20
Products
reviewed
318
Products
in account

Recent reviews by Freezorg

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Showing 1-10 of 20 entries
No one has rated this review as helpful yet
0.3 hrs on record (0.1 hrs at review time)
jong cunny
Posted 27 November, 2024.
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2 people found this review helpful
1,724.9 hrs on record (429.1 hrs at review time)
Early Access Review
lol
Posted 26 July, 2022.
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No one has rated this review as helpful yet
123.1 hrs on record
Coal.
Posted 30 November, 2020. Last edited 31 October, 2024.
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2 people found this review helpful
244.5 hrs on record (197.1 hrs at review time)
bad
Posted 2 October, 2020.
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2 people found this review helpful
1 person found this review funny
144.3 hrs on record (20.8 hrs at review time)
Finally. Easy GOTY material; easily one of the best VR games to date and very good at showcasing what a breath of very much needed fresh air VR is in the relatively stagnant FPS genre.

I'm sure you're tired of hearing praises on the gameplay, the graphics, the art direction, the sound design, the animations the attention to detail, the interactivity, and the great story including the mindblowing ending; I agree on all accounts but I'll skip on the detailed praises and just say some of the things I would like to see valve improve on in future updates and bugs I'd like to see fixed:


-I realize that the vast majority of people playing this game bought a VR headset just for it and are therefore very much new to VR; however, some of the "comfort features" intended for VR beginners and/or infamously terrible valve playtesters feel unnecessary or even jarring (the slow falling is the biggest example of this); options to turn them off would be well appreciated for VR veterans.

-In an IGN interview before the game came out, Robin Walker mentioned that the game had "simulated arms" running in the background to make sure that players couldn't do impossible things like close doors and drawers on their hands. While this system certainly seems to work on doors, I found it completely ineffective at preventing me from "leaving my hand" inside closed crates, boxes, or impossibly crossing (switching?) my hands through something like a table leg.

-While it's certainly very "half-life-esque" to not be able to drop your weapons voluntarily, it seems weird that your gun is always stuck to your dominant hand (almost like a remnant of the early days of VR a la Arizona Sunshine). I realize that this is a QoL feature to prevent players from dropping their gun while panic reloading or accidentally dropping and leaving it somewhere; but it being the case that you already have a retrieval system in place for when players forget and leave their gun at a fabricator, I wish you'd just give me the option to treat my gun the same as any other object.

-When you grab a living headcrab in mid-air and hold it for a few seconds your hand inevitable starts spazzing out.

-The tiger masks are very disorienting; the eye cutouts should extend further inwards for better visibility

-While it is possible to kill headcrabs by throwing random objects at them (dropping barels or other heavy objects onto them is especially effective, often a one-hit-kill), a dedicated melee weapon would be appreciated for those moments where you run out of ammo, which can happen if you're playing on Hard mode (however you'd have to be a really REALLY terrible shooter to run out of ammo in a playthrough on Normal unless you just like shooting walls and props). Zombies flinch and stagger when you throw props at them but appear to take no damage no matter how many hammers, vodka bottles or toiler paper you throw at them. There's files and code in the game for a crowbar weapon that apparently when implemented works flawlessly; it was just cut from the final game. It used the inventory slot now taken by the multi-tool. I'm guessing Valve weren't pleased with how the weapon fared during playtesting (or maybe they felt it just didn't fit in a game where you don't play as Gordon, especially since we never see Alyx wielding any melee weapon during the course of HL2), but I'd like at least a rusted pipe or a wooden baseball bat to fall back on.




Ultimately, I wish I could mix-and-match features between this game and Boneworks, a more experimental yet also very great game built for people who are extremely experienced in VR. I much prefer using holsters as an inventory system rather than the safer, more "classic half-life" solution chosen by Valve, and I also think Bonework's smooth locomotion, while definitely unfriendly for beginners, is better than Valve's.

But don't be led astray; all of these are relatively minor complaints from a VR veteran just trying to write an honest review. The fact is: If you like Half-Life, even if only as a passing interest, you do NOT want to skip on this game. If you like FPS, you do you do not want to skip on this game. If you have a VR headset, you do not want to skip on this game.

If you already have a 1060 or better card, just buy a cheap WMR headset for $150-$300. It's worth it just for this game. And, if you pay attention to the goings-on of Valve at all... the games coming after this, too. What do I mean by this, after this game completely blew Valve's Index stock that, in November, they believed would be enough to cover demand from this game, only to realize shortly after the that they actually needed 10 times more. They're still way behind on back-orders after the game is already out. Leaks from Source 2's shared codebase seem to point at anywhere between 3 and 6 VR games currently in development at Valve. This game was already a huge success even before it came out, so if you think Valve is gonna make a non-VR game anytime soon, think again.
Posted 1 April, 2020.
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No one has rated this review as helpful yet
61.1 hrs on record (14.7 hrs at review time)
Best overall VR game yet for me. VR beginners beware, you will likely get motion sick very quickly from the game moving you around. Play other games first to get your VR legs on.
Posted 18 December, 2019.
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No one has rated this review as helpful yet
53.2 hrs on record (18.4 hrs at review time)
Early Access Review
It's counter-strike in VR. Which is another way to say that it's counter-strike, but better.

Workshop maps make all the difference and yes, TTT is a thing.
Posted 1 July, 2019.
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No one has rated this review as helpful yet
79.1 hrs on record (42.0 hrs at review time)
hey did you like nitronic rush? get this

Posted 1 July, 2019.
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4 people found this review helpful
2.7 hrs on record
I recommend this but ONLY if you have a VR headset, and not for full price.
You get about 30 minutes of story content in which you stand in Lawrence's place and the rest is interacting with Holo and finding the hidden items. The price tag is basically because of Ami Koshimizu's and Jun ♥♥♥♥♥♥♥♥'s voice talent and having to dig them out of their damp caves after 10 years. If you plan on playing this in pancake mode (no VR) then just go look at it on youtube, unless you just want to support S&W.

You won't walk around or even stand up, you won't use your VR controllers in story mode.
This is, however, a good stepping stone in the direction of having anime worlds in which you can immerse yourself in more. Hopefully in the future we'll see developers become more bold and not fear leaving the player out of interactions entirely; you don't need to self-insert to get enjoyment out of something like this if the story is entertaining.

Holo is very cute, the story is entertaining, the music is fantastic, the motion capture animation is great if a bit theatrical, and it leaves you wanting so much more than just 3 short chapters and the chance to pet Holo's head and tail.

I suspect the upcoming Senko-san VR will be similar to this.
Posted 13 June, 2019. Last edited 13 June, 2019.
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4 people found this review helpful
336.5 hrs on record (281.9 hrs at review time)
Not a dull moment in this ocean, deserved PC Game of the year. Best survival game there is. Must-play if you like fun. Questionable decision on part of Unknown Worlds for firing the sound guy.
Posted 17 November, 2018.
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Showing 1-10 of 20 entries