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Recent reviews by Realtione etc.

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Showing 1-10 of 186 entries
66 people found this review helpful
12 people found this review funny
11.0 hrs on record (2.2 hrs at review time)
Sakın spastiklerle oynamayın.

sonradan gelen edit: Yeterince sabrederseniz spastiklerle de bitirilebiliyormuş.
Posted 29 June. Last edited 27 July.
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51 people found this review helpful
14 people found this review funny
2
10
4
2
3
0.0 hrs on record
It took an Erdtree to make a FromSoft game to become a flanderization of itself. I could have talked about what could have possibly went wrong day in and out but those all have been discussed and I don't want to overcomplain (and I was just there thinking people were overcomplaining as always). So, I'll just say this:

If you are enjoying this whole cheap shtick of some people claiming ''Lol, this game is hard'' and some nerds min-maxing builds and optimizing them so they can find new ways to cheese, aight go ahead and have your fun. Let the virtuous cycle of superiority circlejerk continue and live on forever. Then what? Is FS in an arms race again its community to increase the steepness of the learning curve? Do people even realize that FS disregard the self-inflicted rules of its own community?

To the rest who can no longer have fun and to the FromSoft itself and Miyazaki himself: Where we ''really'' at?
Please take a chill pill and go back to your tighly designed faster paced and smaller scaled games.

Okay, I seriously get it. You can do flashy bosses with neverending combos. But there's no art or virtue to it. You completely have forgotten the simplistic beauty of your games FromSoft. Shame.

I wish you folk a beatiful day as you'll be certainly getting ♥♥♥♥♥♥♥♥♥♥ by the attacks that are either ridiculously fast or painfully delayed. I like the integrity of the original stuff but boy they really ramped up this to ♥♥♥♥♥♥♥ 11 for nothing. I don't like this design philosophy and it's all there's to it.

ps: Fighting Rellana at 40 FPS was fun! Imagine getting stutters and chugs in a boss arena. Wowzers.

I need steam points. Give me my jesters and simply move forward to play 'Simon Says' with the bosses.
Posted 24 June. Last edited 24 June.
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9 people found this review helpful
4 people found this review funny
0.5 hrs on record (0.2 hrs at review time)
I can sell you my dic pics for cheaper. Believe me when I say they will be valuable. Just wait me 'til I get famous.
Posted 22 June.
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25 people found this review helpful
1 person found this review funny
4.9 hrs on record (3.6 hrs at review time)
Mullet Madjack is another sleeper hit of 2024 that came out of nowhere for the most. At first glance, it's not hard to make comparisons to Post Void, simply by being a corridor boomer shooter. However, I find Mullet Madjack to be a bit more forgiving, as it’s easier to read the level layout and the patterns of enemies.

The game immediately oozes charisma with its highly stylized visuals that transport you into a 90s anime, with lots of references to 90s pop culture and retro shooters. You even get to unbox a big box version of the game in-game that introduces you to the game. Accompanied by a great selection of synthwave tracks, an idiosyncratic sense of humor, and high-octane gameplay, Mullet Madjack achieves exactly what it promises and doesn't shy away from letting you know:

YOU NEED THAT DOPAMINE HIT.
And, you probably want to enslave yourself to that Peace Corp lady, but that’s another matter.

Mullet Madjack has 9 chapters that can be completed in about 2.5 to 3 hours. Each chapter consists of 10 floors, and you have only 10 seconds to reach the end of each floor. Each kill adds to your lifespan, and if you get creative, you get rewarded. It plays like a roguelite: if you die, you go back to the start of the chapter (the first floor). However, you get to keep some permanent unlocks, and they let you keep one of your best upgrades. There is more than enough variety in unlockables (guns, environmental items, and so on) to keep the flow going.

