29
Products
reviewed
430
Products
in account

Recent reviews by Crash Boar

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Showing 1-10 of 29 entries
9 people found this review helpful
193.3 hrs on record
2/2 edit: Honestly, good riddance, they just never seemed to listen to the community. Nobody was happy about the new game-speed and the terrible adventure mode or whatever, and each new character that comes by being hilariously overpowered + more expensive ... it gets old really fast, and it's pretty clear players were tired which is why they had to pull the plug. Multiversus' state when it was closed is a good example of everything wrong with modern gaming, and there's a LOT wrong with modern gaming. Games that chase a bottom line and try to please shareholders who know nothing about gaming need to all die already, bring this sad excuse for a game to the graveyard with Concord, xDefiant and all the others
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This re-launch is so disappointing. I loved playing the beta, and the changes made between then and now are simply out-of-touch.

Not being able to try characters you don't own in training doesn't incentivize people to buy all the characters like in a traditional fighting game, it just makes people not want to play the game, especially since this was a feature taken away. I don't need to lab a character's options in Multiversus like I do in a game like SF6, and even if I did, there are literally no feature in training besides turn the AI on or off, so I can't anyway.

Similarly to the above, not having all the characters unlocked in local modes is a sure-fire way to kill your tournaments + offline scenes, and how critical for these early weeks honestly, there won't be any easy way to set them up now.

The changes to currency seem to make the game more confusing instead of less, and the mess of menus you need to open now is just terrible too...

The game will definitely be rough around the edges with things like balance and the overall "feel" of how it plays, but the above things I mentioned really don't seem like they were changes made with players in mind. These are backwards steps for the game's approachability, and seems like they'd rather prey on people who can't help but get addicted to having 10 different "events", that all look an awful lot like different battle passes to me. Quite sad to see this game getting treated this way and I hope to see some changes players look forward to
Posted 28 May, 2024. Last edited 2 February.
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7 people found this review helpful
644.7 hrs on record (537.4 hrs at review time)
1/1 edit: Almost a full year later and this game has improved very little. It's honestly quite sad because I want to enjoy tekken but this ain't it. DLC characters land anywhere between disappointingly boring, to extreme and jarring, and they're all unfun to fight against. Once they're done milking this game for all the money it's worth, then they'll fix it, right? Stay away for a couple years if you want your money's worth.

6/26 edit: There has been some patches since my review, but nothing has been addressed with a lot of accuracy. The most pressing issue is the balance, and while they do release patch notes that are very long, they haven't really accomplished anything significant. For example, they seem to like nerfing the frame advantage on running moves for strong characters, regardless of whatever kind of risk is attached to using the move. Another is when they buff characters like Lars or King so they can block RA out of stances, I guess the balance team hasn't actually played stance characters before. To me, it just seems like they don't know what makes a strong character good.

I love tekken, but the patches since release have been abysmal & lazy!

no real balancing attempts with unfun top-tiers
overhauling multiple major mechanics/systems for all characters, because a few were abusing them
took 3 patches to fix the disconnect rate showing correctly
still no punishment for pluggers/cheaters
sharp focus on monetization, tekken shop & battle pass content are laughably low-quality
sleazy DLC practice yet again, can't lab against characters you don't own, including in replays

definitely one of the biggest ball-drops this year, they really need to get their ♥♥♥♥ together because they've already lost the faith of many
Posted 10 February, 2024. Last edited 1 January.
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8 people found this review helpful
77.5 hrs on record
Um, where is CS:GO? I don't have playtime in CS2, and for Valve to imply I have is just plain weird. There's no reason for Valve to do this unless they wanted to muffle-out people complaining about how they are totally removing CS:GO. I can't recommend this game off of principle, I expect better from Valve
Posted 1 October, 2023.
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41 people found this review helpful
119.9 hrs on record (58.7 hrs at review time)
It's a good game, but Capcom has no excuse forcing people into paying more than what a DLC character is actually worth. Street Fighter will sell DLC regardless of if they incorporate an awful tactic like this or not. I won't be buying any DLC unless it changes
Posted 25 July, 2023. Last edited 5 September, 2023.
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6 people found this review helpful
2
37.1 hrs on record
anyone down-voting a game making changes to stray away from being polarizing, such as having racist undertones or sexualizing young characters, obviously never really cared about the "game" in the first place.

