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Скорошни рецензии на Kylestyle

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3 души намериха тази рецензия за полезна
1 човек намери тази рецензия за забавна
10.3 изиграни часа
I bought Hell Let Loose at launch and put about 5 hours into it. It was well-made, fun, semi-realistic, and really immersive—everything you'd want from a large-scale WW2 shooter. The game, Fantastic for what it is. But the lack of communication killed it for me instantly on launch.

Coming from Squad and Arma, where teamwork and comms are everything, I found Hell Let Loose frustrating. In my early matches, voice comms were non-existent, and most interactions were just people arguing in text chat. One team would always dominate simply because they actually used mics, while the other ran around like headless chickens with no squad or team cohesion. It felt like Battlefield or COD with extra steps rather than a semi-realistic or mil-sim experience. However, this was a positive for some people back on launch as not everyone wanted to use mics and communication. Fair enough.

I figured this was just a launch issue—new players getting used to the game, needing time to learn teamwork and to get comfy using voice comms. But I came back years later, and nothing has changed. Silence on comms, insults in chat, and a toxic culture that discourages new players instead of helping them. I tried multiple EU/UK servers, and every time, the so-called "pros" would just bash new players instead of communicating to actually win the game. Off the back of this, it means that people don't follow the objective, bleed out immediately instead of waiting for medics, grief each other when they disagree and all the other trade mark behaviours of this kind of problem. It just bad.

If you're used to Squad or even Arma ops, where squad leaders and commanders constantly coordinate, and bad or no comms is extremely rare, Hell Let Loose will feel like a frustrating, unorganised mess. It’s a fantastic game, but unless the community changes, it’ll never reach its full potential.

Would I recommend it? Only if you can find people to play with, a clan or a rare server where people actually talk. Otherwise, prepare for a silent, toxic battlefield.
Публикувана 11 януари.
Беше ли полезна тази рецензия? Да Не Забавна Награда
3 души намериха тази рецензия за полезна
22.4 изиграни часа (18.3 часа по време на рецензията)
Рецензия от „Ранен достъп“
I feel I have a good grasp of what Cyber Knights: Flashpoint (CKF) offers. This game is very much an XCOM-style tactical experience wrapped in a cyberpunk aesthetic, which isn’t a bad thing at all.

This is a Trese Brothers game, so you already know the love and passion is here from the start, evident in the crazy amount of continuous updates their games get.

In CKF, you build and manage a team of operatives across various classes, hiring and equipping them as you see fit. Cyberware implants, gear choices, and character development add a nice layer of depth. You operate from a Safehouse—essentially CKF’s version of the XCOM base—where you clear out and build rooms to unlock crafting, buffs, and other mechanics. Missions advance through a timeline system, making strategic planning essential to ensure your characters are ready when the next heist comes around.

At its core, CKF offers everything XCOM does, but where it truly differentiates itself is in its theme, narrative, mission approach, and hacking mechanics.

The Good:
✅ Cyberpunk Theme & Narrative – The setting is rich and engaging. If you enjoy cyberpunk, the world and characters will likely draw you in.
✅ Character Customisation – Managing and outfitting your crew with cyberware, weapons, and skills feels meaningful.
✅ Tactical Depth – The game provides plenty of tactical decisions, from movement to hacking, creating a solid foundation for varied gameplay.
✅ Non-linear Story – You can actively avoid major story events or handle them in completely different ways, adding real replayability.

The Flaws:
❌ Forced Stealth – I'm going to keep using the phrase Forced Stealth because to me it is. realistically, I should be saying "incredibly and highly encouraged stealth" because that's what this is. but it's the biggest letdown for Me (Others May See This as a Positive!)
One of the best things about cyberpunk settings is player freedom—being able to approach situations however you see fit and equip yourself accordingly. Take Cyberpunk 2077 or Shadowrun as examples. In Cyberpunk 2077, while hacking isn’t particularly deep, you can still build your character to approach missions in multiple ways, and all playstyles feel valid. Shadowrun offers turn-based combat where stealth isn’t really an option, but combat itself is fun and flexible with multiple ways to engage.

