12
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reviewed
362
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Recent reviews by KunoDemetries.yt

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Showing 1-10 of 12 entries
No one has rated this review as helpful yet
219.3 hrs on record (201.4 hrs at review time)
This game is a major coin flip of having a time of your life for an entire day or another day where you get the most sludgy people in the world. If you can take really high highs and the darkest of lows the game is pretty amazing. If you're looking for a consistent experience you won't be able to get it here.

The biggest thing that is a hard reality is that, despite what people have told me, it's pay to win for new players and at minimum you need to spend a good amount of money if you'd like to get into a better groove quickly versus a bog fest that is the base game to even unlock the base characters through iridescent.

Things the devs could change to make the game overall more palatable to new people / people who would like to make steady progress without spending more on a game
- Make the Shrine of Secrets reset daily so you can get other perks more frequently outside of it being a weekly reset
- When a character gets removed (pinhead for example) add all of their perks into the Shrine of Secrets at a discount or base 2,000 points so the character isn't totally removed from the game. As this causes a disparity of old vs new players
- Have an actual MMR system that can be implemented to move competitive players away from casual players to alleviate the toxic game environments.
- Hire someone who's entire goal as a developer is alleviating community based reports and focus on alleviating community complaints. There is probably someone but there have been issues within the game for months that haven't been alleviated yet which a subsection of the development team could be spent solely focused on balancing and bug fixes
- Have a basic test zone for survivors to practice movement and other chase sequences either vs a killer bot or something other than involving another individual
- Accept older survivors/killers can just be moved to being free instead of 2,500 iridescent especially when new players most likely want to save up the newer characters
Posted 25 May. Last edited 25 May.
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No one has rated this review as helpful yet
30.1 hrs on record (28.4 hrs at review time)
good
Posted 3 December, 2024.
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No one has rated this review as helpful yet
1.3 hrs on record
Honestly a very decent short horror game, I would try catching it when it's on a discount but it's overall really good. It does rely heavily on jump-scares but some of the atmospheres / environments are really creepy in their own right.
Posted 17 July, 2024.
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No one has rated this review as helpful yet
0.8 hrs on record (0.5 hrs at review time)
Honestly in comparison to other games within the same genre they at least have less bugs. Sure there is some janky sections, but it has passion and funk behind it that makes it enjoyable.
Posted 6 June, 2024.
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1 person found this review helpful
0.6 hrs on record
It's really funny when the fix doxxes you lol
Posted 5 June, 2024.
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No one has rated this review as helpful yet
0.6 hrs on record
Really short but well thought out and interesting to sit through!
Posted 3 February, 2024.
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No one has rated this review as helpful yet
13.1 hrs on record (3.5 hrs at review time)
Honestly compared to many games, this one has a great mix of everything. Story telling is wonderful, the puzzles aren't as tedious as many other games. The music is just amazing, i would highly suggest finding all of the vinyls.
Posted 9 September, 2022.
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No one has rated this review as helpful yet
91.1 hrs on record (36.3 hrs at review time)
This review will have game spoilers so if you want to enjoy the game without my opinions please play it.

I'm going into the review of FEAR 3 looking at it in it's own right, many people ♥♥♥♥ on fear 3 based on the previous games, which I can't blame them. However, I feel as if those people are copy and paste, they never tried to give this game a chance, they boot the game thinking "this will be like Fear 1!!!!" and when they are disappointed they blame the game not themselves. Many people forget what kind of game FEAR 2 was, or how uninteresting, incomplete the F1 DLCs were.

Horror
For starters, it seems to take the same kind of horror aspect as games typical at the time, games like Dead Space 2 and Left For Dead, now in saying this you may be thinking "how is this related?" Well, both these games had been a change of the loom compared to previous "horror" titles, everyone still thinks Dead Space 1 is the better of all the games and 3 ruined the series. The horror aspect isn't trying to be fear 1, Perseus mandate, or extraction mandate. It's trying to be it's own horror game, and I think that's why it had gotten ♥♥♥♥ on to oblivion is people wanted a fear 1 part 3.

Comparing the game to other FPS at the, it's very typical in the "over powered characters do good," but unlike other games it has a higher sense of replay-ability because of the level unlocks (which I will admit are grueling at times, so just use a trainer to get max level if you don't care about playing it more than once.) Additionally, I think the adaptation of adding fettle to the story was One of the best things this game could do for itself. It gives the game a sense of standing out, where point man is having his dead brother in his ear the entire time, something the original games were trying to do but I think failed in succeeding at it.