The game always has some tricks up its sleeve with twists. While levels evolve with more traps and enemies, you’ll soon recognize the pattern, as it doesn’t change much within a chapter. However, since it only takes about 30 to 50 seconds to complete a level (usually), you get a mental reset soon enough and probably won’t mind that. Bosses are fun overall, and there are some surprise gameplay sequences that are great callbacks to retro shooters. The game also cleverly ties the ending to its endless mode. With the addition of different difficulties for the story mode -if you want to suffer more- and endless mode for the leaderboards, you get fair amount of replayability.

All in all, Mullet Madjack is a very clever parody, but above everything else, it is great entertainment. Go kill some billionaires, handsome.

9/10
Posted 24 May. Last edited 27 July.
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5 people found this review helpful
0.8 hrs on record
Güzel bir anomali oyunu. Açıkçası çok aradığım bir janr değil ama denk geldiğinde oynamayı ihmal etmem. Hem eşyanın tabiatı gereği nispeten kısıtlayıcı bir tür (ki eminim birisi gelecekte farklı twistlerle bu türü de genişletecek ve farklı türlerle birleştirecek ama henüz orada değiliz) hem de seçilen ortam düz koridordan ibaret olduğu için yapı daha da lineerleşiyor. Bunu çok dert etmedim zira anomali oyunlarının -şahsi olarak- aşırı tekrarlanabilir olduğunu düşünmüyorum. Bir oyun çok fazla ihtimal barındırırsa bu oyuncuyu çabuk tüketir, ihtimaller çok azsa ve iyi dağıtılamazsa bu sefer kör göze parmak olur ve oyuncu erken bırakır. Bu tür oyunlarda 30 dakika-1 saat oynanış süresi kafi diye düşünüyorum ki Prison Loop da o civarlarda rahatça halledilebiliyor, misafirliğini fazla uzatmıyor.

Anomalilerin dağılımı fena değil. Bazen arka arkaya aşırı bariz anomaliler geliyor gelmesine elbet ama beni şüphede bırakan bazı durumlar da olmadı değil. 3 kere 6 anomali yakaladıktan sonra baştan başlamak durumunda kaldım (ve bir anlığına bunun glitch olduğuna kendimi inandırdım). Anomaliler çok ince düşünülmüş ve yakalaması zor değil. Ancak makul bir düzeyde dikkat de gerektiriyor. Var olduğunu düşünmediğim bir-iki anomali örneği vereyim: Mahkumların numaraları hep aynı, birbirleriyle yer değiştirmiyorlar ve yakalayabildiğim kadarıyla boş hücrelerde bir değişim yaşanmıyor. Mahkumların modellemeleri hep aynı (farklı bir yüz ifadesi, ten rengi vb. değişimler yaşanmıyor). Elbette bu tür bir oyunda bazı sabitlerin bulunması gerek ama bir tık daha ince düşünmeyi gerektiren anomaliler beklerdim. Anomaliler sadece mahkumlar değil çevre üzerinden de farklılık gösterebiliyor, genel olarak oyunun setting'i ile uyumlular. Yangın çıkaran mahkum anomalisini denk getirmek için defalarca baştan başlasam da bir türlü denk getiremedim. Ufak bir tane de easter egg-imsi bir achievement var. Açıkçası tekrar oynanabilirliği arttırmak adına o tarz twistler daha fazla kullanılabilir ve başarım sayısı artırılabilirmiş.

Bir de iki kat arasında ileri geri yapmaktansa akışı korumak adına tek bir düzlemde ileri-geri yapmayı tercih ederdim. Buradaki tercihin öncül sebebi nedir bilmiyorum. İki kere bitirdim ve gördüğüm kadarıyla #1 her zaman anomaly-free bir sabit. #9'un da öyle olma ihtimali var, malum sadece 2 kere bitirdiğim için sağlam gözlem sunamıyorum.

