64
Produkter
anmeldt
403
Produkter
på konto

Seneste anmeldelser af Morbo513

< 1  2  3  4  5  6  7 >
Viser 1-10 af 64 forekomster
Ingen har vurderet denne anmeldelse som hjælpsom endnu
4.8 timer registreret i alt (2.2 timer, da anmeldelsen blev skrevet)
I never played FTL because its particular theme didn't appeal to me, and I felt iffy about the combat system not including any kind of positioning or range management. Take the same concept and slather it in 40k-inspired grimdarkness though, and I can get over it. The demo is generously long and features a pretty wide variety of weapons, upgrades, playable and enemy crew types, equipment for them, and enemy ships and modules.

The only complaints I have are minor - mainly a few tooltips that'd be useful, like identifying enemy ship modules before you've come across them for yourself. It'd be nice to be able to right-click on a crew member to open their inventory, and to be able to at least look at their inventory while in battle in case you forget who you equipped with what. The tooltip that exists when you mouse over their portrait isn't as explicit as I'd like in that regard.
Skrevet: 5. marts.
Fandt du denne anmeldelse brugbar? Ja Nej Sjov Pris
1 person fandt denne anmeldelse brugbar
3.7 timer registreret i alt
RTS-style base-building and resource gathering, with free-form customisation for your robots. Great concept, it feels fun to play, with good cartoony visuals and tone, punchy sound-effects and whatnot.

Few things that could do with improvement:

1 - Resource micromanagement

To build modules for your bots, you need to have the resources in the bot's inventory - which often means looking through several storage containers just to find the specific resources you need. I think building modules should just take resources straight from base storage if needed (and you're in the base). It just becomes tedious and annoying otherwise.

It'd be nice if you could choose to silo different resources in different storage containers, and/or if they had some visual indication of what resources were stored in them without having to open their inventory. Unless the above is addressed, you will have to hunt down the specific resources every time, which can be frustrating when the storages fill up so quickly and you end up needing plenty of them - especially if you want to wall off your base. Better yet, base resource storage could be universal, with additional buildings only increasing capacity.

There doesn't seem to be any way to recycle, store (or transport, other than equipping them) discarded bot parts - they end up littering your base, and get pushed all over the place.

2 - Friendly AI management

Even when armed and set to attack enemies, the AI-controlled bots are quite docile.
There's no way to order them to specific parts of the map, or to follow you - which I'm not against in principle, but they could at least be more proactive during raids. I could see it just as easily being frustrating if they roll out to meet the raid and die though, partly because gathering their bits back up can be a pain - and because they're relatively expensive and time-consuming to rebuild.

As far as I could tell, there's currently no role type for bots equipped with the laser cutter.

It'd be nice to be able to prioritise buildings for construction - where bots with the appropriate role will drop what they're doing, pull resources from other incomplete blueprints and get that structure built first.

3 - Pacing & balance

A lot of your time, at least in the beginning, will be spent in the bot editor - figuring out what resources you need in order to build what etc - especially if your most stacked bot is killed and you have to scrape a new one together - in addition to managing your AI bots, raiding the smaller bandit camps, building stuff. It feels like you don't have all that much time between raids to do all that - maybe it'd make sense to pause time whilst in construction mode, or have the option to.

You unlock blueprints for new modules by raiding the larger bandit bases in the corner - by the time I was able to deal with the turrets, I was already more or less done with the main objectives. The game doesn't communicate what the blueprint is until you go check the workbench.

It'd be nice for the demo if raids continued to occur past the final objective, with the occasional huge raid like that final objective - maybe even escalating further as they go. Maybe the bandits try to re-occupy and re-build one of the bases you clear out, every few nights.

After playing through the demo level twice, it seems like the most efficient way to go about it is to delay completing the objectives as long as possible - particularly the shield generator and locator - harvesting and clearing as much as possible with as little as possible - and only continuing once you've cleared the map, have a solid 360 defence, and a fully upgraded heavily armed bot.

