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Halfway - turn-based tactical sci-fi pixel art alien shooter

Mustawd

Guest
Finally beat this. It took probably 11 hours longer than needed because I restarted on vanilla. The Game+ mod was just way too difficult, and not in a good way. At first it was ok, but I eventually realized it's tweaked for ultra hardcore fans that have already completed the game. So basically you have to do everything perfectly, and get a bit lucky on the RNG (IMO anyways).

After restarting the game on vanilla I started to have a bit more fun. The story actually isn't too bad, and I enjoyed it for what it was. The characters were done "ok", but really only three or four of them stood out as having unique voices. The others were a bit generic.

The biggest problem I encountered was that although combat was still fun for me, the mechanics, tactics, and overall variety never changed much throughout the games. There were different variety of weapons, but none of it mattered much. The only saving grace was the special abilities of each team member. Those were actually interesting, and provide different ways to approach a mission. However, as not many missions were different, it hardly gave you an incentive to mix and match your team.

Also, there are some levels where you need to play through it once to realize you needed 4 snipers/assault rifle guys because all the enemies were permanently at long range. All in all, I'd say about 1/3 of the levels were designed extremely well to result in good tactical play. 1/3 were kind of meh, and the other 1/3 were forgettable. Which is a shame because the last two maps kind of show the variety that the devs were capable of.

Overall though, it's not a bad effort. I enjoyed the gameplay, although towards the third fourth it got a bit stale, and I had to power through. Also, the story is kind of cool, even if the dialogue and characters could use some more work to flesh them out.

VERDICT: Buy on sale if looking for a turn-based tactical game with some interesting atmosphere. Just be aware of the 3/4 of the game lull, which picks up in the last three missions.


My opinion on this game is that it's a welcome return to simpler character systems and more tactics than the bullshit that is fed as 'rpgs' nowadays where everyone has a spectrum of magic abilities supporting their 'role' until you're actually a glorified barista pressing buttons to try to extract some fun instead of actually planning tactics.

That said, the last mission and boss was bad.


That was my thought the first two attempts, but the size and layout of the map actually allowed me to create choke points and interesting crossfire opportunities with my snipers. Also, I used Thirteen to transport all over the place, cause general havoc, and draw attention away from my main force. It was a lot of fun, and I wish more maps had the opportunity for combat to evolve that way.
 

SCO

Arcane
In My Safe Space
Joined
Feb 3, 2009
Messages
16,320
Shadorwun: Hong Kong
I was on the hard mode. It was just boring, a long exercise of moving from cover to cover.
 

Archibald

Arcane
Joined
Aug 26, 2010
Messages
7,869
Did they change last mission in some later patches? From what I remember it was one huge corridor where boss was shooting at you and asides of leader's 100% hit ability you couldn't do anything to him for around 10-20 turns till your guys got into shooting distance? I don't really follow how that mission could have been anything but boring regardless of difficulty option.
 

Mustawd

Guest
Hmm, well in my run through:

1.) The boss was not all that hard, and he didn't hit 100%. It was all the bastards around him that made it difficult.
2.) I put in my assault rifle guys on the left side...drew in most of the force.
3.) Left my snipers on the right side, and just picked off as many enemies as I could.
4.) Let Thirteen teleport around and attract attention of some of the outliers towards the back of the map. Set it up so I was in cover and my snipers could hit them as they approached Thirteen.
 

Archibald

Arcane
Joined
Aug 26, 2010
Messages
7,869
Maybe I'm remembering something wrong.

There were two boss fights, first one where boss was mobile and had bunch of grunts, sounds like what you are describing. After that we get teleported to some shithole where boss is floating at the end of the map and shooting at you while being far too far for retaliation. As a result I had to make lots of turns till I was finally able to target him and that was very boring.
 

Mustawd

Guest
You might be thinking of the second to last fight:




The last fight is this one:

 

Archibald

Arcane
Joined
Aug 26, 2010
Messages
7,869
Well thats strange. Got to see a doctor about that memory thing I guess :retarded:
 

Zetor

Arcane
Joined
Jan 9, 2003
Messages
1,706
Location
Budapest, Hungary
Yea, combat does seem to get fairly samey early on.. a bit of Banner Saga-itis combined with 60% Hit Chances: The Game. That said, I'm finding it decent so far, and it's really refreshing to see a sci-fi setting for a change.

The character name choices are pretty amusing, btw, it's like being in an action movie blockbuster featuring stars from the 70s through the 90s, with a mixture of actors and characters. "Linda Carter", "Samuel L.", "Josh Connor"... what's next, "Silvestro Stallone"? Morten is the only one I can't place so far. Speaking of which, most of them don't live up to the badass legacy of their names, except for Linda. She is a freaking powerhouse, and basically negates the need for medkits... that 100% self-heal is insane (she's getting all my health hypos).
 

Mustawd

Guest
Yea, combat does seem to get fairly samey early on.. a bit of Banner Saga-itis combined with 60% Hit Chances: The Game. That said, I'm finding it decent so far, and it's really refreshing to see a sci-fi setting for a change.