Velhasılkelam, fiyatına göre makul bir eğlence sunuyor.
Posted 23 May. Last edited 23 May.
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17 people found this review helpful
3 people found this review funny
7.4 hrs on record
I would not want to downplay Hellblade's technical brilliance. It's unparalleled & jaw-droppingly gorgeous. I do not want to parrot all these arguments as pretty much everyone else initially would. It does look good, granted. It comes at a hefty price though—the letterbox. It's nothing new, albeit a bit rare. It is something we have seen in The Order: 1886 and The Evil Within. But, a huge but here, Hellblade 2, even though in the existence of black bars and DLSS, would have offered me 15 to 20 FPS during some of its sequences. I can't fathom how it would play out if it was truly 16:9. With that being said, I didn't mind the stutters or the low fps (though I mostly got 30 to 40 on 4K res with full settings /w a 3080ti) because there was not much reason to. We'll come to that.

Hellblade had a limited scope but was self-aware of its strengths & weaknesses. Apart from overusing the 'optical illusion' puzzles (which were thematically sound), it had a repetitive nature but still left room for improvement. What Hellblade did so well was how it merged the narrative and gameplay. It did it in a strong mythos, blurring the thin line between reality & the depictions of her psychosis. It told players when to fight, when to give up, when to accept, how to overcome. Most of the process was earned, and the fight with Hela was a good counteract against ludonarrative dissonance (years later APT: Requiem would employ a similar tactic).

In Hellblade II... well, it's like as if they cut out all the gameplay so there couldn't be any dissonance. I am particularly annoyed at Hellblade II's gameplay because I see so much potential in it. This franchise could have been a hidden golden goose. Ninja... you've done it all. Heavenly Sword, Enslaved.. and now you've regressed to a point where you release enemies onto players one by one? This is exactly where the problems rise. This is a video game. You let me select difficulty. You provide me with a 'Dynamic' difficulty choice where it supposedly adapt to my gameplay, then throughout the WHOLE game you rely on one single trick: downgrading the combat into a more cinematic experience. There's no denying that it still ends up looking good, transitions are seamless, while having some dynamics to it, but the whole game acts like you're playing an on-rails shooter. You don't need to move; you can occasionally dodge, but it's fine if you don't really. Parry a bit, then land a small combo of a few light-heavy attacks combined, and your enemies are done & dusted. Enemies appear when a certain story is going on, thus feeling awfully scripted, removing the feel of imminent danger. Your inner voices no longer warn you. Can't blame 'em. You spar with a single enemy at a time as if the game tries to depict a heroine without peripheral vision. A trick done in a hope to aid combat, to make it more tense and tight, only to achieve little to nothing. It kills the emergent gameplay—the biggest, inexcusable sin they could ever commit.

Puzzles do vary. However, the optical illusion puzzles are heavily downgraded. I knew people didn't like them much, but now all you do is some pathfinding and then focus so the game can solve the puzzle for you. Then there are puzzles where you alter the level as you transit into a different world only you can see. In an attempt to gamify the psychosis, I give it a pass. The transition is seamless once again, done in one-cut (well, perhaps not really, but it does a solid job at concealing it as the first one did). You can manipulate the level design within a very limited scope that only allows you to solve some kindergarten level puzzles. Once again, there is nothing really emergent. I have psychosis but somehow, it only comes in hand when developers want it to (and yes, that would be solving mediocre puzzles). I can't use it in real-time in combat encounters or to traverse. Pitiful. It gets even more ironic when you realize a certain game recently included puzzles where you distort reality, altering the scene to gain a vantage point. Alan Wake 2. Did it much more cleverly, not even a year ago. With that being said, level design in Hellblade II is almost non-existent. You proceed to jog 80% of the time so you can reach to your next objective, your biggest reward still would have been a collectible.