From what I've played so far, it seems the MGs/Autocannons are the best weapons by far, since they have 360 firing arcs and do more than enough damage to still be worthwhile - where the basic cannons were fun because you had to choose whether they were firing towards the front, a side, or to the rear. I'd like more diversity in that regard, and for 360 weapons to incur serious trade-offs - be it in the damage they deal, or some other consequence like increased fuel usage, greater power requirements, reducing speed, much lower rotation speeds etc - so the player has more interesting and compelling choices to make as to how they design their bots. Sponson weapons could be cool.

The auto-fire module didn't seem to function, at least with a basic cannon attached to it. Even then, it doesn't seem worth the resources if it only automates one weapon, and perhaps a bit cheap if it automates all of them.
Skrevet: 22. februar.
Fandt du denne anmeldelse brugbar? Ja Nej Sjov Pris
1 person fandt denne anmeldelse brugbar
5 personer fandt denne anmeldelse sjov
5,917.3 timer registreret i alt (5,916.0 timer, da anmeldelsen blev skrevet)
dogwater
Skrevet: 22. januar.
Fandt du denne anmeldelse brugbar? Ja Nej Sjov Pris
14 personer fandt denne anmeldelse brugbar
1 person fandt denne anmeldelse sjov
0.7 timer registreret i alt
Mechwarrior Online was the beginning of the Pig's rampage of mediocrity with the Mechwarrior IP. Now rebranded as "Legends" - because the Pig, in all its spite and avarice, seeks to suppress the truth: there is a better online PvP robo-stompy game.

Mechwarrior: Living Legends is a free combined-arms game built on Crysis Wars, set in the Battletech universe - with playable Tanks, Hovercraft, Power-Armour infantry, VTOLs and Aerospace Fighters in addition to mechs.

Its main mode is Terrain Control - similar to Domination but on much larger and more varied maps, with respawns, and a per-round economy system - as well as Assault, a semi-linear attack/defend mode. If you've ever played Squad, Project Reality or Battlefield - it's that, but Battletech.

There are also single-life events and organised games of TC, hosted by the community; a practice server so you can try everything out with other players, and Solaris Arena which is FFA deathmatch.

It has 46 Mech chassis, 20 vehicle chassis, 4 VTOL and 8 ASF - each with 6-8 different variants - ranging from Lights to Assaults; Brawlers, stealth bastards and rangelets, and everything in between.

No mechlab - and if you've ever got sick of seeing laser boat after lurm boat after gauss boat in MWO - you will come to understand, perhaps begrudgingly, this is for the best. If there's a specific role you want to play, there are multiple assets that can do it for you in many different ways.

Outside of per-round progression - there's no overarching grind, there's no rank system, and there are no microtransactions. All mech (and other vehicle) skins are free, and you just earn spawn-rank and additional C-Bills throughout gameplay, to buy heavier assets later in the round.

Use your favourite search engine, hope to see you there.
Skrevet: 12. januar. Sidst redigeret: 19. marts.
Fandt du denne anmeldelse brugbar? Ja Nej Sjov Pris
5 personer fandt denne anmeldelse brugbar
0.3 timer registreret i alt
It runs like sun-dried ♥♥♥♥♥♥♥ - sub-20fps - and I'm at or exceeding the recommended specs. The AI pathfinding seems about as bad as MW5.
Skrevet: 23. december 2024.
Fandt du denne anmeldelse brugbar? Ja Nej Sjov Pris
Ingen har vurderet denne anmeldelse som hjælpsom endnu
49.3 timer registreret i alt (9.6 timer, da anmeldelsen blev skrevet)
It's more than a worthy successor to the originals. Almost everything good about them is preserved and improved.

There are some big caveats to that:

A-Life is currently dysfunctional, spawning AI frequently and in close proximity to the player, and lacking the emergent element of having various groups of stalkers and mutants happen upon one another. GSC have acknowledged this and are reportedly working on it as a top priority.

There are various other bugs ranging from amusing to game-breaking. Wouldn't be STALKER without them.

Certain mutants are exceedingly tanky bullet-sponges, whilst also being very lethal to the player.

