[HL1] Deliverance Print
Written by Doc_Brown   
Tuesday, 30 May 2006 18:00
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Number of Maps: 4+

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The Story So Far
After refusing the G-Man's offer, Gordon narrowly avoids death at the hands of some very pissed off alien grunts. That's a pretty impressive feat in and of itself, I'd imagine, what with being completely unarmed and floating in the middle of nowhere, but I digress. Gordon eventually works his way back home, and manages to reach the outside world to let them know what happened at the Black Mesa Research Facility (as seen in Uplink… nice little tie-in, that).

The government, in turn, claims there was a terrorist plot, which explains why the military was sent in, thank you very much, and sets about with a plan to forcibly relocate the top science personnel so they can be more easily coerced into creating a teleportation-based weapon of mass destruction. Despite their capture, the two head scientists manage to send out a call for help. Guess which red-haired research associate gets a collect call from New Mexico?

Enter a World of Pain
Much has been made of the difficulty of Deliverance, but most of it comes from the first few battles. After what I consider one of the best entrances in a mod, you have to face one of the big ceiling-mounted turrets, several free roaming grunts, two at mounted weapons, an ambush by three more, an Apache, a tank, and then another pair of grunts… and you start with just three satchels, an MP5 with two clips, two grenades, and your HEV suit.

Do not be misled. It is entirely possible to beat this first battle, it just takes planning and practice. After that things clear up considerably… by comparison. Make no mistake, the mod is difficult, but it's still fun. In fact, I'd argue that the challenge is one of its biggest draws. You can't just run through this willy-nilly; you've got to use your head, utilize cover, and take things one step at a time. Not only in terms to combat, mind you, but in regards to your charges as well.

Remember, you are here to rescue the two scientists the military is after. You've got to think things through concerning them, come up with a plan, and execute it. It can be hell out there at times, and the last thing you need is a scientist running around screaming like a little girl, bumbling into the line of fire or stumbling onto a tripmine. Nor can you just leave them behind entirely, as you need them to open locked doors and, in the end, use one of two possible paths to escape.

You see, one of the coolest features of Deliverance is that, near the end, you are given a choice between two elevators. Either decision will lead you to a different ending map that features its own unique task to accomplish in order to escape. All I'll say is one involves teleportation and one involves an Osprey, and both revisit classic locations. Each, in turn, results in a different ending cinematic, which are just as well done as the excellent text intro.


In the end I think the highest compliment I can give to Deliverance is that there's a lot of gameplay stuffed into a relatively small mod. You can beat it in a single sitting if you're really determined, but chances are you'll spread it out a little more. That's really surprising when you consider that there are only four gameplay maps per play through (five playable maps total, what with the two different endings). Maybe it's because of the challenging combat. Or maybe there's just a whole lot to like in there.

Note: Originally posted at Hangar16.com on 10/30/02


Game Rated 8/10