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Reseñas recientes de Mr. September

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Mostrando 81-90 de 91 aportaciones
A 31 personas les pareció útil esta reseña
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You gain Brouzouf
You gain Brouzouf
My leg is broken!
You gain Brouzouf
You gain Brouzouf
You gain Brouzouf
My legs are OK
Publicada el 3 de diciembre de 2019.
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You can refund it if you play it fast enough.
Publicada el 18 de noviembre de 2019.
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Firstly, I'm sure I'll get a lot of hate for this but I accept that fact. Let's see, I'm sort of conflicted despite my actual hours played (add 250~ hours to my current playtime). The real problem isn't with the game itself but rather how certain mechanics are. Considering the current system and mechanics we have right now, I can't recommend it.

To start with, this game is for casuals.

Let me explain before you start typing your rage-induced comment about how skilled you are in Destiny 2 or saying "git gud nub".

The points that support my claim:

- The bullets/arrows/projectiles have magnetism (AKA "Bullet Magnetism"). You can literally miss a shot and it still lands if you barely missed the target. Even arrows curve to hit the target you aimed at. The worst part? IT'S ENABLED IN PVP. Yes, you there, the handcannon god with 1000 headshots in a row, your skill is null and void. The mechanics are holding your hand, both in PvE and in PvP. I would understand it if we weren't using a mouse to aim but it makes no sense. There are even mods that buff the "Targeting Adjuster" stat (yes, "aim assist" is a stat in this game, a hidden one, all weapons have it). You can check any weapon on the database to see the hidden stats, so feel free to check it if you don't believe me.

-- This one is about a visual cue in PvP. If you ever played Crucible, you know how your minimap at top-left side works. If an enemy is nearby, unless they are CROUCHING (not crouching and walking, mind the difference), you see a red indicator towards their general direction with varying color saturation. As long as they are on the move and are close enough, their general direction as well as their general distance to you is indicated clearly. This makes PvP monotonous because you are always expecting people to show up on the map. This also makes skill unrelated. You knew they were coming, how does that make you any skillful if you knew where they were?

--- I'm not sure if this still applies but for PvE, it used to be this way about the light level: If your level is above the required amount you pretty much kill the enemies without a problem and in most cases one-shot them or use minimal ammo. However, if you are BELOW the required light level even by several points... The game is a hellhole, everything can kill you in 3 or 4 shots, at least in Nightfall. Now it's fixed to 750 by default for god-knows-why. The point: Difficulty is artificial and skill, even in PvE, isn't a factor that determines success.

Now comes the general part:

The good:

-Very nice graphics, the armor and weapons are beautiful
-The gunplay is amazing and mobility/parkour feels satisfying
-The variety of weapons is jaw-dropping, not to mention special "Exotic" weapons that possess unique stats and passive abilities
-Maps are gorgeous, the sceneries are always worth taking a pause to have a look at
-Game was moved to Steam so it's more accessible now, (also localized prices!)

The middle ground:

-The story is average

The bad:

-Casualized experience because of Bungie's choice, they simply made the game the way it is. Read the points at the very start of my review for more information if you skipped to this part
-Skill is unrelated because of the mentioned points
-Colors for your armor are still consumables (what year is it?). Shaders are finite resources that let you dye your armor and you have a sliver of chance to get it back when you dismantle the said gear piece.
-Certain lazily-designed parts, like how dialogues are spoken in segments (yeah it's obvious, Bungie) and how they might not make sense all the time. It's probably to make things less monotonous when you are binging Vanguard Strikes or Nightfall but it fails at it
-The new leveling and quest system is NOT friendly, even for veterans

Conclusion and Suggestions:

To sum up, I can't recommend this game despite loving it a lot and still playing it after the migration from Battle.net to Steam. My real criticizm and suggestion would be the complete removal of certain "casualized" mechanics, such as the bullet magnetism and the map indicator in PvP modes. As a start, Bungie can make it optional and divide the PvP matchmaking for people with different options (there'd be 2 anyway). I'm pretty positive that people who play shooters often don't need such crutches to enjoy a shooter game. When the whole game is about shooting and it's presented with an augmented aim, what's the point?