In CKF, however, stealth isn’t just encouraged—it’s mandatory if we’re being realistic. While the devs and some “pro” players insist that run-and-gun is possible (and I’ve seen people do full gun-and-run playthroughs), it’s clearly the worst option every time, even if technically possible.

No matter the location—even a run-down gang hideout—enemies have advanced AI security, seemingly infinite reinforcements, and overwhelming power if you go loud too early. If you don’t stealth through most of a mission, you’ll quickly find yourself outnumbered and overwhelmed. But, even if you stealth the entire thing, you'll get detected anyway.

I get that this is intentional game design, and I understand why. But for me, this removes the sense of choice and tactical creativity that makes cyberpunk games enjoyable. Why bother with cool weapons and cyber combat implants when crouch-walking everywhere is always the best way to complete your objectives?

It really feels like the intended gameplay loop is:
Stealth → Objective/Hack (probably get detected around here somehow) → Run and Gun → Extract.

This isn't necessarily bad, but having the choice from the start would make the game feel more dynamic and fitting for a cyberpunk world.

❌ Overpowered AI & Forced Detection
As mentioned, every single mission features an AI system that will eventually detect you, no matter how quietly or carefully you play. This essentially puts a timer on every mission, and I don’t know many gamers that enjoy mission timers. It’s easily one of the worst game mechanics, second only to escort quests. Clearly, there’s a market for it, though, because these mechanics keep getting put in games like this. And whilst I enjoy them on occasion. having it in every mission makes me want to put the game down.

Even in a cyberpunk world, it doesn’t feel realistic that a street gang hideout has the same high-end security as a corporate black-site. It makes the stealth mechanics feel less like an option and more like a frustrating inevitability.

This is Cyberpunk! You should absolutely have heists where you can be in and out completely undetected. And in the reverse, there should be heists and missions where you can run in, kill everyone so there is no one left or coming back and leave.

How AI Should Be Handled Instead in my ideal game:
The way this could be fixed is by varying AI difficulty based on mission type.

High-end corporate facilities should absolutely have advanced AI that can detect you even with perfect stealth.
Gang hideouts, abandoned buildings, or lower-tier locations should have little to no security AI, instead relying on gang members and street-level thugs to spot you themselves.

Right now, every location has the same advanced AI, and it just doesn’t fit.

❓ Hacking – Still on the Fence
Hacking is a big aspect that I’m still undecided on. I don’t think any cyberpunk game has ever nailed hacking in the perfect sweet spot.

Cyberpunk 2077’s hacking was very basic, but at least felt interactive.
Shadowrun did hacking in a cool way—turn-based like CKF, but with actual cyberspace battles where you controlled your hacker. But honestly, that was just the standard turn-based combat with a virtual skin.
CKF’s hacking is different. It’s a slightly more linear, almost guessing game, where you pick the best route through cyberspace, complete scans to see what’s coming, and then plan to counter ICE while rushing to your objective before triggering an alarm.
It’s definitely more interactive than Cyberpunk 2077, has more depth, but it lacks the fun factor of Shadowrun hacking.

While CKF hasn’t quite found the perfect balance, I think this is probably the best version of hacking I’ve seen in a cyberpunk game so far.

❓ Lack of Polish & Stability Issues
The game is enjoyable, but it’s rough around the edges.

UI Issues – Text often goes off-screen or gets cut off by UI elements.
Too much on screen at once with no separation or categorisation of UI areas.
Crashes – I’ve already had two crashes, leading to significant progress loss—one of them when trying to “MINT” some gang memes in the safehouse.
Stability issues hurt the experience, but it’s early access, so I won’t hold it against the game too much. Just be warned that the game lacks the usual polish Trese Brothers games are known for—but given time, I’m sure it will get there.

