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Recent reviews by Otto

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Showing 1-10 of 17 entries
No one has rated this review as helpful yet
82.1 hrs on record (81.2 hrs at review time)
every update my FPS halvens

I get solid 60 when minimizing but when game is focused it's 5-10 now? Gj netease.
Posted 13 July.
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No one has rated this review as helpful yet
5.0 hrs on record (3.1 hrs at review time)
Feesh
Posted 28 November, 2024.
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8 people found this review helpful
2.9 hrs on record
Early Access Review
It's fun to play for a few hours, however there are many small gameplay/QoL issues that sum up to a frustrating experience. Underneath the frustration there's a rough diamond that can shine with some polish. Potential fixes by order of priority:

1- When you upgrade weapons keep default pistol as backup on a secondary holster. (Pistol is a must for CQC, switching to it is always faster than reloading and easier to kill zombies up close.) [Limit backup pistol to 1-2 magazines if the intent was to keep ammo scarcity during missions.]

2- Indicator on screen when Player 2 presses keys successfully. Better yet let P2 join the garage/lobby itself. (Whether local co-op is working or not is unclear until you take a ride.)

3- Balancing adjustments:
A- The female runner zombie('s hitboxes) is the most frustrating enemy in the game, easy to miss shots even up-close due to how much her hitboxes wobble around in her animation. Either the animation should be tweaked to stay centered more or the hitboxes enlargened, she also tilts her head forward making her head an even smaller target.
B- Subway mutant is too weak. I was able to avoid its attacks by walking back while reloading without any speed upgrades. The attack animation is too slow/reach is low?
C- Some areas such as the garage in police station get way too many zombie spawns. Limit the amount of zombies that spawn by the getaway vehicle.

4- Consider using a wave system as opposed to current method of spawning zombies. This is the preferred way in many zombie games as it gives the players a break and creates more dangerous situations as wave count increases. Put some boss waves, bonus loot waves, maybe some powerup drops from stronger zombies? As things are, you end up kiting a whole horde without much worry, gets dull and boring. There's no cost to taking too long with a mission except for wasting bullets, which if you're kiting isn't a big deal.

5- Incosistent audio:
- Sometimes the runners don't scream when they spawn, especially frustrating on maps like Market when they can get to you in a few seconds. You only notice them when they start attacking you and char makes grunting sounds. On that note zombie attack sounds don't always work?

6- Replace phones with Big, bright laptop monitors that emit static-noise. It shouldn't be an expectation from the player to find a phone in some houses upstairs bed. Yes they're optional but the game feels lacking in purpose without those, should be put more upfront.

7- Weapon sharing between players:
A- Either PC or VR player should be able to designate a weapon they want to share with the other player. E.g. VR player has a shotgun, AR, but PC only has the default pistol. VR player would then share the shotgun for the PC player.
B- While currency is shared this is only fair. It sucks when there's a difference in loadouts despite having weapons to spare.
C- Gasmask should be a thing for PC too.

8- Increase size of interactables:
- Small pickups like phones (issue 6), keycards, some crafting parts are difficult to pick up and spot. Yes they glow but it doesn't help when they're obstructed by other objects. I've had parts drop on the bridge that'd disappear when you walk close to them because the ground texture covered them entirely when you got close (collision or LOD issue with the bridge?) In another example keycard in the office was very difficult to spot due to cubicle-style desks obstructing the view.

9- Options:
- I don't know why it's so limited, but in a VR game I want the ability to change the resolution scale and AA at the very least. Expose some graphics options, angle selection for snap, if later implemented follow controller direction instead of headset for movement etc.

10- Clear steps to setting up remote play in-game:
- Although the dev has a video demonstrating it for CI1, there should be an in-game explanation to save players time. A few picture-guides in-game with a ? icon next to local co-op toggle should fix this really. Also Steam doesn't share keyboard & mouse by default, need to include steps to change that in the overlay.

More on why this is important:
- Imagine a situation where you & your buddy hop on this for the co-op aspect for the first time, but all you find is there's a toggle beneath the map which seems to do nothing and even if you figure remote play out you'll likely exit the game in frustration as PC player is nowhere to be found (back to issue 2.). You have to research how to do it, at which point most people would give up. Not everyone is tech sawwy or has the patience to look this stuff up, there should be a video guide or something on the store page, it's not everyday you have a steam remote play in a VR game.