Story
The story I feel is looked at like "blah too hard to understand or doesn't make sense." To those people who say that, please learn to actually listen to the games story lol. They repeat it multiple times what's going on and even RECONFIRM it at the last level. In itself it's extremely basic compared even to the previous games, where 2 is even seen as a half awake-half asleep mess. It's two brothers trying to go to their pregnant mother's side, which being haunted by their experimenter when they were children and finally kill the demon inside them at the end. The ending has two different routes (based on which character you played as SP, or which person did better in Coop.) Which in their own right give you the ending of the series, point man takes the kid and raises it while being unnoticed from society, or Fettle eats it and rules the world inside his brother's body.

Gameplay
The gameplay is EXTREMELY typical for fear games when you play pointman, you have slowmo, you have sliding, jump kicks, slide kicks, and the ability to be a bullet sponge at times. The guns are typical as well that we have seen before, however, when you play Fettle it's a whole different experience , you can take over someone's body and play as them , something we had been getting hinted at all the way back at Fear 1's TRAILER. You can lift people off the ground and shoot them with ghost orb essence or explode them. It's a feeling of being "near to god" as Fettle has been wanting to be. I would say the gameplay has shifted to a more FPS-esk game like "call of duty," but the original was very similar in it's own right.

Multiplayer
A lot of hate I've seen is with the multiplayer, I really don't see why. It's actually really enjoyable, when you used to be able to play it back in 2011-2013 before everyone ♥♥♥♥ on the game and left it. The game modes themselves are something you'd want in a horror game, I would even say some of them are EXTREMELY similar to big game modes now-a-days that people say are god-like modes. One of the modes called "Soul Survivor," that is VERY similar to game-modes seen in LFD2, MW2019 when people play as zombies, I would even say it's close to how DBD is outside of it being an FPS game.
(FEAR online is NOT the mp on fear 3. Fear online is it's own standalone that highhandedly killed the series.)

Flaws in the game
Like most games, this has one of the biggest flaws I've seen; it relies solely on the fact that you really have to play fear 1 & 2 to understand it. It's not it's own standalone, I would even say Fear 2 can be played without ever touching 1, but fear 3, nope. You have to of at minimally played through 1, and watched the ending cutscenes of Fear 2. With that said, the game is extremely buggy at times and has the ability to sometimes kick you from servers, which subsequently got fixed once SP-COOP got moved to the host's IP instead of the game's servers. (wonder why.) Also, COOP at times feels like you're playing by yourself with someone kinda being there, you never do things together like in Portal 2 where the premise is you're with someone. Other games like Dead Space 3 also fail at this where it makes you feel like you're just playing a SP with a friendly bot who sits with you. I wish more horror COOP games made it where you can interact and enjoy playing as a COOP shooter. Additionally, the campaign you can generally just run through it without killing anyone, besides a few sections, because of how spongey the character is.

So overall, Play Fear 3 with a open mind to a different type of horror game. I highly suggest it to people who enjoyed Fear 2, and to those who've played Fear 1 it's generally to see where the story continues. If you don't like Fear 3, then the DLCs for Fear 1 add as much of it's own backstory to what they original devs had in mind.
Posted 22 September, 2021. Last edited 22 September, 2021.
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7 people found this review helpful
10.9 hrs on record (1.6 hrs at review time)
Contains spoilers for the game
this entire review will have spoilers, so if you don't want the game to be ruined for you I'd suggest playing it. I have finished the main campaign within an hour and 30 minutes, on the Severed Steel difficulty. I usually don't leave long-winded reviews over a game, but this one is such a middle ground for me. On one hand, the game has good mechanics and a very strong premise. It knows what it wants to do but at the same time, I believe it doesn't truly know how to get everything wrapped up and presentable for the player. I would like to also state the game was gifted to me so I'm not going to make the points of "people pay money for this?" as I have no right to do so. However, I can see the problem some people find in having with it. This isn't a terrible game, but it's not the grandest.

Its level diversity is absent as a whole
Now usually for games you can look at it and go "this level is drastically different from the previous one I just left," while in this game I questioned if I died or even progressed further into the game. Halfway through I do see a drastic difference, but I believe that the devs got scared to try something different while developing the game and wanted to keep the same aspects to it "corners have lights" "floors have lights." The levels that go against this are so minuscule in comparison to all the similar-looking levels.