The damn voices. Senua was able to make a pact with her inner demons, and now her psychosis is relatively under control. She wouldn't attend to the voices like she did in the first game. And sure goes the usual motto: Progress is not linear. I can get behind that. However, the voices are way too caricatured into a binary system where they either support and encourage you or literally trash you. When not done in the correct context, it undermines the previous journey of Senua. In contrast to the Hellblade, I don't believe this time around they got the inner monologue right. Hell, oftentimes I was unable to listen to the other characters because the voices would refuse to not talk over the others. Can't they be more than distractors? Because now that we know Senua has actual companions, she is ready to install herself back into society. And somehow, all these characters believe Senua is gifted. Mf you just met me. They are easy to trust and accept her, in a society where her mother was burnt. It becomes too much of a disbelief to ask for but whatever… I'll sustain whatever I can. The cast is charismatic, but you can achieve only so much in a 5-hour runtime. When the story begins to pick up and you begin to develop some intimacy with the cast, guess what happens? The game ends. It tries to be poetic by vomiting a legion of words at you only to convey a Kingdom Hearts-esque message. Rushes the finale and never reaches to the climax simply by not being dense enough.

Back to being less cynical, Hellblade II has strong messages that are noteworthy. The strength of men is their community (support system). Tyrants are born out of fear. Pain is not an excuse to repeat old mistakes. These might be common themes, but I appreciate the way Hellblade II tackles these issues. We have the returning abusive father figure who knowingly instilled guilt and fear into Senua. I appreciate that Hellblade 2 explores this more, as it was made known Senua's father was her long shadow. It still muddles the reality. We do know certain events happen and other characters react to them. Hence, Senua starts to be seen as a true folk heroine. I don't know about you, but it does sound like your usual folkloric epic to me. The game insists on the message that "every monster was once a man." Doubling down on it with a simple but strong twist: The last giant of the game was a man. At first glance, he appeared to be sort of supernatural; however, it would later appear Senua and Aleifr were fighting in the camp where Aleifr was visually weakened and his people had already turned their backs on him.

There is not much player agency in Hellblade II. It talks a big deal about choices but doesn't do any trick, unlike some of the other aforementioned games. It's alright if the writers wanted to bring Senua to a certain point. It at least should create some consistency; otherwise, you might end up with a finale where a certain ending is intended and aligns with the rest of the game, and the other choice is just there tto be there so you can complete your video game. I'm glad that it's not an issue here, but don't you ever dare to act like we were given a choice. Ironically, we weren't even given an illusion of it. You kill plenty so you can forgive one. Well it's TLOU2 all over again. Barely earned. Some moral absolutist ♥♥♥♥ out of nowhere.

There is much more to talk about, but I am running out of space. I just want you folk to know: This game is heavily disconnected. Tech in HBII will eventually be outdated. What remains of it when you subtract the style? Nothing substantial, I'm afraid.

6/10, doubt it'd stay long enough with you.
Posted 22 May. Last edited 22 May.
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8 people found this review helpful
1 person found this review funny
0.8 hrs on record
Early Access Review
Bu tarz yapımlarda genelde duygularımı ifadeye 'net' dökmekte zorlanıyorum zira işin içine bir anda bir sürü parametre dahil oluyor. Oyunun erken erişim aşamasında olduğunun farkındayım ancak ortaya satışa hazır olduğu iddia edilen ve satışa sunulan bir ürün var. Bunu da mecburen MENA bölgesi için yapılan fiyatlandırma üzerinden ele almak durumundayım. O zaman da ortaya şöyle bir tablo çıkıyor: Bu fiyat dolaylarında benzer temalı open world survival craft başka oyun var mı? Talihsiz ki; evet, var. Kendisinden haz etmesem de 'Out of Reach' tam olarak 8$ üzerinden fiyatlandırılan korsan temalı bir başka open world survival craft oyunu. Ve illaki daha nitelikli. Ya da survival craft olmasa da yine tematik gidersek 'naval' aksiyonu sevenler için Tempest var. O da aynı fiyat.