If you read this far, thank you for your time and if you disagree with me, feel free to comment. Cheers!
Publicada el 10 de octubre de 2019. Última edición: 10 de octubre de 2019.
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Despite its fun combat, comedic relief and decent variety of items to tinker with, Necropolis suffers from massive issues from multiple angles. It's astonishing to see that the developers achieved so much, yet still failed to implement very basic game design elements. There's some fun to be had here, and it's worth picking up at a deep discount if you're going to play with friends. However, that isn't enough for a recommendation whatsoever. Overall score: 4/10. Basically a skeleton of a game that definitely could've and should've had more meat on it.
+ is positives +/- is informational or neutral - is negatives
+ Incredibly fun when you team up with friends (still decent when you're alone)
+ Wide variety of equipment and books
+ Exploration is rewarded often, and rewarded well
+ Graphics are actually holding up, despite the game's age
+ Color scheme randomizes along the layout at the start of every game (breaks some of the monotony)

+/- Somewhat janky
+/- Music is there. Not memorable but fits the situation. Seems to be dynamic to some extent
+/- Multiplayer can have a total of 4 players
+/- Killing enemies is worth the hassle for the most part whether it's for their weapons, consumables or gems
+/- Items and gems are shared in multiplayer (not a problem if you got sensible allies)
+/- You can carry 2 weapons, 2 shields, 1 codex, wear 1 armor set and carry 10 individual items at a time. Items of the same kind don't stack
+/- Multiplayer has friendly fire, but it's not a huge deal if you don't swing blindly and position properly. Mind that your charge attacks usually have a sizeable AoE zone
+/- You can save and quit any time, anywhere. Crashing (although rare) will retain most of your progress
+/- No dual-wielding or two-handing. Wasted opportunity
+/- It's easier to tell if you have been to a place by seeing the weapons lying around instead of placing a marker via chalk yourself
+/- Very generous iframes on dodges and very generous blocking power on higher tier bucklers. No parrying mechanic, however
+/- There are only 9 levels to the entire dungeon, the 10th being the exit

- No way to rebind controls
- Meta-progression is unsatisfactory and bland for the most part. The books and color schemes barely qualify
- Unfinished and utterly abandoned. Lack of content. Once you see everything once, that's basically it
- Lore that matters the most (the murals at the second floor of elevator rooms between levels) is practically encrypted. Just... WHY? Also, the writings on the walls are not recorded anywhere (same for all graffiti and other quotes). For a game that expects you to decipher the murals yourself, isn't it a little strange for none of it to be archived somewhere?
- Settings are lacking. The sliders are as vague as the game. And believe me, the game is extremely vague
- Practically no variety in enemy behavior. Only a few of them have ranged attacks that are used when you are in range. Otherwise, they all have the same "seek and destroy" AI
- Barebones multiplayer. You can't see some key information like ally HP, gear setup or inventory contents. There is no way to communicate unless you chat and/or talk on another platform (no comms in the game)
- Too short for whatever it costs without a discount. Costed almost nothing on my end, but I can't speak for you, my dear reader
- Unknown items won't be identified upon use regardless of their effects (that's not very Pixel Dungeon of you, game)
- Extremely vague gameplay elements from head to toe. How the hell did they manage to make a game where the only numerical aspects that make any damn sense are the shop prices and item tiers? This is such a big issue that you'll be frustrated or even infuriated unless you use the wiki to learn about the hidden properties of pretty much every single item in the game
- As far as I can tell, there is no scaling in multiplayer. That means some encounters are far too easy while some are extreme, even if you're in a full team
- The game is outright unfair, but it goes both ways. You can decimate enemies pretty easily. So can they, if they stun-lock you or get you stuck somehow. Sometimes they don't even need to do that to almost instantly kill you (check next point)
- Some enemies deal unreasonably high amounts of damage (the floating mage-like enemies and spinning shield enemies can both go f*** themselves, along the large skeleton spiders)
- Literally one (1) boss in the entire game. It's very strong and has a gigantic HP pool. Now, that's not an issue by itself since it is realistically possible to take it down. However, there is no visual or auditory feedback. All your hits feel and sound the same, and the boss will look exactly the same from start to finish. Did the developers even take Game Design 101? Where is the damn feedback?
- You lose every single item on you and all your gems if don't get resurrected on time during multiplayer. The timer seems to be 30 seconds as far as I can tell, but it's still infuriating to lose everything you have irreversibly INCLUDING the max HP upgrades (blessings) and be almost permanently gimped for the rest of the run. This basically turns the game into an escort mission when a friend and/or you turning into a weakling that needs hand-holding for an extended amount of time
- Significant stuttering issues even (or especially?) on high-end hardware. Unacceptable for a game that was released in 2016. As far as I'm aware, it might be due to very high frame rates even when it's capped. My friend who runs it at 60 FPS didn't have stutters while me, who run it at 130+ stuttered often. Sometimes the game would legit freeze for 1 to 2 seconds before resuming (at least I never took damage during that, somehow)
- It's hard to tell which supply box is interactable or not

