The game was fun to play, I enjoyed it enough to rack up 70 hours without feeling like I was forcing myself through a slog. But it was disappointing and ultimately hollow. Choices don't really matter much, investing into skills mostly gives you 'cooler yes' or 'cooler no' or 'bonus exposition' options rather than real alternative solutions.

2021

Started strong with potential, degraded over time with updates. Major UX/feel improvements over KF1, significantly improved interesting enemy behaviors. But the enemies and bosses they added to the game over the years are so AWFUL. Very fun with mods, especially ones that REMOVE RIOTERS

23 years of maps and mods to play around with.

Updates over the years have genuinely pushed the goldsrc engine to new limits. There's an absolutely massive body of maps to go through, and a healthy selection of servers, both vanilla and modded, that you can experience these maps with.

The balance and pacing of a map is entirely up to a mapper's discretion, but there are many resources such as the sven coop map db that can assist in picking out decent maps. Being able to experience the half life campaigns with friends is amazing, and the modding capabilities have led to some truly outstanding experiences.


Excellent concept, mixed execution. There's no other game quite like it, but you have to 'forgive' many, many things about the game.
Networking gets nuts, the meta ends up all over the place, and at this point it feels like new weapons are intentionally broken for the first couple weeks and rebalanced later to entice people to buy them before they're balanced.

That being said, I'm never going to get tired of falling in with a massive tank column or infantry charge knowing that every single vehicle and soldier is an actual player. It's a tough game to get into, and the monetization can be rough, but I find it to be a special experience nonetheless.

A solid hybrid FPS/RTS that has made many attempts to be friendlier to new players. To its credit, despite its small community I still see 'rookie' servers among the active ones. These servers boot off players above a certain skill level to create a less brutal environment for newer players to join.

Even now, so long after its release, the community dev team makes changes that toss up the meta and keep things fresh. This includes changes meant to minimize the amount of 'noob traps,' things that experienced players know but wouldn't be intuitive to a new player.

That being said, an asymmetric hybrid game is always going to be an uphill battle on many fronts. I understand Natural Selection 2, and I enjoy the hell out of its gameplay, but a lack of coordination can lead to absolute steamrolls that demoralize half the server.

A game like this needs players who are willing to hop into the commander role and understand enough of the game to lead a team to success, and a team needs to be able to help out their commander and communicate. It happens surprisingly often considering the random nature of public lobbies and the people who join them, but then again I usually recognize most of the players in a match nowadays.

Small community, but a pretty solid game.

Honestly you can find some fun in TTT/DarkRP, but even now there are still hidden gems and new gamemodes being released. The problem is, they're buried under more popular modes and, usually, end up dying and unsupported. Making new maps is awful because of the ancient level editor's sheer lack of modern quality of life features and insular knowledge.

Content creation as a whole is a painful hell-torrent to get through, especially as a beginner, but once the stockholm syndrome hits hard enough you can see the matrix and pump out some decent stuff until you start to stretch the limits of the engine and yearn for more.

Aside from some occasional source engine nostalgia, I probably wouldn't ever touch this game again purely as a player. But since I like to make stuff, I still haven't dropped gmod.