Foliage doesn't properly conceal you from AI - firefights in otherwise open areas feel very one-sided and your only options are to run away, or tank the fire and out-shoot the opponents

I'm not a fan of American VAs with their native accents in a game set in a totally different part of the world, even if otherwise well-done. Fortunately you're able to use Ukrainian VO with subtitles, but it's less ideal than the iconic English voice-acting of the originals.

Some of the controls are pretty awful, and there seem to be a few that you can't change the binds for, or will find overlapping with ones you can't change. Splitting the quick-belt into 2 button-press and 2 button-holds was a mistake and feels very counterintuitive. Once you've used up the items assigned to it, another item from your inventory will replace them - which will often result in you scarfing down some sausage meat mid-combat.

Strongly recommend waiting a week or perhaps longer to see what gets patched - but if you're impatient, it's still a very enjoyable and immersive experience. The gunplay is great, the environments are very pretty, exploration is rewarding, the quest-design is well done.
Skrevet: 21. november 2024.
Fandt du denne anmeldelse brugbar? Ja Nej Sjov Pris
2 personer fandt denne anmeldelse brugbar
1.7 timer registreret i alt (1.1 timer, da anmeldelsen blev skrevet)
Anmeldelse for emne med tidlig adgang
No More Room In Hell, no more?

I followed NMRiH1's development since around the time it began, and I'm very fond of the original game. It's clear that the direction of this sequel diverges significantly. While I could see this game shaping up to be a good one in and of its self, I feel that's contingent on re-introducing certain mechanics and design philosophies that were present in the original. The EA period is an opportunity to course-correct - and I'm mainly writing this review for the purpose of further feedback to that end.

Before I get into it - even if this is your first time hearing of NMRiH, and you don't care about the original - NMRiH2 is, at the time of this review, rather severely lacking in content, polish, optimisation and server stability - as is to be expected of an Early-Access live-service release, so I won't be going into those things - except to say the connection/lag/ping etc seems particularly bad to the point it's practically unplayable. To make matters worse, as of yet there's no single-player/offline option.

No More Room in Hell 1 is, in many ways, the anti-Left 4 Dead - where L4D's gameplay is fast-paced and action-oriented, NMRiH is tense, methodical and strategic. Engaging the zombies in any manner is always risky, and often costs you something. You had to be patient, aware and conscious of your timing.

Your character is no super-immune, marathon-running prodigy of marksmanship and bashing in zombie skulls. You and your teammates are just average joes trying to survive in the same way everyone else was, before they got turned.

Guns are powerful, but rare - along with ammo and healing supplies. A single bite from a zombie can infect you, they can make you bleed, and you're otherwise quite fragile. You had to be very discerning as to what weapons to use and when - whether to engage in melee, risking infection or inury - or spending some of what little ammo you had between you. To try and kill every zombie in your vicinity, or to be more conservative as you try and find the path of least resistance through the shambling hordes. Using that last bullet on a zombie - or saving it for yourself to avoid your corpse becoming one, and biting a buddy.

Add to that a very gloomy and apocalyptic atmosphere, with maps and scenarios designed to take full advantage of these mechanics, and you have No More Room in Hell. If that sounds appealing, it's free on Steam.

NMRiH2 misses that mark - not by such a degree it's beyond salvation, because in many ways it does preserve the spirit and the strengths of the original - but its core mechanics are lacking in the same depth, and NMRiH1 isn't particularly deep in the first place.

Melee stamina is separate from sprint stamina (which doesn't exist). There is a charged attack, but it automatically releases within a second or so, and clicking whilst in the middle of an attack animation will queue up the next attack to be performed automatically. It doesn't feel great,

In 1, you could make a quick attack which was more draining on your stamina overall - or use a charged heavy attack that did more damage the longer you charged it, with the stamina consumed increasing accordingly - more sustainable and dependable, but slower and clunkier.

In NMRiH2, you just spam click at the zombie's head til it dies or you run out of stamina. Overall the melee combat in 2 feels basic, awkward and dissatisfying.

NMRiH2's inventory is compartmentalised, now using slots and stacks - the items aren't competing so hard for such a limited capacity, and slots equate the size/weight of a whole gun with that of a single bullet or an A battery. Where in 1, every weapon, bullet, tool or medical supply took up a portion of the same, granular inventory space - with a rather intuitive wheel UI (which still had room for improvement, but I digress).