Other Notes:
Alternatives/Similar Titles:
Basically any other popular or niche soulslike title out there that has coop elements. Honestly, you can skip this game and miss out on practically nothing.

-----------------------------------------------------------------------------------------------------

You won't find a more detailed review out there that points out the most recent, dreary and abandoned state of the game, if I do say so myself. If this game ever gets updated (which is highly unlikely), I'll surely update this review if I'm still alive and capable of using a PC.

My first successful run was as a team of three, and it took close to three full hours from start to finish (probably less, but it felt like that for sure). The final boss probably took around 10 solid minutes of swinging at it to defeat. Make of that what you will.
Publicada el 6 de octubre de 2019. Última edición: 11 de junio de 2023.
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Honestly? Vermintide 1 was a better experience overall despite having almost no one to play with. Vermintide 2, despite having better overall quality than the first game, has just too many ingame and bad management issues for me to recommend with a clean conscience. This is a good game, but unfortunately very mismanaged and outright abused by the devs. Overall score: 3.5/10. Not a dead game yet, but it is diseased and dying.
+ is positives +/- is informational or neutral - is negatives
+ Weapons feel good to use and the variety is pretty alright even without DLC weapons
+ Lore-accurate atmosphere and writing
+ Character interactions are still top-notch
+ Decent graphics (though a little flashy when it comes to effects and weapon looks)
+ Classes and class talents spice up the game a lot
+ Assassin rats are no longer tanky as hell when they pounce an ally
+ Career/Class ults

+/- Your save data is not on your PC. On one hand, it's a good thing because people can't just edit their saves and cheat but on the other; if a problem happens, you can't just fix it yourself. That also means you can't restart from zero unless you contact Fatshark and request them to wipe your progress
+/- Palette-swapped cosmetics (or palette-swapped cosmetics with very minor model differences)
+/- Red weapons and/or weapon illusions have unique and sometimes shiny looks. This is both good and bad considering it was more immersive in the first game (despite weapons looking less fancy) but each to their own I guess
+/- Some weapon perks that existed in the previous game are not in this one
+/- The gameplay loop is more addictive than fun
+/- Music is great but you probably will have to mute it if you want to hear the enemies (just like I did for the first and second game myself)
+/- Parkour is overdone to an unnecessary degree, but some may actually like that