Final Thoughts
Despite my issues with forced stealth and balance problems, I still think Cyber Knights: Flashpoint is a solid tactics game with a lot of potential. It’s a Trese Brothers game, so I fully expect it to improve over time. If you love XCOM-style tactics and don’t mind stealth-heavy gameplay, you’ll probably have a great time.

But if you were hoping for a Shadowrun-like experience where you can choose your approach, be warned:
Stealth isn’t just an option—it’s a requirement.

✅ Great cyberpunk world and customisation
✅ Deep tactical mechanics and hacking
✅ Passionate devs who care about their games
❌ Forced stealth
❌ Overpowered security AI
❓ Still lacking polish in early access

Rating: 7/10 – Strong potential, but currently too restrictive.

Wishlist – What I'd Love to See Added
⭐ More cosmetics – Let us customise characters further! You can never have enough cosmetics. I'd even pay for more!
⭐ More mission variety – Stealth, full combat missions, or even "meet and greet" jobs where you just need to talk to people. Cyberpunk isn't all sneak and shoot!
⭐ Modding support – Custom levels and player-created stories would be amazing.
⭐ Roguelike sandbox mode – Infinite replayability with random level generation would be fantastic.
Публикувана 5 януари. Последно редактирана 9 януари.
Беше ли полезна тази рецензия? Да Не Забавна Награда
2 души намериха тази рецензия за полезна
8.8 изиграни часа
Blade & Sorcery is hands down the best VR title I’ve ever played. It’s a medieval fantasy game built entirely for VR, delivering full physics-driven melee, ranged, and magic combat. Whether you’re a powerful warrior, a nimble ranger, or a devastating sorcerer, this game lets you unleash your skills and wreak havoc in the most satisfying ways possible.

The melee combat is easily the best I’ve experienced in VR. Every swing, parry, and stab feels weighty and realistic, with the physics system adding a layer of immersion that’s unmatched. The magic system is just as impressive, allowing you to channel devastating spells, hurl fireballs, or manipulate your environment in creative ways. Combined with ranged combat, the variety of options ensures there’s something for every playstyle.

If I'm honest, the only downside is ranged combat and throwing weapons. I'm not sure if its just me, but If i'm using a bow or the spells, I cannot hit anything accurately. It is really hard to understand where your projectiles are going. As for throwing weapons, I'm not sure if its just me or the Meta Quest 3, but you either throw and it just drops to the floor, or you launch it into the atmosphere never to be seen again.

What really sets Blade & Sorcery apart now is the addition of a single-player progression system. You’re no longer limited to sandbox arenas—you can embark on a journey, earning upgrades and improving your character as you go. This progression gives the game a new level of depth and replayability that keeps you coming back for more.

On top of all this, the modding community has elevated the game to new heights. From custom weapons and spells to entire new maps and game modes, the mods add near-limitless replayability. If you can imagine it in the game, there’s probably a mod for it.

Performance is smooth and polished, and the attention to detail in the visuals and physics makes every encounter feel visceral and satisfying. For a VR medieval hack-and-slash game, Blade & Sorcery is the gold standard.

If you’re a fan of action-packed VR games with deep combat systems and limitless replayability, this is an absolute must-play. I can’t recommend it enough!
Публикувана 29 декември 2024. Последно редактирана 7 януари.
Беше ли полезна тази рецензия? Да Не Забавна Награда
1 човек намери тази рецензия за полезна
0.7 изиграни часа (0.5 часа по време на рецензията)
Рецензия от „Ранен достъп“
Death Horizon: Cyberfusion is an incredible cyberpunk-themed VR game that nails the visuals and atmosphere of the genre. From the neon-soaked environments to the gritty, futuristic soundtrack, the entire experience feels like stepping into a cyberpunk world.

The game combines the best elements of a roguelike with physics-based, full-body FPS mechanics, immersing you in a futuristic battlefield where your body becomes your ultimate weapon. Featuring cybernetic implants and procedurally generated levels, every mission challenges you to adapt and survive, ensuring no two runs feel the same.

