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Recent reviews by Sage

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6 people found this review helpful
239.7 hrs on record
looks like the "dead game" meme backfired on the sequel :(

TL;DR:
unfortunately, this game proves that PAYDAY 2's success has never been understood by it's developers.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3562255348

L;DR:

The game is just.. souless? The old characters shouldn't have appeared again in the first place, they should retire, I don't understand why we again play as an aged man who learns how to pick a lock faster, carry more than 1 bag, shoot & reload more efficiently after having stolen billions of dollars, diamonds, KGs of cocaine, gold, goats and killing thousands of swat units. The game feels like a failed attempt to make a mixture of PD1's gameplay where you actually felt the guns and your character's weights and some unconscious analysis result of what made PD2 so great. In this case, bags and stealth (?). Now it feels like neither hardcore skill-oriented coop (PD1) nor like a super-fun, extremely customizable, almost infinitely replayable, deep, enjoyable and UNIQUE phenomenon known as PD2. It's heartbreaking to see PD2 as a masterpiece and the only game in it's genre, even being not entirely perfect, it's still perfect enough to have ~20k concurrent players vs. PD3's ~500. There was and still is no other heist game, thought there were attempts, which could repeat PD2's success, style, class and the amount of fun. In PD2 you could feel the influence of / see direct references to "The Heat", "Reservoir Dogs", Hotline Miami, Pulp Fiction, and whatever else I didn't know about, but those are already action-driven, bright, energetic cult classics - a perfect fit to payday2's feel, look and sound. It was about money, risk, greed, cards, XP, offshore, contracts, skill, knowledge, drive, two-piece suits (yes, less at the end I know). Man, the style and the vibe was amazing and complemented by colors, music, gameplay pace, both in stealth and in loud.

In PD3 I only feel the influence of user agreement, telemetry, unreal engine (jesus, can we stop with this abomination?), press [V] to slide, and whatever checkboxes are there in the udemy game design course, it feels like a dry product not a game.

- it's an UE game, which means it will feel like one: you are a behemoth with weighted vest and a paintball gun, unless you are really comfortable with the engine as a dev and make it feel the way which fits the game;s soul. Look at your teammate's running animations, just to estimate the amount of effort put in it.

- talking of UE, UI looks like it was bought for 50$ straight from UE5 marketplace - "FPS Shooter modern flat UI", and Im not only talking about the usability of the main menu, the one in-game feels generic. just have a look how much uniqueness and personality PD2 UI has, show me at least one game which has something similar. I'm talking about vanilla HUD, not the custom ones which make ur game look like a fighter jet cockpit. Look, I know you get limited to the UE and who cares if the game is fun right? Right, but the game is not fun, and the amount of such small details stack up, so that you run out of energy and reasons to justify and to try to understand their game design decisions, because either they weren't conscious or they were influenced by some trends or someone who shouldn't have opened their mouth. Now as a result we have a boring, odd game without a story, style or addictive gameplay only few people can digest and play on a regular basis.

Again, PD2 was a phenomenon, like other games which don't really have a real competition because they are SO unique in their interface, style, sound design, characters, feel and fun factor. It was as unique as DBD (fcked up over time though, too), Killing Floor 1/mod (not 2 , and god, even less the 3rd - look at that fail, was easy to predict starting with KF2, too, since the devs sold out and ignored EVERYTHING what KF was about). PD3, unfortunately, met the same fate.

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- the devs claimed, you'd actually appreciate when someone joins your game. just like with many other games nowadays that have "co-op" tag, it usually means "multiplayer", run along with people who either forgot there is a solo mode or who just use online to feel less lonely. Co-op is an option. If you make such a claim, you can't be serious in relying on a modern player to play co-op in it's pure sense. Give them at least a more advanced ping options a comms wheel, which features more than "♥♥♥♥!", "♥♥♥♥!" and middle finger, then I will believe you meant what you said. Oh, and give rewards (*sigh*) for co-op actions - maybe that'd help. Talking about public lobbies here, of course.

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- the devs claimed, that one of the reasons for mandatory online feature was to fight the cheating problem PD2 had. guess what, you could always send a post request using some know web proxy debugger and give yourself whatever you wanted, all that just a few clicks away. they DIDN'T implement user input validation, you can intercept, manipulate and post any nonsensical number you want on their servers, - does that sound like fighting cheating? this was already possible when pd3 could only be played online.

let's be honest about those two, they didn't really care, but the claims were made.


- music is not even close to be that memorable, have you heard "ode to greed" when you're playing big bank with it's melody, tempo, accents and progression? ok, now search a big bank heist from pd3, and hear / see yourself how spectacular the heist in PD2 was and how much fun it is to stay in circles in PD3 for a certain amount of time. Remember the tension of Gun Metal Grey OST from the First World Bank (PD1 was even better there), the "Backstab" chords on Hoxton Revenge loud, or "And now we run" + alarm sounds when you screwed up your very first Shadow Raid? " Kicking Ass and Taking Names" on the car heist? "Donacdum" on Overdrill? Those godly bridges when the assault / anticipation phase starts and "You have been kicked from the game." No? Come on, tell me PD3 is ANYTHING close to that. I'd say they didn't care about matching the soundtrack with the game but.. there is really nothing to match it with. Even if you replaced the PD3 OST with PD2's one, it will feel off.

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every update feels like a step in a wrong direction or extremely insignificant.