- Tencent essentially owns 36% of Fatshark. A big red flag if you don't like the big C. In my defense, I bought the game before this event occured
- The game used to have RedShell, an invasive data-collecting spyware that uses your data for marketing purposes. Them removing it after they got a backlash doesn't mean anything considering it shouldn't have been added to begin with
- Highly invasive anti-cheat in a PvE game (Easy Anti-Cheat). I mean come on, you can just block people on Steam if they cheat, for crying out loud. Who in their right mind uses that kernel-level cancer for a damn PvE game?
- Microtransactions on top of the already egregious and greedy DLC structure (in fact one of the DLCs have a DLC)
- Optimization and performance issues right, left and center (game is VERY CPU-heavy as well)
- Things can spawn and despawn in plain sight
- The game spawns single enemies behind you to keep you on edge. The issue is, they sometimes spawn (quite literally) right behind you and instantly stab you in the back for half of your HP. In V1 they spawned like 5 to 10 meters behind you and walked towards you instead
- Devs pick and choose what mods you are allowed to use. In fact, they even denied Sanction status for some mods that fixed blatant issues the game has (like Disconnection Resilience mod that was refused a Sanction because Fatshark is utterly unable to accept their own mistakes even when someone else fixes it for them FOR FREE)
- Modded realm does not record any progress (I bet they did that on purpose because everyone would play modded instead of the main server)
- Things that can affect gameplay are locked behind DLC (classes, weapons and a whole difficulty setting)
- Content DLCs are a hit or miss, and some big ones are way off the mark (Winds of Magic was a disaster, for example). The DLCs also have recycled sections and/or maps half of the time
- Arbitrary nerfs and buffs that make no sense or ruin any sense of balance (if there was any to begin with)
- All cosmetic DLC together costs 4 to 5 times more than the game itself at full price (you may not "need" cosmetics but considering endgame is cosmetics... you get why it's a big deal)
- Lack of meaningful achievements outside of the game (V1 is far superior in that aspect with its ultrahard achievements). I don't know about you, my dear reader, but I do care about achievements.
- Unnecessary amounts of "point of no return"s
- Peer to peer online system. Host left? Too bad. No working host migration as well. Any disconnection completely voids your current progress in the mission by making you start over
- Globadiers can do some olympics-worthy throws just like in the first game (hey, at least it's consistent design!)
- Game is gigantic (takes a little over 100 GB of space). This game is undeniably oversized for what it offers
- Fatshark is not trustable (broke promises like dedicated servers or no microtransactions)
- Pure RNG progression that makes the player sit there and press "reroll stats" around 400 times before they get what they want
- Unnecessary amounts of grinding (the bad kind of grinding where it devolves into pointlessness itself)
- Event stuff (usually stuff like frames and weapon illusions) can't be obtained unless the event is repeated (at least you could add old event items via mods in the first game). And let me tell you, the events probably repeat on a yearly basis if they repeat at all. Miss and event and you are pretty much permanently locked out of some things
- You can get dupes of basically ANYTHING (a friend of mine got the same red sword 9 times)

Other Notes:
Alternatives:
Warhammer: Vermintide - End Times (simpler and overall better experience despite being the first game)
Deep Rock Galactic (it's more about shooting bugs and mining but it's in a similar vein with V2)
Left 4 Dead 1 and/or 2 (probably with mods)
Links:
The Quit Moment - Why Games Lose Players (Vermintide 2 has many "quit moments", that's why I think this video is relevant despite it focusing more on MMO games)
My Review for End Times (in case you are interested in reading another wall of text, about the first game)
Fatshark gets Tencent as major shareholder[nordic9.com]

-----------------------------------------------------------------------------------------------------

The sheer amount of lack of proper communication and self-sabotaging Fatshark has done (and is still doing) is astonishing to say the least. My favorite part is how they break at least something (or reintroduce already fixed bugs) in a new update every single time.

The game actually fun, but only at the start. Then it goes gradually downhill from there. Vermintide 1 was simpler and overall more fun despite having a really low player count. Vermintide 2 is all about stacking high numbers and getting fancy cosmetics. Vermintide 2 is too convoluted.

My real suggestion if you are still interested in the game: Wait for Fatshark to fully abandon Vermintide 2 for Vermintide 3 -cough- I mean Darktide so you can just play without having to worry about buying the map/class DLC constantly. You can also just buy the first game along with all map DLC while waiting for this one to be abandoned since they put both games on sale on a regular basis.

Loot system is utter garbage simply because you cna get dupes for red weapons and identical red trinkets BEFORE you get everything at least once. Loot system is simply worse than V1 because of this change. A friend of mine got the same sword 9 times from the "RNG" not-a-lootbox-but-looks-like-one-and-smells-like-one boxes.

I'm out of characters. Change da world, my final message. Goodbye.
Publicada el 6 de agosto de 2019. Última edición: 3 de febrero de 2022.
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Even though DRG is one of my most-played games of all time, I can't seem to find a solid reason to recommend the game to my past self or other people. Don't get me wrong, I don't hate this game. I don't even dislike it. In fact, I think the reality is far more grim. I feel absolutely nothing even after long streaks of not playing the game. I just can't put my finger on what exactly is wrong. Perhaps, I can't even force myself to care enough to find out what is wrong, at this point. I'm not going to bother giving it a score out of 10 like I usually like doing. I think that says far more about what I think and feel about the game, anyway.

Somewhat of a TL;DR at the very bottom.