You start off in your hub zone, where you can prepare for missions. Completing missions earns you rewards and currency that can be used to upgrade and expand your arsenal with new weapons, weapon attachments, and upgrades to your character and cybernetics. This progression system adds a satisfying layer of depth and keeps you motivated to dive back into the action.

The weapon variety is a major highlight, offering guns, swords, and cybernetic melee weapons like gorilla fists and arm blades—all of which feel satisfying to use and fit perfectly within the cyberpunk aesthetic. Your arms themselves are cybernetic, allowing for customisation and upgrades, which adds an extra layer of immersion and personalisation.

Whether you prefer running and gunning, wielding a power katana (which can deflect bullets), or relying on your cyber implant weapons, the gameplay is fluid and engaging. The gunplay is especially excellent, with great customisation options and a satisfying feel to every shot and reload which yes, you do with your own hands. The melee combat is equally impressive, with a visceral, weighty feel that makes every hit count and has a great feeling to both slashing and stabbing.

Performance-wise, the game runs smoothly on my Meta Quest 3 via steam link, delivering a polished and immersive experience. Considering this is a VR early access title, I’m extremely impressed with what the developers have achieved so far. The inclusion of procedurally generated levels and the deep customisation system combined with smooth performance and great visuals makes every playthrough fresh and exciting.

Death Horizon: Cyberfusion has had a fantastic start, and I’m incredibly excited to see how it evolves. If you’re a fan of cyberpunk themes, roguelikes, or action-packed VR gameplay, this is a must-play title that’s sure to keep you hooked.
Публикувана 29 декември 2024.
Беше ли полезна тази рецензия? Да Не Забавна Награда
1 човек намери тази рецензия за полезна
0.7 изиграни часа
Iron Rebellion is an awesome VR title and a must play for any mech fan. I’ve been playing it on the Meta Quest 3 via Steam Link. It’s almost exactly what you’d want from a mech game in VR. The gameplay is highly reminiscent of MechWarrior, and it’s a must-experience for fans of MechWarrior, BattleTech, or mechs in general.

One of the standout features is the highly interactive cockpit. Nearly every button and control is usable, allowing you to adjust and fidget with various elements, adding to the immersion. The dual-stick setup for mech control feels intuitive and satisfying. You can also choose from 3 different mechs and many weapons and upgrades for your mechs. Whilst the weapon and upgrades are varied, I feel like we either need more then 3 mechs or more skins for the mechs as 3 isn't enough.

On the technical side, the visuals and VR implementation are incredibly impressive, showcasing the potential of VR mech combat. However, the biggest downside is the lack of a true single-player mode. Currently, the game offers multiplayer PvP lobbies or private lobbies where you can battle against bots (either alone or with other players), but that’s about it.

As amazing as the game is, it really needs more game modes and a dedicated single-player campaign. Without these, the longevity of the game could suffer once the player base dwindles.

That said, Iron Rebellion is still a fantastically built game and a must-try for any mech enthusiast. Here’s hoping the developers continue to expand on its potential!
Публикувана 29 декември 2024. Последно редактирана 29 декември 2024.
Беше ли полезна тази рецензия? Да Не Забавна Награда
11 души намериха тази рецензия за полезна
4 души намериха тази рецензия за забавна
2
0.3 изиграни часа
I'm not sure why my playtime is low as I have played the initial battle 3 times now. But here is my review anyway. Let me start by saying that I've played every Dynasty warriors game since DW2, been a huge fan of the series since I was about 5 years old whilst fully completing every game before 6 and I have a deep love for the series and other musou games.

Having played the demo multiple times, I can already tell this game continues the unfortunate trend of ruining the franchise further. While the game isn’t out yet, it’s clearly very close to completion, and the demo paints a good picture of what to expect. Sadly, it’s not a positive one—but there are a few redeeming elements worth mentioning.

