To review hellmoo, is alot like reviewing a porno; No matter how you look at it someone is going to be offended and no child (or for that matter, anyone with emotions) should ever be present.
The PvE aspect of hellmoo is extremely fun and addictive, especially mutating your character to shape it in unique ways that alter how you've been playing up till that point. The 'jobs' (see:quests) are pretty unique, ranging from selling drugs to crackheads to administering medical care to patients in a hospital and corps(See:guilds, they love it when you call them guilds) can accept contracts to perform other jobs or kill objectives.
With that being said, hellmoo suffers from a common MUDflaw:Badmins there sometimes referred to in HM, imagine being the plaything for someone who can type a few words and shoot you into outer space. Worse yet is the PvP system, no place is 100% safe and its very common to be mowed down by someone that was simply bored or wanted to test out there new overpowered exploit weapon on your fragile skull.(Probably ruining hours of real life time.) Once you lose your Newbie tag it gets worse ten fold, especially on the weekends when a full 10-15 players of the 30-40 online are devout griefers in the 'COPS' corp.
There are a few rules in place, but mostly only the ones concerning ALTs are enforced, and spamming. Due to a remarkable number of legally blind people playing hellmoo(Not kidding, they use screenreaders) spamming in combat can get you perma banned, and anyone involved in the fight (IE few guys are jumping one, one of the attackers spams) can also be temp banned. (Worth noting however that the one case of this iv heard of, involved a COPS player being attacked so it may simply be badmin favoritism at work)
There newbie system is pretty deplorable, though it does offer some shelter: when you first make a character, your eventually given the option to join the newbie corp which has a HQ that has built in crafting stations, a place you can safely log out, a donation bin and important items can spawn in the cabinets around the HQ. (Including medical kits, 'cocoons' which can save your gear if you die, and ropes for climbing.) N-tags also provide there own form of defense: killing a n-tag more than once in a short interval with out provocation is a rule violation and some higher players will avenge n-tags......unless COPScorp is involved, then they are generally given a off handed comment about avoiding said COPS member in the future.
Most public areas have cameras that will alert local authorities when someone kills someone else in view of them, however they will never get there in time to save you or even trouble your attacker. If they die after getting 'stars'(flagged by law enforcement, more or less.) they can go to prison for a time, which can be a hassle but most higher players will not be terrible troubled by this threat.
In closing: Hellmoo has great potential, but is unlikely to ever reach its full potential as a MUD powerhouse......between its badmins and griefcore playerbase its capacity to grow is severely hampered to the point that most new players will not stay once they are over the initial fun, some may cling in hopes of keeping the good times rolling but invariably someone will beat them into a pulp and turn Hellmoo into Lamemoo.
I can say up to that point, you'll probably have a blast. PARTING WARNING: Hellmoo takes 'mature theme' to a whole new level, to the point that some of the players actually believe the game has 'pedophilia roots' (Because hellmoo uses a age system, you get older with time/deaths/mutations, but start out at the age of 13 fully capable of uh reproductive activities.) So the faint of heart should look elsewhere, while those that enjoy crude humor will never get over throwing body parts into adjacent rooms.
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