+ is positives +/- is informational or neutral - is negatives

+ Easy to pick up, simple gameplay loop
+ Graphics and performance are acceptable if you adjust them, and you can use mods and/or edit a .ini file to make it run even better
+ Game's great with friends, and even strangers (then again, even watching paint dry is fun if you are not alone, but I digress)
+ Wholesome mechanics like dancing and saluting
+ The general atmosphere and theme is captivating (dwarves in space, mining on some infested piece of rock to make a living)
+ You can't get kicked from a game if the main objective is completed
+ Boss enemies are fun
+ Modding support

+/- All DLC are cosmetics, including different color for your name in the chat and other novelty crap like fancier beer mugs for some beers
+/- Somewhat lacking build customization and variety, but it's serviceable
+/- Combat is fun, until you realize you can dodge literally everything while jumping, sprinting and shooting at the same time
+/- Most people won't type anything in the chat except the usual "gg" at the end of the mission. Community is generally friendly, however
+/- Community is generally great since the game is basically designed to prevent toxicity, but you can still have the occasional toxic/griefer/troll player once in a while
+/- Class balance is fine, weapon balance is questionable (usually due to overclocks). You can tell which class the developers are maining after an update when you check the update notes, heh
+/- Voice acting is alright and fitting, but there are only 2 voice actors in the entire game. All playable classes have the same actor, in case you didn't figure that out yet
+/- Randomly generated caves are usually fine, as long as you have a full team of different classes
+/- Hardest difficulty becomes too easy way too fast, if you have no skill issues
+/- Peer to Peer multiplayer system with the host having absolute control. If host's CPU or connection is crap, everyone else in the session will suffer
+/- No crossplay for the most part between different platforms as far as I'm aware

- Interesting but wasted worldbuilding that is going nowhere substantial. Also, you can't listen to past voice lines in the game (or listen/change to past event music for the lobby)
- Game quality is rapidly declining. Not only that, but the game is underdeveloped for what it is and what it expects from the player
- Severe lack of meaningful content and meaningful updates. Nonexistent endgame that boils down to grinding for... ???
- Not having the right classes in some mission types make it exponentially more difficult to complete, let alone play
- Not enough content. Biomes can rotate and become unavailable temporarily. Only 8 types of missions, one which is hated by practically the majority, so make it 7
- Insanely RNG repetitive progression that has multiple layers of RNG and systems woven together. It's as if the devs are desperate to keep you playing as long as humanly possible. Weeklies are mandatory if you want to have any tangible progress
- Some cosmetics are not shared across classes despite being identical, which massively dilutes the pool of cosmetics
- A new type of FOMO I never saw elsewhere before, which is the integration of a battlepass with the cosmetic loot pool. If you complete it all, good for you. If you don't, you can dilute the pool of cosmetic overclocks even further to make sure you never get the cosmetics you might want
- You are practically forced to partake in whatever the current Season's flavor is if you want to play the game at all, whether you like it or not. I hope you like the Rockpox, Industrial Sabotage missions and Escort missions, because you won't be avoiding any of those whatsoever
- Ledge detection sometimes straight up won't work, making you plunge to your death
- Fall damage is overtuned for the most part
- Timers, timers and more timers. Weeklies, battlepass, Deep Dives, daily assignments... This isn't an MMO, but it might as well be with all those timers
- Simply having the game's mod framework enabled (before you even get any mods) reduces performance noticeably
- Some mission modifiers are far too tedious than they are challenging (looking at you, Haunted Caves and O2)
- "Complexity" and "Length" of a mission mean almost nothing since even at max Complexity a map can be easy to traverse, and maximum Length can be relatively short
- Some achievements are jokes (literally and figuratively). It's bold for a coop-focused game to ask for 100 solo runs for an achievement. I have close to 500 hours at the time of writing this and I played exactly 4 missions in solo mode
- While the community is fine in general, the shills who are overzealous with their love towards the developers tend to stifle any legitimate criticism with the use of common arguments that mean f***-all at the end of the day
- Performance seems to be gradually getting worse and worse as time passes


Other Notes:
Alternatives/Similar Titles:
Warhammer: End Times - Vermintide
Any Left 4 Dead game
-----------------------------------------------------------------------------------------------------

Maybe I'm just jaded and need to touch grass more. Seems like taking time off from DRG that usually last several months at a time doesn't cut it anymore. It's the same old formula with more bells and whistles every time I return. Generally speaking, it's NOT getting better over time, either. This is the only game where returning after a break invokes... no feelings in me. No excitement or joy. Winning has become routine, since I have no skill issues. I have grown so numb towards DRG that not only I can't care, I also can't find a reason to recommend it to others. This is the only game I ever played in my entire life that made me feel (or rather, not feel) this way.