A Nameless Nobody Instead of Unique Characters
One of the biggest disappointments is the removal of the series' defining feature: the ability to play through the campaigns of many different unique characters. This may very well still be present on release, but the focus now seems to be a nameless nobody who doesn't even talk... In past games, replayability came from seeing different perspectives, exploring unique movesets, and experiencing a variety of narratives of all the different characters and their various involvement with the romance of the three kingdoms settings. Instead, Dynasty Warriors: Origins reduces you to a nameless, voiceless nobody.

This protagonist somehow has the instant respect of every general, across every nation, despite offering nothing but nods and blank stares. The dialogue sections drag on endlessly, and no matter which response you choose in conversations, the outcome is the same. These pointless cutscenes are tedious and do nothing to add depth to the game or its story.

Visuals and Characters Shine
On a positive note, the character models and visuals are genuinely impressive. The game looks fantastic, and the character designs are well-executed, bringing a level of polish that’s hard to deny. The environments, while not as memorable as older titles, still have a certain charm that adds to the overall aesthetic.

Something i need to point out, is this game looks and feel exactly like the mobile game. I'm almost convinced its a port its that bad.

Troop Commands: A Nice Nod to the Past
Another feature worth highlighting is the introduction of troop commands. While it doesn’t bring back the original bodyguard system from Dynasty Warriors 3, it does give you control over a group of soldiers who follow you around. You can issue them attack orders, which is a nice touch and adds some semblance of strategy.

That said, this system also falls short. Instead of behaving like disciplined troops, they come across more like the over-the-top soldiers from Bladestorm than anything you’d expect in Dynasty Warriors. Most of the time, they just stand around doing nothing, easily one-shotted by enemy officers. When you give them an attack order, they suddenly spring to life, sprinting at Mach 10 and performing absurdly powerful attacks, only to return to their idle state moments later. It’s more ridiculous than immersive, and the inconsistent behavior breaks the flow of battles.

Battles: Mindless Chaos Over Tactics
The battles, once the heart of the Dynasty Warriors series, have become increasingly ridiculous. Back in Dynasty Warriors 3, 4, and 5, battles were slower-paced, more tactical, and felt alive. Generals held key zones, pushed strategically, and retreated when they were overwhelmed.

Now? Generals mindlessly charge forward into danger, only to get obliterated in seconds. The tactical nuance that once defined the series has been completely erased. Instead of a battlefield that feels like a war, it’s just a series of corridors filled with people running to their deaths.

Overbloated Combat Mechanics
Combat has lost its simplicity and elegance. Previously, you had a few combos, a block, and a musou attack. Now, there’s dodging, blockign and parrying to counter unblockable and undodgeable attacks, multiple gauges and resources, and a convoluted assortment of musou attack styles. The result is a bloated, silly combat system that feels more like a mishmash anime power trip of mechanics than a cohesive experience.

The game has lost the balance it once had. In the earlier titles, soldiers on the battlefield mattered. At level 1, a small squad of 5 men with a sergeant could actually do some damage before you took them out. Enemy generals were tough, but fair opponents who matched your power level.

In this demo, I walked into a battle, pressed one musou button, and got 100 kills in a single swing. Soldiers are nothing more than idle fodder who just stand there getting clapped, as they have been since DW6, which removes any sense of progression or challenge. Yet, seconds later, I was annihilated by an officer because they had special mechanics requiring precise blocking, dodging, or parrying? The difficulty spikes are absurd, and the mechanics just feel disconnected from what made Dynasty Warriors fun in the first place.

Final Thoughts
Dynasty Warriors: Origins seems to be another nail in the coffin for the franchise. The soul of the series—the tactical battles, the diverse characters, and the satisfying simplicity of combat—has been replaced by a bloated system and hollow gameplay.