Ammo in NMRiH1 was divided into calibres - this enabled the game to give the players quite a lot of ammo overall, but meant they had to have found and/or held on to the right weapon(s) to take advantage of it - or held on to the ammo til they found the gun - and all the choices and dilemmas around inventory management that involved. Meanwhile, in NMRiH2, each weapon takes one of 5 generic ammo-types; you can have a stack of each in your inventory, as well as all the different guns required to use them, with no negative consequences and still space left-over. Together with the lack of stamina/weight systems, players are naturally encouraged to hoover all the ammo they can, and disincentivised from sharing and coordinating it.

It means the "meta" weapons will be clear-cut, as the more powerful ones can't be balanced out with greater encumbrance, as in the original game - reducing your capacity for other, potentially equally important items. Nor can they be as easily siloed into a rarer ammo type; once you've found the best weapon for its ammo type, there's never going to be an incentive to swap away from it.

You can quite easily zoom across the map, seeing as sprint is unlimited and stuffing your inventory doesn't slow you down. This makes navigating the zombies outside of POIs/buildings quite trivial.

Altogether, this works to undermine the sense of tension, and deprives the player of the challenge, compelling choices and the rewards of coordination - with particular regard to resource management - that you'd hope a grounded survival-horror co-op game would present you with. To the uninitiated, these might all sound like minor grievances, but they are each deliberate choices that profoundly affect the challenge, fun, pacing and tone of gameplay. If you want to see any of that in practice, just play NMRiH1.

Just to throw out something specific - the over-under shotgun (haven't found any others yet) seems to have no spread, and doesn't function the same as in NMRiH1 - where you could quite easily take off several zombie heads with one shot.

Finishing off with a quickfire list of what I do like about the game:

Extraction shooter format. For the zombie genre, it's a no-brainer (pun intended) and I wonder why it hadn't already been done.

The map feels expansive, without being too large or difficult to navigate.

Proximity voice-chat allows player-groups to compartmentalise their voice comms (when it works, anyway). Hope the radios make a return.

Starting off players in separate locations, far away from the main objectives. Has a nice dynamic of slowly building up your group out of the people who've survived long enough, as you each coalesce around the POIs, and then the main objectives.

Overall atmosphere and visuals are pretty damn nice. It's lacking a lot of the ambiance (and music) of NMRiH1 - this is all meant to be occurring as the world's going to ♥♥♥♥, but it doesn't so much feel that way here - it's a good starting point though.

Gunplay feels great - challenging, without being frustrating (currently-shagged servers/netcode/hit-detection notwithstanding) - there seems to be a decent bit of sway and inertia. It feels intuitive and guns feel powerful, but not overly easy.

Despite the generic ammo, at least for the first half of the map it did feel appropriately scarce.

The design of each POI I've seen so far is pretty good, with complex buildings, and mini-games/puzzles that you'll need someone covering your back for - you can place barricades and it's intuitive enough to do it dynamically and buy yourselves some time.

There's a lot of potential here, but even more ironing out to do before it can fulfil it - and I really hope it does, cause beneath all the early-access jank and brokenness, and misguided "streamlining", there is a solid core concept. So for now it's gotta be a no, but keep your eye on it if the idea appeals to you. There's always NMRiH1 to play in the mean-time.
Skrevet: 22. oktober 2024. Sidst redigeret: 22. oktober 2024.
Fandt du denne anmeldelse brugbar? Ja Nej Sjov Pris
5 personer fandt denne anmeldelse brugbar
367.5 timer registreret i alt (179.8 timer, da anmeldelsen blev skrevet)
Conceptually, it's great - it feels a lot more modern than ArmA 3, which was essentially still just Operation Flashpoint under the hood. The Conflict gamemode is the best iteration of the "Capture the Island" gamemode BI have come up with so far, with a logistics/supply system, Squad/PR AAS-style capzone locking/unlocking, and player-built bases and fortifications. Player movement, vehicle physics and driving etc. all feel much more refined, with smooth speed and stance adjustments. Fair few QoL features like being able to set your default ADS FOV.