"It's more fun with friends" the vocal majority said. I answered with "Maybe that's the virtue of your friends that makes it fun instead of the game itself being fun?"
Publicada el 2 de julio de 2019. Última edición: 24 de junio de 2023.
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Best money I have ever spent and it wasn't even expensive! The sounds they make when you use them are so cute too! My favorites are the Admiral one and Meowscular Chef one!
Publicada el 6 de junio de 2019. Última edición: 13 de diciembre de 2022.
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Despite a wide variety of issues it still has, Monster Hunter: World is still one of the most immersive games I have ever played, while also being my most played game of all time. While the combat flow takes a while to get used to, it's a fluid and immersive experience once you're accustomed to the pacing. Recommended with mods to enhance the the experience further. Overall score: 7.5/10.

Positives

+ The game loop consists of hunting monsters, using their materials to craft gear to hunt stronger monsters. The gradual progression from being a rookie who has no clue to becoming the Sapphire Star is one hell of a journey. It's particularly satisfying.
+ Environment design in terms of visual, sound and layout is top-notch. Even the base and hub areas are designed plausibly and decorated properly. The atmosphere and the ecosystem feels alive. Things still happen without you being there to witness it or interfere.
+ The music is stellar and dynamic, and really adds to the immersion.
+ The combat feels clunky at first, especially if you got used to dodging/parrying in soulslike titles. However, it's possibly one of the most fluid, immersive and diverse combat system I've ever had the pleasure of interacting with ever. All 14 weapons are unique and fun to use. Some feel complicated at first, but once you learn how to do infinite combos and the burst damage combos, you are pretty much set.
+ The High Resolution Texture Pack really enhances the textures, especially for resolutions at or higher than 2K.

Neutral/Informative

+/- Assignment Quests are a chore to play with other people, unless both/all parties see the cutscene and join up afterwards. You also can't skip cutscenes, but it's only an issue for these specific quests. Other quests that have cutscenes can be skipped if everyone in the quest skip it. It's not a huge deal, considering Assignment Quests are practically glorified tutorials. Just play them alone to learn better.
+/- Wonky AI across the board, for both monsters and your Palico. Not one of the major issues, but still noteworthy. Palico AI is worthless due to it only checking up on you half of the time, while monster AI is wack due to random target-switching logic. The Palico AI can be fixed by a mod, so the damn cat will at least try to save you all the time, even if it fails in the process.
+/- Mouse acceleration is pretty damn cringe, until you fix it with the methods in this post.
+/- The story is basically set dressing. All of it is fluff that's there so your "you hunt, collect and slay" goals for the entire game have a bit more flavor.

Negatives

- Connection and multiplayer issues, along the "region lock". You also can't tab out of the game if you are using Fullscreen mode, because it WILL disconnect you half of the time. The game's online logic is pretty robust, however. When it works properly. Fortunately, the region lock can be dealt with via a mod.
- Chat censorship list is too extreme, and the chat character limit is too low. The former one can be disabled via a mod, but there is no solution for the latter. The chat system is also convoluted and hard to use for no reason.
- The Handler as a whole, from her design to behaviour, is unacceptable considering this is a game from a Japanese company. How she passed all quality checks and made it into the final product is beyond all reason and logic. If this isn't "ugly design choices copied from Western developers", I'd be surprised.
- Performance issues and other unpolished "console design choices" that translate badly to PC. One example is how mouse movement is handled. Another is the menu structure.
- Guiding Lands, from how it works and how it locks cosmetics behind DLC progression and the extremely convoluted grind. The idea is good on paper. Sadly, it's butchered by details like monsters leaving mid-combat and not being able to level all regions to 7 unless you grind several thousands of certain monsters or straight up cheat.