While the visuals are stunning and the character designs show potential, the over-the-top gameplay and bloated mechanics are not what fans want. What made Dynasty Warriors so beloved was its balance of strategy, progression, and combat. We want the original style of Dynasty Warriors back, the way the games were before Dynasty Warriors 6. A style where battles were slower-paced, soldiers mattered, and a single musou swing didn’t instantly kill 100 enemies. The magic that once made Dynasty Warriors great is gone, replaced by a game that feels soulless and uninspired catering to weebs and anime fans who want a power trip rather than an actually good game. This may be the final straw for me and musou games after 20 something years of adoring this franchise.
Публикувана 10 декември 2024. Последно редактирана 18 декември 2024.
Беше ли полезна тази рецензия? Да Не Забавна Награда
Все още никой не е оценил тази рецензия като полезна
244.5 изиграни часа (243.4 часа по време на рецензията)
Let me start by saying, as an absolutely huge Warhammer fan, this is my second favourite IP of all time. I've been into Warhammer for 22 years, but let me be clear—I'm not a fan of Space Marines. I'm an Aeldari player through and through. Sure, like many, I started with Space Marines, but my true calling has always been the space elves of Warhammer 40K.

That said, Space Marine 2 is fantastic—no two ways about it. Some of the negative reviews out there? Well, let's just say they're mostly from people upset about the game using Epic for its cross-platform and online services. Listen, every data broker on the planet already has your info—let's not pretend Epic Games is the first to do this. And don't get me wrong, I hate epic games, I refuse to spend money with them, but using their services so I can play with my Dad who has an Xbox? No question.

If you can look past the "horrendous" inconvenience of installing Epic Games services, which you can uninstall as its only used for cross-play, you'll find an absolutely incredible game.

I've played two campaign missions, one co-op PvE mission, and a few PvP rounds so far, and honestly? It's amazing. This game nails the feeling of a Space Marine sequel in every possible way. The visuals, art style, graphics, combat, sync kills and finishers, story, co-op missions, PvP, customisation, progression system, classes, and the atmosphere—all of it hits just right.

The campaign is extremely engaging and immersive, the Co-Op is just pure excellence with great pace and mission length and the PVP is extremely fun and engaging.

Now, my complaints? They’re minor but worth mentioning.

First, the lack of Chaos Space Marine (CSM) customisation is a bit of a disappointment. You can fully customise your loyalist marine piece by piece, but for CSM, you're limited to selecting an armour set. Even Space Marine 1 let you customise Chaos Marines fully, and Halo, especially reach from the same time as SM1 always let you customise your elites too, so there’s really no excuse for this in 2024.

Second, and this is more of a nitpick, but when you sheath your melee weapon or main weapon, it just disappears. Back in Space Marine 1, the weapon went on your belt or back. Even eternal crusade, the failed and dead money grab MMO shooter did this. Now, it vanishes like you're CJ from Grove Street putting an RPG in your pocket. For a game so detailed, it's surprising this was overlooked.

Regarding campaign length, I've heard mixed reports—some say 6-8 hours with a full co-op squad, while others say 10-12 hours solo. But honestly, Space Marine 1 was around 8 hours, and that felt satisfying enough. Of course, if you play on an easier difficulty with 2 other real dudes, you'll smash through it. *UPDATE* Took me 12-15 hours solo on the third difficulty (Intended Difficulty)

And get this: It's a AAA game with only cosmetic DLC. No day-one mechanical or feature DLC—just cosmetics. And the best part? The game works right out of the gate. No game-breaking bugs, no laggy servers, no bizarre glitches—it just works. That's a rarity these days, given how many AAA studios release broken games.

A little balancing and tweaking to the PVP is needed, The Devastator or "heavy" I guess they're called now, is way too OP, out shooting everything but can still survive in melee way too easy. Apart from that, its a relatively balanced experience for a none twitch, not hyper-balanced wannabe E-sport, which it is not.

For me, this is a solid 9/10. And I can’t even stand Space Marines...

*Update* I'm nearly 50 hours in now, mostly playing the operations mode. Sure, there is only 6 operations, and they only vary slightly each run of the same mission, but the game is so damn fun I haven't yet got bored of the fact the game only has 6 operations. It 100% needs way more, don't get me wrong. But I'm not bored yet. I still highly recommend.

*Update #2* 75 hours in, still not even close to being bored.