The graphics look much closer to ArmA 2 but better, with very good lighting, where A3 looks very "plastic" in comparison. Buildings are all populated with furniture - you can even flush the toilets. Seeing Everon remade in such detail is really cool. The sound design is pretty good, with terrain believably obscuring distant sounds, or sounds made inside buildings being muffled from without - foliage rustles in the wind, and your footsteps' sound and volume varies a ton depending on the surface type, and how fast you're moving. It has functional radios and 3d local voice.

It's set during the Cold War, which I feel is the best era for this kind of game - still mostly iron-sights and analogue tech, with a few gadgets here and there.

That's all well and good, but if you play it, it quickly becomes apparent that it needs more time in the oven, which is kinda the whole point - this is essentially a testbed for the engine and features for the eventual ArmA 4.

Netcode sucks dog's arsehole - to you, you might've just hit a helicopter with an RPG, but as far as the server's concerned it was already 20m ahead. This affects everything from driving, to shooting, to flying. Small bumps in terrain can send your car flying when by all appearances and indications, it should've been fine. This is especially egregious in close-quarters combat - you can unload on a guy, and in any other game you'd have killed him, but not here.

The Conflict gamemode has its pitfalls. It's too quick, easy and sustainable for players on either team to rank up and pull attack helicopters and AFVs, with a constant flow of supplies to their main-base. It could do with busting players down rank points when they lose something like a chopper, and/or an actual working (and longer) cool-down - if not other soft limitations. As it is right now, by the end of the first hour you'll be hearing rotors non-stop and half the NATO team will be in the air.

Another frustrating element is how control points and spawns work. You will randomly spawn on any building inside a capzone, whether it's placed by the players or just part of the map. This means that when the capzone is contested, you have a decent chance of spawning up an enemy's arse, or practically in the open - I've killed and been killed in such a fashion way more times than I'd like. Nominally, contesting the capzone delays the ability for defenders to respawn for minutes at a time - but the second the attackers move outside the capzone, the respawn delay is nullified.

At the very least, enemy presence should suppress nearby spawnpoints - but I'd prefer not being able to spawn on a point at all, where the enemy presence in the vicinity - not just within the capzone - is significant (in relative terms). Just feels incredibly gamey otherwise, especially as the attacker in such scenarios.

The content is weird, with each side lacking equivalent equipment and vehicle archetypes - eg. NATO has the M72 LAW, but RU has no RPG-18 - they have the RPG-7, whilst US has no Carl Gustav. Another example is the helicopters - US has the UH-1 and AH-1, whilst RU only have unarmed and armed variants of the Mi-8. The UH-1 is far more nimble, and so far more viable when it comes to risky insertions. The AH-1's profile is very narrow and it has a turreted chin-gun, whilst the Mi-8 is a flying cow with fixed-forward guns. No Mi-24. This is somewhat alleviated by mods run by many servers.

Vehicle damage models are all over the place. Damaging components - engines, rotors, wheels, fuel-tanks etc - has the kinds of effects you'd expect, but actually getting them there is wildly inconsistent. Some vehicles' windows can stand up to far, far too much fire. An RPG to a spot that would realistically write-off a Humvee - if not its occupants - might have no effect. Modded vehicles and AT weapons/warheads are even more suspect.

In ground vehicles, being set on fire means you have about 3 seconds to jump out before you burn to death - where in helicopters, you can keep flying just fine for quite a while - you're not saving the chopper, but it's more than enough time to get back to base, decommission it and just spawn a new one at practically zero cost.

Helicopter flight model leans far too hard into arcade territory - they were already relatively forgiving and simplistic in the rest of the series, but this is a few steps beyond. They practically fly themselves when you get them going in the right direction. They're extremely powerful, yet trivial to use.

The medical system, I feel conflicted about. As it is now, you get shot anywhere but the head - you're probably going to be unconscious and bleeding - but you'll usually just wake back up within 30s or so, with plenty of time to patch yourself up. You need to confirm every kill, and I've got away with some heinous ♥♥♥♥ when people have neglected to do so. Part of me wishes that if you're knocked unconscious, it should be for far longer - practically guaranteed to require assistance from another player - but also for more of an intermediary stage between being on your feet, and total incapacitation.