11- Reward manual reloading:
- If VR player doesn't use simple reloading they should get some kind of buff for it. In another game they get a damage multiplier. Maybe keep the count for headshots-to-kill the same but reduce amount of bodyshots needed to kill when using manual reload?

12- VR death ends mission:
- PC player can die and game continues. Also PC player can't start generator? It seems like some interaction requires VR player, and when VR player dies mission is over. Let PC player clutch.


There might be justifications for some of these issues, or I might be completely wrong about some of them given my lack of playtime, however this is my honest experience after a couple of hours of trying my best to like this game. If the game improves in those areas I'm sure everyone will have more fun with it.
Posted 7 September, 2024. Last edited 7 September, 2024.
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No one has rated this review as helpful yet
1 person found this review funny
1.7 hrs on record
Mainstream edition of ToS1 with overpowered town roles so the majority can feel good about winning.

You can hang 3 people with the click of a button regardless of anyones votes.

ToS1 community wasn't the best but this is just pure toxic.

Whole game is based on the meta of spitting out your role regardless of your intention, sucks away any fun. This was a thing in ToS1 too but here if you don't post will in 5s first day you're hung; Days are fast and 0 possibility for roleplaying your role.

Hyper-optimized tiktok brainrot.
Posted 28 April, 2024. Last edited 28 April, 2024.
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No one has rated this review as helpful yet
6.9 hrs on record
Creates output_log.txt that takes up to 3x the games size. Devs didn't care to remove logs from final release.
Posted 11 September, 2023.
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1 person found this review helpful
31.8 hrs on record
Early Access Review
Imagine updating your game to break it. The new UI is dysfunctional, people can stand infront of the UI boards and you won't be able to see anything, for 2 years the developers never learned to make the ghost not spawn inside of you. You'll die before you even see/hear the ghost as it hunts from inside your character, insta death is fun. Fun for the first 2 hours and a disappointing mess for the rest, only invest time in this game if you don't mind the frustration that comes with gamebreaking bugs. The hiding system is also broken, the ghost will see you through the walls and the hyped up hiding system is a myth. Half the VR headsets also don't work with this game anymore, This game doesn't deserve the attention it gets, as it consistently manages to downgrade with each patch.
Posted 21 October, 2022.
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4 people found this review helpful
1 person found this review funny
790.4 hrs on record (137.3 hrs at review time)
The famous 50% MMR system that'll make you bash your head against the table because if you're anywhere above 50% winrate you'll be paired with braindead teammates.

In other words, if you dare try in this game you'll be punished for it.

If you're a casual player, this is a good thing. If you want to climb up ranks, terrible waste of time.
Posted 13 April, 2021. Last edited 7 July, 2024.
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1 person found this review helpful
74.1 hrs on record (52.5 hrs at review time)
I jam to halo music in the ♥♥♥♥♥♥♥, good stuff
Posted 26 November, 2020.
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6 people found this review helpful
613.3 hrs on record (591.3 hrs at review time)
If you've enjoyed games like Battlefield, Battlefront, Arma 3 or any tactical shooters with large amount of players, this is the game for you.

For a F2P player, getting on the same level as paid players might take some time. Because of this, you need to spend your credits wisely and use trial (30 minutes trial of any weapon/vehicle upgrade of your choice) before making any purchases as they are not refundable.

The size of battles are massive, playing with friends is a lot of fun. You can do a blitzkrieg rush with tanks, rain an entire platoon down from the skies like paratroopers (but hey who needs parachutes when you got scifi) and surprise capture bases.

Whether you're a tactical nut or a casual FPS player, this game is worth trying out. It's richest I've seen in how you can approach the gameplay differently. Also get in a guild (outfit) they really change how the game works and you can have a lot of fun in them even if you got no friends to play with.
Posted 4 July, 2020.
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8 people found this review helpful
16.1 hrs on record (4.2 hrs at review time)
Early Access Review
Best with friends, proper speedrun game that you can enjoy with a variety of characters to shift your gameplay. Core mechanics while simple, can be overwhelming for a new player due to the number of enemies and difficulty ladder you climb as you go. While the maps are interesting enough to explore, you should be focusing on how to upgrade quickest and switch to the next stage as the more time you spend messing around the stronger the enemies get.
Posted 27 November, 2019.
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Showing 1-10 of 17 entries