*Update #3* nearly 150 hours in, all classes maxed out. all achievements. Still having a blast. Even replayed the campaign twice. All i have left to do is max out the weapons i haven't used yet. Still having a blast.

*Update #4* another 100 hours later nearly and yup, this game just goes hard in every way. End of.
Публикувана 5 септември 2024. Последно редактирана 2 декември 2024.
Беше ли полезна тази рецензия? Да Не Забавна Награда
Все още никой не е оценил тази рецензия като полезна
11.7 изиграни часа (11.4 часа по време на рецензията)
Project Wingman" is a fantastic experience that truly captures the spirit of classic aerial combat games. If you're a fan of Ace Combat or even the old-school Dropship games, this is a must-play. The game offers a perfect blend of thrilling dogfights, engaging missions, and a nostalgic yet fresh approach to flight combat. The controls are smooth and responsive, the visuals are stunning, and the soundtrack enhances the intense atmosphere of aerial warfare.

One of the standout features is the variety of fighter jets available, ranging from real-world designs to sci-fi prototypes armed with crazy weapons like swarm missiles and rail guns. You can experience all of this in first person, third person, or even in VR, which is actually amazing. While it’s not the most realistic flight sim out there—with liberties taken in the form of aerial fortress aircraft and an abundance of ammo—it leans more towards the arcadey side in a way that feels just right. It's a fantastic mix of realism and arcade fun.

Conquest Mode: Conquest Mode offers a thrilling and challenging experience where you face off against various bosses and ace squadrons in a territory capture game. Drawing inspiration from roguelikes and RPGs, this mode requires players to earn money not only to purchase new aircraft but also to build a mercenary army to take on increasingly difficult enemies. Each mission presents a new challenge, and the need to strategise and adapt keeps the gameplay fresh and exciting. This mode adds fantastic replayability and depth to the game, making it an incredibly fun addition that keeps you coming back for more.

Whether you're weaving through enemy fire or unleashing a barrage of missiles, every moment is exhilarating. Highly recommended for anyone who loves flight combat games!
Публикувана 2 септември 2024.
Беше ли полезна тази рецензия? Да Не Забавна Награда
1 човек намери тази рецензия за полезна
31.3 изиграни часа (2.0 часа по време на рецензията)
Midway through my first game, and I can already say this: it’s good, very good. Worth every penny.

I’ll keep this short and sweet—this is essentially the original Sins, but better in almost every way. It takes everything from the first game and simply improves it. The graphics are sharper, the UI is so, so much more intuitive, and the game mechanics have been refined to remain simple but with nice depth. There are now more faction focused mechanics too with faction abilities. Ships now have a real presence in the universe, with physicality to projectiles, structures, and even planets. Your massive capital ships can block shots and missiles, which can, in turn, be intercepted by point defences. Planets have been expanded so you can build on them, and they have done away with that old weird janky planet focus mechanic which just wasn't needed.

Multiplayer also seems to be way more stable with no game breaking desyncs or corrupted multiplayer saves so far... Everything feels more streamlined, fluid, and visually stunning.

Concerns from the community:

AI Content Criticism: gAmE UsE aI sO gAmE bAd UnGaBuNgA - Some people are bothered by AI-generated content like a few UI elements and portraits. But honestly, if that’s going to stop you from buying such a fantastic entry in the series, then you’re missing out. This is just the direction the industry is moving and the world. Apart from the portraits, which you rarely see in the UI, it looks fine.

Crashes: I haven’t experienced even a single frame rate drop. This might be the most optimised game I’ve seen on day one in… well, forever.

DLC Concerns: I understand the concern about the DLC, especially with the fourth faction being locked behind a paywall and the fact there's going to be a new faction at all. While it might be frustrating if that faction ends up being overpowered and locked behind a paywall, I’m more worried about how it will fit into the existing three-way faction dynamic. That said, the last game also had key features behind paywalls, which is just the nature of modern gaming. Almost all of the best RTS games in the past 20 years added factions through DLC or expansions (See; Dawn of war, Company of heroes, Total war etc.) so I’m not overly nervous about it just yet.