The character name choices are pretty amusing, btw, it's like being in an action movie blockbuster featuring stars from the 70s through the 90s, with a mixture of actors and characters. "Linda Carter", "Samuel L.", "Josh Connor"... what's next, "Silvestro Stallone"? Morten is the only one I can't place so far. Speaking of which, most of them don't live up to the badass legacy of their names, except for Linda. She is a freaking powerhouse, and basically negates the need for medkits... that 100% self-heal is insane (she's getting all my health hypos).


Once you get to 4+ of the characters the game starts to open up. Unfortunately, the sameness of the content started to get on my nerves at that point. I'm glad I finished it, but it's not worth me replaying it TBH. It's a shame that the modding scene didn't take off.
 

Archibald

Arcane
Joined
Aug 26, 2010
Messages
7,869
I don't know, there wasn't much reason to swap out team members once you found lineup that clicked for you. There were couple of maps where bringing in certain character would be beneficial, but its not like you'd know about it unless you tried it, reloaded and then picked "right" characters. Thou its a common problem in such games so can't say that Halfway did something terrible here.
 

Zetor

Arcane
Joined
Jan 9, 2003
Messages
1,706
Location
Budapest, Hungary
Yea, I just got members #5 and #6, and honestly they're both kinda bad outside their gimmicks compared to #1-#4 (well, the jury is still out on #4). Leader guy is a good generalist shooter with an amazing active ability, Wonder Woman is an awesome meatshield + close combat specialist, Jules Winfield is a freaking amazing sniper, Terminator Haxxor Guy is a bit more situational but the shield dispel ability is nice. The new guys, though... eh, the good doktor's radar ability is kinda superfluous and his stats are p. bad, while #13 is just a blob of hp without the agility to actually allow him to tank, but he needs to be on the front lines due to the melee specialization... Linda is about 10x better at the same job. At least his teleport ability could be useful to flush out some annoying ranged enemies.

Enemy AI does seem to be a bit... simplistic so far, almost each encounter can be trivialized by chokepointing them somewhere and placing most of the squad in heavy cover to take care of the melee rushers and give the ranged enemies basically no chance to hit. After the melee enemies are dead, two-AP shots along with the main character's "always hit" cooldown ability whittle down the ranged dudes while Linda moves around the room in half-cover to mop them up as needed. The enemies don't seem to try to flank as much as in the SRR games, either, but this may just be an artifact of map design.
 

Mustawd

Guest
The enemies don't seem to try to flank as much as in the SRR games, either, but this may just be an artifact of map design.

Yeah, map design is a bit too simplistic and doesn't have enough variation.

I don't know, there wasn't much reason to swap out team members once you found lineup that clicked for you. There were couple of maps where bringing in certain character would be beneficial, but its not like you'd know about it unless you tried it, reloaded and then picked "right" characters. Thou its a common problem in such games so can't say that Halfway did something terrible here.

Well, it's true that I had my preferred crew. Morten and Sniper guy were my go-to for almost 100% of my missions. But it works if you want to mix and match to change stuff up. Plus, the character at least bring a bit more variety. The biggest issue for me was the lack of variety in enemies and their tactics. After a while it's the same crap over and over again.
 

Archibald

Arcane
Joined
Aug 26, 2010
Messages
7,869
True that, if you have to fight same enemies using same tactics for 10 hours then it hardly matters how varied your characters are.
 

Severian Silk

Guest
I bought this game but haven't played it yet.

I figured I might make a mod, but there were some graphical limitations that I do not recall.
 

toro

Arcane
Vatnik
Joined
Apr 14, 2009
Messages
14,760
I cannot believe it. 3 missions remaining and I cannot finish the game cause I lack the patience and the energy for it.

I hate damage sponge mobs. It's disheartening to see my Gatling gun guy doing 3 dmg to the armored enemies.

In addition, my shotgun guy is useless and I have to make constant strategic retreats. Which is not how I've imagined the end game.

I need to take a break and comeback to the game when I'm calm.
 

Lord_Potato

Arcane
Glory to Ukraine
Joined
Nov 24, 2017
Messages
10,873
Location
Free City of Warsaw
Just completed Halfway. The final few missions were tense. It's fascinating how you can increase player's engagement by simply taking away the ability to save game every 5 minutes. This makes every action count, every mistake matter, every fallen companion hurt.

I won the final battle on my 2nd try (solved it like a freaking puzzle in a careful, methodical way), but there were missions I had to try 3-4 times before getting everything right. And yet the satisfaction after each victory tasted like fine wine.

The game does not fuck around and would bring most casuals to tears. And yet despite being challenging it never fails to be fair. The odds might seem stacked against you, but if you play your cards right and don't do foolish things, you will prevail.
 
Last edited:

mastroego

Arcane
Joined
Apr 10, 2013
Messages
10,406
Location
Italy
I can't forgive them that they didn't follow with the continuation that was expected after that ending.
 

mastroego

Arcane
Joined
Apr 10, 2013
Messages
10,406
Location
Italy
I can't forgive them that they didn't follow with the continuation that was expected after that ending.
Maybe it didn't sell too well?
I'm not sure.
Possibly, but they worked on a similar game next (Pathway).

Ok it's not entirely like with movies, but still, the principle applies: don't leave things hanging unless you're already sure there's going to be a sequel.
If you do leave things hanging, betting on sales going well, and then it doesn't work, it's twice the failure.
The movie will be useless forever.
 

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