Play This Mod: Research & Development
by Nick Breckon, Jul 27, 2009 7:03pm PDTNow that Comic-Con is out of the way, it's time to be hosting and posting about Matt Bortolino's incredible Half-Life 2: Episode Two mod Research & Development, one of the few must-play mods to hit our desk in a while.
Research & Development takes the non-combative approach of Portal into the gritty environment of Half-Life 2, and does so with a refreshing amount of original mechanics and crafted special effects. Here's a mod that not only delivers a unique, gun-free experience, but one that effortlessly introduces fresh Source engine effects at surprising regularity.
The mod begins with little pomp, the player awakening in a detailed but generic location. A sign on the wall announces that this is a "weapons free zone," while another provides the first puzzle clue.
There won't be as many clues after that, as R&D largely leaves the player to discover solutions in his own time. Many are straightforward, but others are sure to induce some skull-scratching. Nearly all have satisfying conclusions, often complete with humorous scripted sequences involving enemy grunts.
If R&D has one significant fault, it can be found in its own ambitious design. Bugs can creep into the physics-heavy puzzles, and some are made frustratingly confusing when unexpected mechanics are introduced. For instance, you may curse Matt Bortolino for several minutes before you realize that the padlock on the door can be broken by throwing a brick at it. I always just used a crowbar.
But in the end, after solving an obtuse conundrum, you'll likely be praising Bortolino for his attention to detail and uncompromising approach. This isn't a lightweight, by-the-numbers gimmick of a mod, and it's better for it.
Download Research & Devleopment, and stick with it for at least a few stages. You'll be glad you did.
Important note: Research & Development requires Half-Life 2: Episode Two to run. Also, if you're having problems getting the game to show up in your Steam list after installing, try restarting Steam.
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Comments
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/point l4d
/point tf2
/point cs
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The level design was top notch...very well detailed.
Some of the puzzles were a bit tricky and didn't work right sometimes even when I tried the solution several times.
The vehicle part was annoying in some parts.
A lot of trial and error at some portions.
Overall: 8/10...a decent mod...decent, but not great.
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anyone got a little hint?
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There were a couple parts that probably could have been smoothed out with some playtesting, but it's a free mod, and totally top-notch.
I just wish I could say that what they managed to make was more fun. There were a lot of parts that were clever and interesting, but there were an equal number of parts that were just frustrating. And the frustrating parts were made all the worse by having to do many of them more than once. Also, it felt like the game started off with the best puzzles and it fell apart near the end with the vehicle section. God, I was so ready for it to be over by the time I got through that. PLEASE, guys, I know it's supposed to be quirky and challenging to figure out, but there's no good reason to put intentionally difficult-to-control vehicles in your game.
Still, I know it would be unfair to expect them to live up to Valve's ability to balance fun and challenge in such a creative way, so you still have to give them kudos for making a mod that used these tools in a way that we've never gotten to play before. It was like taking every cool thing anyone has made in Gary's Mod and throwing them together in a big puzzle blender.
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This guy needs to be hired by Valve, not to hire it will be a very very stupid thing.
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http://www.moddb.com/mods/research-and-development
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