Lack of enemy diversity
The game entirely feels like it has 12 different enemy types, which in most games is enough. Go look at the doom 2016, or eternal where the enemies more-over are copied and pasted with some extra ones thrown in. The problem with this game, however, is that it throws many of them all at once and never tries to stray from the set path for how they're placed. Particularly during the middle section of the game, it feels like the enemies were just spam clicked through the level with little to no thought about it. For a game like doom, it has where a new enemy is shown it makes sure you know it's new by making you acknowledge that enemy is there and you have to go out of your way to find a new way to take it on. In SS, I genuinely flew by new enemies and didn't realize they were there until I took a second to even notice them. (especially the flying ones that go high enough to leave the player's natural viewport.)

Bugs, bugs, bugs
Gun Jamming
I don't know if this is a mechanic, a bug, or an oversight. However, many times when my gun had full ammo it just decided to not shoot, I even questioned if I just couldn't count the amount of ammo I had left in the magazine. It most likely is a bug, but it has been such a problem while playing it genuinely killed me multiple times during the play-through where I feel like I just got cheated out of progressing faster by the number of times the gun just didn't want to fire.
Jumping gets locked up
Very early on, in the first two-three levels, the game teaches you its very simple mechanics, you can slide, jump, jump off walls, and many other movement mechanics. Well, many times I found jumping on walls once you hit a higher speed it will just throttle you. Now I know what many of you might be thinking "well yeah, it doesn't want you to laser past everything," but in my eyes, the game focuses heavily on the movement tech. So why would it want to throttle one of its biggest selling points? If a player wants to rocket across the map, let them. It may just be a bug where it just won't jump off the wall as it's not read, but it really feels weird when the entire time you build up speed the game just drops off.
Buggy viewport
Like many other people mentioned in their reviews, the game sometimes just insanely lags. Many of this can be chalked up to UE4 being a horrible engine in many retrospects, as many games that are made in it seem to always have this problem; but I feel like how simplistic the level design feels, and the lack of very high-end models, this game shouldn't suffer as many lag spikes as it should.

Lack of reason
When I say lack of reason, I feel like there isn't a reason to finish the campaign. The story entirely is just bland at best, the only boss (as I'm not counting the final level where you burn through doors as a 'boss') is buggy at best and can easily be blown through within 2-3 minutes with ease. I just feel like there isn't enough there during the campaign to really warrant wanting to actually achieve any goals in it outside of the fact to finish a game you paid money for, as previously stated I was gifted this and this is the only time I will be mentioning money. Additionally, the final level just feels like they ran out of ideas for level design and just decided "let's make the last level 1/3rd of the gameplay." Why couldn't there be a boss that has the same abilities as you? Why wouldn't there be a bigger design, the game has portals that teleport you right? why not use those portals to warp you around killing different bosses, I know the premise is "breaking out," but why couldn't it be developed better than "laser blast through 3 doors."

Workshop
I know the game is new and the workshop is just starting, but I feel like the game is REALLY hooking on the workshop taking off. The campaign itself is so short, and in my opinion lackluster; however, I just feel like the devs are REALLY hoping the workshop does better than the game itself could. I have been following the game since the workshop beta came out, and many of the workshop maps are higher-in-detail and more thought-out than what I feel the devs came up with. I know this game is simplistic at best, but when 99% of the time you can basically just ignore the actual level and just skip to the end, it defeats the purpose of even exploring. There isn't even an incentive to explore the entire level, but many workshop maps during the beta really thought about exploration and even encouraged it to make the map easier and more enjoyable.

In conclusion
The game is definitely not bad in comparison to many other indie games, but I just don't think it's really good either. It's in such a middle ground of the mechanics are just good enough to be cool, but are oversimplified to not really warrant using them. (it basically makes you spam slowmo or be a movement god, no in-between.) So I would recommend this game to people who like high-movement-based shooters, but if you're thinking this is a story-driven, high-quality campaign-based game; please spend your time and effort elsewhere.
Posted 18 September, 2021. Last edited 18 September, 2021.
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No one has rated this review as helpful yet
11.6 hrs on record (4.2 hrs at review time)
It's a cute game. Controls are a tad-bit wonky and basically, you need to have a controller to play it. Besides that, it plays a lot of similarity to Mario 3d world
Posted 19 March, 2021.
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Showing 1-10 of 12 entries