There isn't any kind of suppression system, scopes (especially in 2d mode) are too easy to use, and the recoil is pretty easy to manage across the board. Means firefights tend to be over a lot quicker than they perhaps ought to be.

The weapon attachment system is pretty rudimentary, lacking proper support for suppressors in particular. There are different optics modes - switching between scope and backup sights; variable zoom levels and night-vision modes where appropriate. There are functional bayonets which is great.

It feels like damage doesn't register against people when they're ragdolling - transitioning between alive & well to unconscious - you have to wait for them to fall on the floor and enter the uncon animation/pose, then finish them off.

There's no 3d mission editor, though there is the Game Master mode that's like a live mission editor - just way, way more limited compared to A3's Zeus. As such, co-op is practically nonexistent with only one official scenario.

Crossplay means a lot of Xbox players, and my prejudices have been reinforced. I'm more afraid of my supposed teammates than the enemy.

I wish local speech could be adjusted for volume (like ACRE & TFAR), so you're not just announcing your presence to any enemy within 75m any time you choose to speak.

In conclusion - as a long-time enjoyer of the series, it's equal parts concerning and promising. I wouldn't recommend it, at least in a general sense. There's certainly fun to be had, but it tends to be exceeded by frustration - and this is coming from someone who was born in the czech-jank - molded by it. I could only really recommend to those who'd have a high tolerance for the game deciding to tell you "no", and/or those who really want to support BI financially.

Skrevet: 15. september 2024.
Fandt du denne anmeldelse brugbar? Ja Nej Sjov Pris
Ingen har vurderet denne anmeldelse som hjælpsom endnu
3.8 timer registreret i alt (3.4 timer, da anmeldelsen blev skrevet)
Edit 11/05/25: Releasing comprehensive mod tools and directly supporting that side of the community, makes everything I don't enjoy about the game forgivable - and will probably lend it more than enough replay value to actually be worth its full price. The original (negative) review:

Somehow SM2 ends up just not being anywhere near as fun as the first game - which was its self, in most respects, pretty mid, but still very enjoyable.

The introductory scenes felt half-hearted. "U primaris now, these ur new frens, go kill bug" - the dialogue is about as bland, generic and boilerplate as you could get for something set in the 40k universe, and they managed to make Titus almost completely uncompelling as a character, at least all the way up til I stopped playing The return of a Deathwatch Blackshield to the ranks of his original chapter is something that could've done with some more time to breathe in the opening sequence.

I played on veteran, which seems to have been a mistake based on what little discourse around the game I've paid attention to. For the most part, ranged weapons feel ineffectual. You're almost always gonna find yourself in melee - granted, it's Tyranids, but firing your gun comes at the opportunity cost of just continuing to fight in melee, which seems far more important - especially when you need repeated hits to kill most targets. Lesser enemies (Termagants in particular) do a ton of chip damage to you, faster than you can ever reliably heal by killing - while you're busy fighting the clunky controls while you're up against the more significant enemy-types - who can tank a lot of damage (especially from ranged weapons) and stun/stagger or disrupt you pretty frequently - if not dish out a ton of damage from range. The amount of dodging you end up having to do, it'd probably be more appropriate if it were Warhammer 40,000: Harlequin. The parry mechanic seems very unreliable and inconsistent. Seems like more than a few of the combat sequences have you holding E to interact with an objective whilst hoping your brain-dead AI teammates can draw enough of the aggro.

I didn't get on to any of the MP content. I'd heard that each class' appearance was tied to a different specific chapter/warband, which I think is pretty crap. SM1's customiser just had a bunch of different generic parts you'd unlock for each side, and then colour however you'd like - with some DLC chapter/legion-specific components.

Performance was terrible the first time I ran the game - when I came back to it later my framerates were fine. Not sure if that's anything to do with the game its self.

Not a fan of having Epic Games ♥♥♥♥ bundled with.

