The Haunted Hellsreach

A really well made mod indeed, my only gripe is that not enough people play it on pc :(

It ain't a mod anymore :)

Gone are the limitations of UT3, everything just works and looks much better. The character's faces might not be all that good, but the environments is some of the best I've seen to date.

That and it's much more challenging than the mod ever was. So challenging, it's chasing away the casual reviewers. What this game really needs is a well timed free weekend, it's simple getting overshadowed by all the other massive releases atm. Even the indie games released along side it is brilliant ex. Dungeon Defenders.

But as long it has good dev support it'll grow, I hope...
It has huge potential especially from a modders standpoint, since it uses a recent version of the UDK. The last Unreal Engine game to have a map editor was UT3 back in 2007.
 
They brought out a new patch that fixes a lot of the problems people had with the games especially the difficulty. Easy is now actually easy...

Luckily the netcode is well suited for high latency peeps, you headshot an enemy they explode a second later depending on your latency. Another thing I noticed is that you gonna need voice chat to communicate, there simply is no time to chat in-game, and all text are written in caps which is pretty funny and kinda suiting.
 
I already play some Killing Floor and L4d, tbh I thought this looks kind of similar to KF but still worth trying out.

Have you played either of those? How would you compare them?
 
Taken from the wiki:
http://hells-reach.wikia.com/wiki/Main_Page

"How is this compared to Left4Dead or Killing Floor?"

This question pops up quite frequently to people considering purchasing this title. While some core aspects are the same, that is pretty much it. This game definitely stands out from these or other co-op shooters. Here is a breakdown of these three titles:

L4D's main aspect is campaign which is go to point A to B in a fairly linear route. Run-and-gun with a bit of melee involved. Staying together is essential.

KF has more similiarities to TH as it is wave-based with a boss at the end. However, in KF, players are usually set in a chokehold point shooting hordes of undead or running and killing with melee weapons around a pre-defined route (kiting). Even though there are few opportunites to 'rest/relax', the action can't nearly be kept at the same pace of TH's. Sticking with your team is also key here.

TH's gameplay is wildly different from these two as:

The maps are quite wide and spacious. This is necessary as you will be running around the entire map and you need space to move, escape and to change course in a moment's notice.

Camping isn't as common since demons can spawn next to you or you will have to run when environmental effects take place.

Sticking with your teammates isn't as necessary compared to L4D and KF. Players can definitely take care of themselves (if they have the skill) and with all the hectic action, your team will be spread out eventually.

Demons spawn across the entire map and will sit there until a player comes within range. This is because since you will be in one spot or another at any given time, you will always come across a bunch of demons waiting. This mechanic works here rather than having demons spawn and home in player's locations (ala KF).

You'll have very little time to relax! There are few safe spots on each map so you'll have to focus on the game the entire time (unless you're dead)! After each wave (encounter), you'll have a minute or so then it's back to it! Hardly enough time for a washroom break, to get a drink, etc. So be warned. Text chat functions normally, but for situations like "Look out behind you!" or "My soulstone is on the roof beside you!", etc. it doesn't work as well because the action moves too fast! Consider using a mic for higher level team-play.


"Is there a leveling or progression system?"

In the long-term sense, no. You can level up your weapons but it is only effective for that game you're currently in. It does not carry over to the next session. This decision has caused some ripples in the community, some wishing it was implemented for accomplishment and longer-lasting gameplay while the other side of the argument wants it the way it is, saying level progression will only divide and fragment the player base/community. But as it remains, it will most likely stay this way to keep the action same for all and to keep it easier for everyone to just jump in and cause mayhem.
 
Game is now casual(reviewer) friendly too. Hopefully people can now figure out how to play it without throwing in the towel so early. Game got hit hard by mainstream review sites, because the reviewers were really bad/lazy players who played it for less than a hour. Also comes with a nightmare mode now for people like me who's not afraid of a little challenge.

Updates to The Haunted: Hells Reach have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

- Added two new difficulty levels: Beginner and Nightmare
- Added in-game hints
- Minor re-balancing of difficulty levels
- Added per level achievements
- Performance improvements on level content
- VOIP is no longer muted by default
- Fixed connection problems
- Dedicated server is now using HLDS
- Added controller button tool-tips
 
1 Pound 50
http://groupees.com/undead

With other games. Man this game was and still is awesome. The mod etc support never came though...
Company kinda went under with THQ.

There's actually people playing online since the sale, but latency is a bit high on most servers.
 
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