The one thing I think they need to change currently, is the Minor faction influence bids. if you bid on an auction with influence, and lose, you lose all that influence? Seems really silly. If you lose a bid you don't still pay out so doesn't make sense. It means the player with the highest influence can just win every bid with ease.

Also, Where my achievements Stardock?

Overall, it’s just more Sins but improved in almost every way. I’ve been hyped for a while, and my expectations have been met. As long as they handle the DLC and the new faction right in the future, I won’t have any complaints.
Публикувана 15 август 2024. Последно редактирана 15 август 2024.
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30.9 изиграни часа
Well, I finally finished the entire Shadowrun series. Shadowrun: Hong Kong does a lot of what Shadowrun: Dragonfall did after Shadowrun Returns—it improves on everything that was great before but also brings back some of the downsides. The characters are excellent, the combat is fun and the overall experience is good. Everything I liked about the first two games is here, but expanded on even further. However, they seem to have also expanded on the negatives too. That said, this third game is worth a buy and playing if you enjoyed Dragonfall and Returns, it just isn't the strongest in the series.

All the races, classes, skill trees, weapons, armor, spells, and drones have been slightly improved in some way. This means there are more viable options and ways to play, which is something Dragonfall already started to flesh out, especially compared to the more linear Returns.

Now, onto the downsides: the story and the Matrix/decker/hacking parts.

In the first two games, hacking into a network was a quirky, turn-based experience that felt like an extension of the real world. You’d navigate the network, fight off ICE, and summon executables to help you out. But in Hong Kong, they completely changed it up, mixing in stealth (which doesn’t work well since there aren’t any real stealth mechanics) and annoying mini-games with puzzles and memory challenges. In my opinion, it’s just awful.

Instead of smoothly hacking through barriers and ICE, you’re now forced to sneak past ICE or get dragged into turn-based combat, which slows you down and can mess up missions that are time-sensitive. The stealth here is basically just running around, hoping you don’t get caught, which isn’t fun at all. And the puzzles? First, you have to play memory games, entering sequences of numbers that get longer each time. It’s not fun, just frustrating. Once you get past that, there’s another puzzle where you have to match a flashing row of symbols with a full grid of symbols. Again, it’s not fun, just really annoying.

As for the story, it just wasn’t as interesting as the previous ones. Without giving away spoilers, one of my biggest gripes is that the game decides your backstory for you. No matter what race or class you choose, your character’s history is set in stone, which takes away from the whole point of these games where you’re supposed to create your own story through dialogue.

The story itself is okay, but the pacing is really off. Not much happens for most of the game; it’s a slow grind of side jobs until suddenly everything hits you at once near the end. Then you get two big missions (one filled to the brim with the terrible hacking mechanics, that you cannot avoid this time), and it’s over. Returns was linear in both gameplay and story, but it worked. Dragonfall wasn’t linear, and any class could work well with a great story. But here, your backstory is all decided, your path is linear, and while the classes are improved and the combat and classes are varied, it feels like they’ve taken away from everything else even further.

One other thing that bugged me, but honestly Isn't a big deal was the reduced pool of Shadowrunners you can hire. In Dragonfall, they cut down the big list of random Shadowrunners to focus more on the main characters, which was fine because they were varied, covered all bases of combat and mechanics and were strong. But here, it’s even smaller, and the few you can hire aren’t that interesting and aren’t as useful as the main team. The main team, are less interesting, less varied and are pretty terrible at what they specialise in. You basically have to use the main characters, and if you don’t, you miss out on a lot of dialogue and story. Plus, the hired Shadowrunners aren’t that great in combat either and cost a lot of money to hire a full team.

Overall, it’s still a great game, but definitely the weakest in the series. If they hadn’t fleshed out the classes, weapons, armor, spells, and general gameplay, I’d probably be giving this a neutral review because the story just doesn’t carry it and the matrix/hacking rework sucks, but that's all down to preference.
Публикувана 15 август 2024.
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