- Shoddy expansion integration that "required" retroactive changes that permanently altered the base game experience. The Clutch Claw feels like it's stuck to the game via sticky tape and bubble gum. Some weapons straight up don't have any unique moves related to the claw. They nerfed Weakness Exploit and changed a lot of Hitzone Values which made things objectively worse for non-IB owners in the base game. "Claw Stagger" mechanic messes up the good combat pacing that was perfect before.
- Lack of proper endgame. Possibly the biggest issue in this game. Getting full Fatalis and AT Velkhana gear means nothing, because you don't have challenging quests after you get the said armors. No rehashing of older content with adjusted stats. As usual, this is solved by mods. Again. Custom quests are the real endgame.
- Stupid amount of cosmetic DLCs with some functional "DLC"s mixed in. The cosmetics are mostly uninteresting, with only a few of them being worth buying for regular use. At least you can cheat the editing vouchers in.
- You can lose your save randomly if the game crashes and/or if the Steam Cloud Saves sh*t themselves. This is regardless of you having mods or not. It's rare, but not rare enough. The only viable solution is manually backing up your save file once in a while.
- Legacy mechanics that are no longer relevant due to AI design and better options. Like how a monster can still do tail swipes without a tail.
- Player slots get locked if someone disconnects, leaves or gets kicked from a quest. This prevents anyone new from joining, and the person who disconnected also can't rejoin.
- The Defender/Guardian gear messed up the base game and the overall experience for a lot of people who didn't know any better.

Other Notes:
Alternatives/Similar Titles:
God Eater 3 (same formula, but the pacing goes at breakneck speeds, and the theme involves more tech)
Dragon's Dogma: Dark Arisen (uses the same engine, has a similar gameplay loop, and is epic as hell)

Links:
Guide to Modding and Recommended Mods (because you'll most likely want some mods to polish a few rough edges Capcom didn't, and add content)

Specs for reference:
3060 Ti, Ryzen 7 5800X, 32 GB RAM

The game runs at 144 FPS at most times, unless a lot is going on in terms of effects. All graphical options are maxed-out except Volumetic Rendering, which looks like ass and tanks performance anyway.

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It's so bad that I have to mention this in detail, by itself. We have some abysmally outdated RNG systems that would make some Korean MMOs blush with embarrassment, in this game.

Firstly, there are no failsafes for the RNG systems. You can't trade for or craft anything that truly matters in the endgame, regardless of progress. The Elder Melder can't meld, like, half of the crap in the entire game.

Secondly, the multi-layer RNG logic is even in places where it's completely unwarranted, like rare critters not spawning even if all requirements are met. The Feystones are also one of the main examples, which works with the logic of "rare drops from rare items".

The final nail in the coffin is the extremely diluted loot pools for one of the more important objectives of the endgame. A lot of the "good" decorations are locked not only behind a 0.2% drop rate, they're also locked behind the multi-layer RNG and a weighted loot pool.

All the issues regarding the excessively anti-player grind would have been solved if we could trade in lesser materials/decorations to create ANY rare item.
Publicada el 20 de marzo de 2019. Última edición: 13 de octubre de 2024.
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Okay... I never thought I'd like this game so much that I end up typing out a review. So, here we go.

Hollowed is a side-scroller and a platformer that has interesting mechanics. The story is told without ANY text. Yep. None at all. This makes the game special in my eyes because you get to say "OH! So it was like that!". Some movement mechanics may feel weird at first but when you get used ot them, the game is a breeze.

This game could have been done by a large team and would have been like (or better than) Ori and the Blind Forest or other known platformers. In my opinion, even though the game is short, it's worth every minute of playtime and I enjoyed every minute of my own. It takes a bit more than 2 hours to get through it (keep in mind that I'm quite the explorer). You can probably run through it in 1 hour if you don't look around much for the secrets/achievements.

Overall:

Artstyle: 9/10 I love the murals and the style.

Animations: 8/10 Walking slow is awkward but hey, I'm the picky one.

Story: 7/10 Wordless. You gotta figure it out yourself by paying attention. I personally liked it.

Gameplay and Mechanics: 10/10 I loved the unique mechanics.

Bugs: 1/10 if you manage to get stuck somehow. 0/10 because I never encountered any.

Length: Short, can be finished in one sitting. It took me 2.2 hours.

Music: 10/10 Emotional and very nice.

That's about it!

TL;DR: For a free game, it's worth your time. The mechanics are nice and unique. The story is told by the events themselves and the environment. One of the best free game I played so far.
Publicada el 17 de marzo de 2019. Última edición: 17 de marzo de 2019.
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16.6 h registradas (16.6 h cuando escribió la reseña)
Super truck.
Publicada el 30 de enero de 2018. Última edición: 1 de febrero de 2021.
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