O yüzden şunu söylemek zorundayım: Yapımcı ekibin oyun yapabildiğinden şüphem yok. Nitekim ortada fonksiyonel bir şeyler var. Ancak eğlenceli bir şeyler yapabiliyor mu? Onu gerçekten bilemiyorum. Zaman gösterecek diyelim. Her ne kadar oyunda ilerledikçe kademeli artan zorluğun alınan zevki artıracağı geliştirici ekip tarafından belirtilmiş olsa da şayet oyuncuyu ilk 1 saatte elde tutamıyorsan endgame için tutman epey zorlaşıyor. Ki bu noktada oyunun maalesef çok formulatik bir yapı izlemesi (mesela bir sonraki göreve geçiş sağlamak için ne pahasına olursa olsun 4 adet yengeç eti pişirmenizin gerekliliği gibi) ve çatışma mekaniklerinin sığlığı, dinamizm barındırmaması gibi bazı sebepler oyuncuyu erkenden pes ettirmeye yetiyor da artıyor.

Sopa gibi düşmanlara düşünmeden fütursuzca saldırdığınız künt silahlar başta sırıtmayacaktır ancak mızrak gibi geleneksel olarak çift elli kullanılan ve belirli bir 'isabet' isteyen silahlar oyundan aldığım zevki anında azalttı zira çatışmaya sezgisel yaklaşamıyordum. Bunun üzerine çoğul düşman grupları ile ileri geri kitelamak ya da yapay zekanın sapıtmasını umarak (genelde şaşmaz) dairesel döngüler çizmek harici pek bir strateji kurma imkanınız olmuyor. Ya da Bolero yapmayı deneyebilirsiniz ama o da partnerinizin yeteneği/zekası kadar işte... Sağ tuşa atanmış bir blok var ancak yardımcı bulmadım. İleride menzilli çatışma açılıyorsa o da ne derecede rafinedir bilmiyorum. Düşmanların bazı hayvan gruplarını avladığını gördüm, şaşırdım ve hoşuma da gitti ancak beni avlamaya çalışan belirli hayvanların, aggrosunu aldığımdan emin aldığım düşman gruplarıyla çatışmaya girdiğini hiç görmedim. Bunla beraber adada yer yer tuzaklar olsa ve bunları kendi fırsatımıza dönüştürebilsek akıllıca olabilirmiş. Emergent oynanışa imkan veren pek bir şey yok ortada maalesef.

Oynadığım süre itibariyle oyunun keşfi ne kadar ödüllendirdiğini bildiremiyorum ancak yer yer benden istenen belirli bir sekansı takip etmek yerine bunu kırdığım için cezalandırıldığımı hissettim. Oyunun ilk kademe görevleri doğduğunuz bölgede sadece birkaç dakika içerisinde tamamlanabilirken buna önem göstermez ve keşfe başlarsanız er ya da geç daha güçlü rakipler tarafından sınanacaksınız. İşin bu tarafı iyi ancak benden istenen kaynakları aynı doğrultuda bulduğumu söyleyemem. Belki benim şanssızlığıma belki haritadaki kaynak dağıtımı gerçekten sıkıntılı (ki benim gördüğüm kadarıyla her şey preset, sadece düşman dropları rng ancak düşen eşyaların nitelikleri de aynı şekilde önceden belirlenmiş, en fazla renkleri varyasyon gösteriyor). ♥♥♥♥ around, find out kısmı bir survival craft oyununun olmazsa olmazıdır o yüzden her yeni bir playthrough'da aynı paternleri takip ettiğimi hayal bile edemiyorum.

Bunlar harici misyonumuza (hayatta kalmak olan genel misyon hariç) dair pek bir fikrim benim de yok. Başarımları irdelediğimde geminin son parçasını bulmaya dair bir başarım gördüm. Belki de oyun sonradan bir gemi oluşturmanıza ve adadan kaçmanıza olanak sağlıyor. Benim de isteyeceğim türden 'nihai' bir hedef bu olurdu. Diğer bir yandan oyun bize en baştan bir zindanı bulmamızı istiyor. Bu zindanı her ne kadar içten içe merak etsem de bu mekaniklerle boss kesecek sabır bende yok.