skullgirls is possibly the best modern fighting game conceived, and it's an indie title no less. catch over 90% of angry down-voters having under 10 hours of playtime
Posted 3 July, 2023.
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5 people found this review helpful
1.0 hrs on record
It's a fun game mechanically, I could see myself getting involved with mastering it's many quirks and systems. However, it's an absolute deal breaker - for me personally - to have a character unlock progression system like this game does. If I bought the game, why do I need to grind to unlock characters? Teasing players with a selection of characters they can't quite play yet is at worst predatory, and at best, disrespectful of the player's time. I experienced it once with R6, never again.
Posted 28 April, 2023.
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1 person found this review helpful
114.1 hrs on record (113.8 hrs at review time)
Definitely an acquired taste. Know that as a monster collector game, this game does some things extremely well, and other things not so;

What this game does the best is team building, theory crafting or just any general outside of battle, macro strategy. With each creature featuring a unique trait, lots of spells to choose from, different artifacts to equip and level up for more stat manipulation, specializations to dramatically impact your playstyle, ect... If you really want, you can build new teams and strategies forever. And if that's your thing like it is for me, then you have lots and lots to sink your teeth into.

Where this game falters compared to similar games is the actual in-battle strategy, and it becomes more painfully obvious the deeper you progress that it's encouraged to create a team with a powerful enough combo where you can auto-kill everything and anything that gets thrown at you. Part of what causes this problem is how a majority of the specializations just blatantly circumvent game mechanics; for example, the Hell Knight, a specialization focused on basic attacks, features not 1, but 2 perks that do this. One that turns off the 'Scorned' debuff (which prevents you from attacking), plus one that turns off the enemy using 'Provoke' (where you must select them as an attacking target). So instead of needing to think of ways to deal with these extremely problematic mechanics for your playstyle, they are just already dealt with, no strategy required in this department.

Overall I highly recommend Siralim Ultimate, especially if you are attracted to team building, and min-maxing your combo or playstyle forever. If the sound of homogenizing your battles a'la overpowered combos and/or specialization that turn off mechanics doesn't sound appealing, then it's likely the game won't stick for you either. It's important to note that this OP playstyle isn't mandatory, it's just clearly much faster in a grindy game, so it's easy to see why so, so many people prefer it even if it's less fun.
Posted 26 December, 2022.
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No one has rated this review as helpful yet
33.6 hrs on record (27.9 hrs at review time)
A must try... As long as you can stomach some of the writing, but the gameplay more than makes up for it here. The game has a focus on getting to the end of the level as quickly as possible. There's far, far more ideas and methods to complete the levels here than what's initially presented; it becomes more of a sandbox game as you start to think more creatively. The plot was quite good, I found myself interested in what was going on, story-wise, through the entire game.

If this game interests you even a little, TRY IT!! You won't be disappointed
Posted 23 December, 2022. Last edited 4 July, 2023.
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No one has rated this review as helpful yet
389.2 hrs on record (297.9 hrs at review time)
Early Access Review
A heavy idler above everything else, IdleOn is a very large-scale incremental game. You control multiple characters, all whom do whatever you left them to do as you turn the game off, so a majority of the playtime is when the game is off. However, this is NOT the kind of idler that plays itself. There is a very large amount of intricacies, secrets, quests to complete, achievements and map progression all impact you in small ways, slowly overtime. Before you know it, you're juggling basically a dozen ongoing types of skills giving you outcrop, and managing your several fighter characters to farm the best enemy for the time being, with bonuses stretching out from every cranny of the game you've been completing up to this point, and it's very satisfying.

This is not an easy game to get into, however, if you're a hardcore incremental or idler fan then it's a must try.
Posted 15 September, 2022.
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8 people found this review helpful
1 person found this review funny
114.4 hrs on record (111.3 hrs at review time)
too grindy
Posted 28 August, 2022.
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Showing 1-10 of 29 entries