armed with a gun without getting shot, Itâs that or Louie is just being stupid
The teamup plot feels extremely lazy: âoh you hate mafia too? Lemme help you beat their asses!â
And the mission gets an award for being the shortest in the entire modding scene!
Seriously though, you literally had 30 stages in your pocket, you couldâve created a good mission about Wiggum helping Snake to earn his trust in order for them to actually teamup properly!
Overally, I strongly dislike this mission, itâs just a wasted opportunity, you couldâve done a lot for this mission, but it ended up in your average teaming up cliche, shame
M8:
Directional issue number two: I went the other way to check if I fail and I did, good to know you canât drive there, but at least place a barricade there
The race felt really easy, which is bad
The bridgesâ textures are blinking
The power couplings stage was okay, but placing them in completely different parts of the ship wasnât okay, so I failed the mission
And after I failed the mission and went to the C-Spanker the second time - the mod crashed, I didnât want to try it the second time because I didnât save the mod and had to go through M6 and M7 f****** again
Overally, the mission is, again, okay. Nothing else to add
M9:
Again, the interior. I didnât like it as it seemed unfinished and undetailed to me
I instantly failed the mission because Fat Tonyâs limo was placed in a convenient position, so he slipped off the C-Spanker, and then one of his mobsters turned right and just trapped me, nice
I gotta admit, the Fat Tony chase sequence was epic, albeit too repetitive
Again, same street race prop issue - DISABLE THE TRAFFIC
The ending was a bit...Anticlimactic? You just handcuff Fat Tony and thatâs it?
Overally, this mission was good
Duff Defenders:
(If I were to call every slight stage alteration a gamemode - Iâd be the creator of a thousand new gamemodes)
My opinion on the Duff healthbar didnât change - it doesnât fit
Itâs a bit tricky to destroy the cars since they stick to the Duff truck
Itâs nice to spice up the gameplay with a different stage (talking about the Krusty Burger truck dump stage)
But the truckâs AI is stupid
Overally, the Duff Defenders is a nice concept, albeit a bit too repetitive, but hey, thatâs a wager race, and they are supposed to be repetitive
Overally, Iâll rate this mod 4.5/10, itâs a bit buggy and it seems unfinished in some places, and the more I played it the more I questioned if beta-testers actually did any testing, because I felt that I was beta-testing the mod right now
Anyways, if all of the bugs get fixed and plot holes/cliches/conveniences get rid off - Iâd raise the rating to 7/10. I honestly expected the mod to be better, especially since youâre a professional mod maker. Itâs not a bad mod, Iâd say itâs average
Thatâs it for my review, donât take it too close to your heart please, I took my time to both play the mod and write a review, which already tells that I donât despise your work
I don't get you Colou, why are you harassing my team, Springfield Noire and me with this bulls***?
(The HUD icon being loaded is the HUD icon of busm_2 model, which is what Morgan Brown's character is based off)
Personally, we didn't hide such stupid jokes in Springfield Noire
You used the same filename in Storm Over Springfield, and, I gotta say that back then it was okay, the original SNoire indeed
was bad, but the modern SNoire is not
This joke is not funny and I will take this as an insult, thank you!
Also, you and your friends can dislike this post as many times as you want, but at least read 1/3 of it, I didn't just straight-on s*** on your mod, I actually took my time and wrote some feedback you may use to improve the mod. I'm trying to help you