Objektiflerin yer aldığı kısımda blurlu bir arkaplan var. Neden transparan değil bilmiyorum. Neden oyun boyunca sağ aşağı köşede saldırı ve blok inputları yer alıyor onu da anlamlandırmak zor, özellikle de bu iki kombinasyon evrensel olarak çoğunlukla aynı şekilde kullanılır ve yaygınca bilinirken. UI genel olarak sadece bu oyun değil çoğu Türk oyununun zayıf kısmı oluyor. Piyasayı bilmiyorum ama üzülüyorum istemsizce. İyi bir UI tasarımı olmadan iyi bir UX de elde edemezsin. Onu elde edemeyince bu sefer holistik deneyim zedelenmeye başlar.

Dil konusunda da ufak tefek problemler var. Genelde tutorial'ın sizden istediği çıktılar sizin üretim menünüzdekilerle aynı adlandırılmamış. Evet, yakın anlamlar taşıyorlar bu yüzden rahatlıkla çıkarım yapabiliyorsunuz ama tahta ve ahşap da günün sonunda aynı şey değil.

Ve son şikayetim (take it with a grain of salt): Oyunda marker koyamıyorsun. Koordinasyon alamıyorsun. Haritanın belirli kayda değer noktaları var ve ezberlenebilir ama yine de görece büyük bir haritada kamp ateşimi kaybettikten sonra nasıl bulmam gerektiği hakkında bir fikrim yok. Kamp ateşini tekrar yapmak da uzun vadeli bir çözüm değil zira kendisi depolama için de kullanılabiliyor. Daha sonradan üs kurmak adına şemaların geldiğini ve direkt sandık yapabildiğimizi de biliyorum. Bir şeyi ben mi kaçırdım yoksa gerçekten yerleşkenizin lokasyonunu birebir ezberlemeniz mi bekleniyor sizden halen kafam karışık.

Amiyane tabirle bu oyun adam edilebilir mi? Pek tabii. Temelleri tutturduktan sonra gerisi içerik eklemeye bakıyor ki o konuda hem janr hem tema gereği epey şanslılar. Mağaralar eklenebilir zindan olarak, yerleşim yerleri eklenebilir, su altı keşfi eklenebilir, harita büyüyebilir ve bir salla keşfiniz sağlanabilir. Olanaklar sınırsız. Ancak temellerin oturtulması şart.
Posted 18 May. Last edited 18 May.
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10 people found this review helpful
1 person found this review funny
0.3 hrs on record (0.1 hrs at review time)
I have had some people recommending me Critters for Sale. I noticed Rym 9000 was from the same developer and I had it from a previous Humble Bundle (Turkiye-Syria Earthquake Relief). Good cause and I applause Sonoshee for that.

And it claims to be inspired by Akira and NEON GENESIS EVANGELION (if you are reading this in the future I hope my future profile photo is still something NGE related).

I deemed that it could have been an insta hidden gem but not really...

The game starts with the worst possible resolution selected. Classic.
Steam overlay is bugged.
20 FPS and below for no apparent reason (so much for high octane).
And while I have developed a certain type of immunity against epileptic games (Super Hexagon, PUSS etc) this game ain't a feast for the eyes. Your eyes are in a feast most likely, waiting to be eaten by this atrocious monster of a game.

How far can you criticize a game that aims to bleed your eyes and ears through stimulation though?

Real shame that it doesn't work properly cuz I can easily see the uniqueness, it is actually charismatic on its own merits.



Edit: Tinkered a bit and going window mode fixes both the FPS issue and steam overlay glitches. It's not a biggie to play a Shoot'em up in windowed mode however, I think fullscreen issues should have been fixed by now.

And well it's fun-ish but I don't think it's a good experience. I saw a run takes roughly 30 minutes and after 5 minutes I get dizzy already. It's just 'too much' to look at. %99 of the time you won't know what the actual ♥♥♥♥ is going on.
Posted 18 April. Last edited 20 April.
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8 people found this review helpful
1 person found this review funny
0.3 hrs on record
Early Access Review
İzmir iyiydi, Kadifekale ve çevresi kötüydü.
Posted 9 April.
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Showing 1-10 of 186 entries