Sega1991 said:
Dissolution is pretty okay. Getting kind of a Bioshock vibe from it. I've almost finished it. Definitely a bit janky, though. The game has a bad habit of sending like 6+ guys after you. Thankfully none of them have tons of health and once you get the shotgun later it basically becomes one shot one kill. There are other enemies later, though, that while conceptually creative are not very fun to fight at all, though again, they don't have very much health (not that it matters, if you can't see where they are...)
I feel the mod could have used an extra layer of visual polish. It feels like they tried to create a unique visual identity out of the mod without venturing too deeply in to creating too many custom assets. Having 90% of the game be this very generic sort of metal/stone texture from HL2 makes everything look... weird. I would prefer another art pass with perhaps some genuinely experienced artists. There's good ideas here, they just need to be made prettier to look at.
Voice acting is definitely a bit of a weird point. Writing is perhaps a little too verbose for my tastes. The game treads a thin line between being intelligently written and the author being in love with his own prose a little too much. It's trying to be a bit high concept but a lot of the impact gets muddled along the way. The opening shot where you're just staring at space for like 3 minutes and almost nothing of importance is happening is kind of weird.
So far a very 7/10 experience.
I played through Dissolution today, I agree with you. 7/10 is about the feeling of things, there are a lot of rough edges mixed in with average design, with little sparks of a bigger and better game shining through.
Gameplay: I agree, the mobs got a little annoying, what with their high damage and implausible accuracy.
The psychokinetic crows were an interesting idea, but the great buildup went flat and the actual enemy was underwhelming. They don't fly, they just sit and fuck with your vision while you try desperately to shoot at wherever they're perched. This could have been a lot better with not much effort.
Design: The game definitely takes a lot of inspiration from Bioshock and System Shock, you can see it in everything. The world design is segmented by airlocks into named districts, and little touches like protest signs and discarded audio diaries are taken straight out of the Rapture playbook. However, the level design is a pretty significant step back. One is looking for keycards and buttons constantly, and unlike Bioshock's fetch quests, there are no gameplay twists and innovations as a result.
Characters like Sander Cohen, Andrew Ryan, and Atlas are traced into the surroundings here with minor alterations. In the psychotic artist feuding with his actors, you clearly see Sander Cohen. In the station's tyrant/chief philosopher/head architect, you clearly see Andrew Ryan. In the disembodied and friendly guiding voice, who is at war with the tyant and hides his true nature from the player, you clearly see Atlas. Shadows of Rapture's various rebels and the mad inventor Suchong can be seen here and there.
The problem, of course, is that Dissolution never rises above or improves upon its inspirations in any way. It borrows, but it fails to better.
Writing: In places it did seem overwrought, in others it seemed really unpolished, and yet in others it seemed perfectly suitable. Problem with consistency here, not helped with the hit-or-miss voice acting. It definitely got caught up in telling and not showing a few times, especially in the beginning, "reveal" scene, and end. Tying the player in place and pitching a monologue is not the way to properly hold his attention.
Verdict: This really needed more time in the oven, more custom assets, more iteration/refinement, and much more bettering of the concepts borrowed. The creator probably should have taken on an extra helping hand or two and aimed higher. Aside from that, I'd like to see more risky and experimental mods like this released.