Oh, and £55? Having a laugh

'ate primaris marines - simple as
Skrevet: 13. september 2024. Sidst redigeret: 10. maj.
Fandt du denne anmeldelse brugbar? Ja Nej Sjov Pris
37 personer fandt denne anmeldelse brugbar
2
1
11.2 timer registreret i alt (10.6 timer, da anmeldelsen blev skrevet)
Anmeldelse for emne med tidlig adgang
Leaving a quick one for the algorithm for now, since the dev accidentally triggered the steam release a few weeks early.

The core mechanics are "Mechwarrior meets VTOL VR", with lots of meaningful cockpit interactions - start-up procedures, interactive multi-function display panels, flippy switches and beepy buttons. It actually reminds me of Earthsiege more than anything. The switches and buttons can be a bit finnicky - apparently this is specific to Index, and a known issue - Edit: It's fixed. There's also alternate mode options, letting you flip switches by just... flipping them rather than pinching, or just clicking trigger.

I played earlier versions on mouse + keyboard (which is supported and pending improvement) and enjoyed it. Now I have VR, and the game is much more feature-complete - with a campaign, multiple chassis, a mission editor and random mission generator, and much nicer-looking cockpits, amongst other features and fixes.

Learning to pilot the mechs and use them effectively is a fun challenge - torso rotation is separated from the legs, much like a tank and its turret - which is a first in the very niche genre of VR mech games. It takes some getting used to, but I think that's down to there being some issues with the controls that make it more disorienting than it needs to be - probably easy fixes on the scale of things. For now, the dials to control joystick sensitivity and deadzone help a lot - I'd recommend setting them to ~30% and ~60%, respectively.

Edit: I think the default deadzone/sensitivity were changed? If not, then I just got used to it - either way, I've been able to jump right in without having to adjust them from defaults and it feels just fine.

You fight a variety of more contemporary AFVs and aircraft, as well as enemy mechs. The damage model for the mechs is pretty detailed, and there are a lot of different weapon systems that work quite differently from one another, amongst your more typical archetypes. Especially novel is the artillery-piece you can target via a drone, that you launch and control from your cockpit. Your weapons and locomotors generate heat which must be managed - you can flush coolant to manage spikes in heat at the cost of overall performance. Weapons can be aimed via HMD, with gun-cam overlay if you choose - by default, the centre-bottom MFD is a picture-in-picture gun-cam, and there's a third-person drone-cam you can watch as well. You can issue some simple orders to your squadmates, and call a resupply chopper to your position.

Some elements of the graphics are a bit basic - if not nostalgic, depending on where you're standing. There are some nice weather effects and the designs of the mechs are cool. I think the biggest area for improvement visually would be environment textures and maybe lighting.

The mission editor means a whole lot of potential replayability through user-generated content. In its current form, it can be a bit difficult to decipher, but they're the same tools used to make the campaign missions.

In addition to the campaigns and editor/custom scenario, there's also a random mission generator, right now with 4 scenario types available.

At present, many of the missions (especially the random scenarios) leave you too little time to get your mech started before you're taking fire, even if you know what you're doing. Some of them can be a bit inconsistent - I lost the air defence(?) mission before I even got moving, and won a random holdout mission on the first enemy death. I imagine the former would be relatively simple to resolve by delaying enemy spawns, and/or moving the player or enemy start positions further away.

Weapons are a bit unbalanced, with missiles being especially lethal to the player with little counterplay (except the I-Beam, which feels clunky to switch to, target and fire) - meanwhile, ballistics can feel inconsistent and generally inadequate.

All that said - the (solo) dev has been busting his arse fixing bugs and responding to feedback non-stop since the game's release, even resolving issues with VR controllers he doesn't have access to. So I find it pretty easy to trust that the most glaring issues will be addressed in due time.

Bottom line - if you like big stompy robots it's certainly worth a go, especially if you have VR.
Skrevet: 9. september 2024. Sidst redigeret: 17. september 2024.
Fandt du denne anmeldelse brugbar? Ja Nej Sjov Pris
< 1  2  3  4  5  6  7 >
Viser 1-10 af 64 forekomster