I just played the full version twice and here is my review.
The Good:
- level design
One of the best SF levels I've ever seen. Segments and entities blend perfectly (also compliments to CP for his outstanding work!). Door switches from time to time instead of everything auto was also good for adding a little realism. And I loved the use of half-open/blocked doors in the last act. As allready mentioned the whole interior appears quite realistic and believable (for a game
)
- voice acting
Really adds to the game and is pro quality.
- lighting
It's not that dark that it becomes annoying but dark enough to create atmosphere. It might be much darker than it would be in reality but I just told myself it's probably the graveyard shift on board.
- plasma gun
Not only is it a cool weapon but also the way to acquire it adds some story element.
- menu
The menu between levels was a nice touch, although personally I would have liked technical data more than jokes. But it added another professional element to the game.
- huds
I don't like numbered health or counting bullets so the health/ammo hud was perfect for me. The other huds where also well designed.
- music
Not breathtaking but very fiiting to the visual design and theme.
- custom media
Apart from the plasma gun it was only the computer screens and the wall mounted direction signs but these did a lot for realism AND playability
The Bad:
- the oldest trick
I really don't dig mobs popping out of thin air behind the player. Why not have it sit on a raised room part and jump down so the player might think "I should have looked up!"
- story
Although I didn't find the story too thin I was confused if the radiation/shield-down has actually brought something on board, mutated the crew or woken something up inside the restricted area. A little more hints for the player wouldn't hurt.
- vanishing crew
After the player returns to the starting area everything is a mess but there is not much blood or any trace of the NPCs we saw at the start. Since they looked like security they should have put up a fight and either their or the intruders bodies should be found.
The Ugly:
- pop-up huds
Although well designed, they weren't too easy to read and a bit in the way every time.
On my personal FPSC game scale its a 4+ out of 5 and I'd call it "A perfect example for a decent FPSC game"
Imo it has definitely BOTB potential.
Things that might enhance the game imho are:
- Adding blood/bodies of crew/enemies in the wrecked starting area
- Adding lot of combat noise/screams over the intercom when the starting area gets attacked
- Adding a solid explanation where the enemies came from.
In case you find my grammar and spelling weird ---> native German speaker ^^