--

if, for some reason, you read this till the end as a newcomer to PAYDAY universe, you might like it, if it's your first game. if you played PD2, my condolences try to take this game as "Heistday 1", maybe you will be able to squeeze 50-100h from it. For me personally, it's hard to pretend and dissociate the game after having played previous games. It just makes me miss PAYDAY2 more.

Not recommended, because it feels like it leans on the title and fails to deliver
Posted 4 September. Last edited 4 September.
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37 people found this review helpful
1 person found this review funny
2
218.0 hrs on record
WHAT A JOURNEY!!

a quality, thoughtfully crafted game with unexpected depth, made for the purpose of having fun. The story, the setting, exploration, building- , crafting mechanics, design decisions, sounds, and other aspects of this game are beautifully wrapped in a unique (and a unified) style, giving you an experience you won’t forget. An absolute labor of love.

Something that I appreciate a lot is that you can play it the way you want: go strictly with the story line or go explore freely and return to the story later (although some important recipes and items will require you to finish a story mission to get unlocked).

If you are more of an independent explorer type, AND if you enjoy squeezing the maximum from games and want to see everything they offer, I highly encourage playing on the highest difficulty. It will teach you to pay more attention to the game mechanics, such as timings, resistances, synergies etc., and to understand the logic behind some secrets and puzzles.

If you are more of a casual type, the game offers an easy difficulty and a custom mode too, where you can tailor the experience to your liking (for example, disabling hostility).

the game has a friendly, cartoonish look and overall I'd call it an inviting family-friendly experience, except for one aspect: you often have to take the lives of creatures (sometimes, neutral ones, who won't attack you unless provoked) to gather resources for your needs.

Overall, I really appreciate that the game feels like it was made for your enjoyment, rather than to tick off game design checkboxes or rely on typical gaming hooks that keep you logging in daily solely to satisfy investors your inner ape. That was a big surprise, especially for an AAA title.

This is one of those games I wish I could forget and re-experience.
Recommended, worth full price.
Posted 29 July.
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3 people found this review helpful
1.5 hrs on record
A thoughtful sketch with a message you need to catch, understand, and accept. If you take into account the setting and certain details, it’s probably easier to grasp for people from the post-Soviet space (though that’s not for sure. that said, if you're grew up in Russia and can explain to someone non-Russian what’s the deal with the МФЦ, and why the inside of the bus looks the way it does.. well, respect., what can i say)

Most of the game is meant to be felt rather than understood, much like ШХД-games. Don’t go looking for too much meaning, just run the game like an interactive painting or experience. Try (you don't have to, though) to find all the scenes, phrases, and bits of text (well, sometimes, book passages) - not to 100% complete it, but to dive in and absorb it.

The game doesn’t have to make sense all the time, and I believe that’s part of the experience.

In my opinion, the main answer comes up just before the end. It's not trying to hide, but it can be missed:

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3514331341
Posted 1 July.
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3 people found this review helpful
2.3 hrs on record
I truly think this game is a misunderstood puzzle gem.

At first, I too thought it was about associating words and knowing common English expressions.

Well - in some sense, yes. Native English speakers will probably have an easier time playing the game the “normal” way.

Nonetheless, playing it that way can be quite painful (just read the reviews). The quick-to-catch-the-meta players will likely figure out that the fast cooldown upgrade lets you reach the ending in no time if you spam it.

But those who notice that 2 out of 9 achievements aren’t unlocked even after finishing the game, despite seemingly meeting the conditions described on the Steam page, might get confused or curious.
If you fall into that second group, I assure you: you’re not done with the game yet.

If you’re feeling stuck, I invite you to check out my helper guide:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3481134266
--

I definitely recommend this game to anyone who enjoys unusual puzzles with a “Hacking” tag.

P.S.: I'm still not sure whether the Bitburner OST is meant to be an easter egg :)

Posted 13 May. Last edited 16 July.
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6 people found this review helpful
211.4 hrs on record
I tried this companion focus tool for a couple of small projects. It's neither amazing nor terrible - just okay. It does exactly what the store page describes, and I mainly used it as a timer for my tasks. A huge plus is that it doesn't track your activity; the only network traffic I noticed was for fetching songs from YouTube (as of this writing).

However, I feel it's missing features like the ability to manage multiple projects separately, track individual project times, and view detailed summaries showing the total time spent on each project, including pauses. I also wish the theme wasn't limited to the "cozy-smoothie-muffin-cute-witch" vibe and offered more diverse customization options (yes, there are plenty, but they all ultimately feel similar to what I've just described).

Overall, not bad.
Posted 8 March.
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10 people found this review helpful
1 person found this review funny
158.1 hrs on record
I've never played Factorio, and I don't care about it ~

A beautifully crafted, cat-themed management game enhanced by machine learning to automate your economy. No enemies, zero pressure, and completely fail-tolerant - there are no 'wrong' decisions; you just learn and improve as you go.

Your goal is to make cats happier by selling cat-related products like yarn, milk, cat houses, laser pointers, etc. These products can be directly harvested, traded, or crafted through production chains.

To please the cats and satisfy their growing demands, you'll build a lot, and as you learn more about the game, you will learn to do it more efficienlty. You'll have minimal guidance, so expect independent problem-solving (I consider this a plus, but if you don't like it - keep in mind the game is intentionally designed this way).

Oh, and if possible, play in Russian - you'll enjoy the easter eggs!

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3440989167

My nitpicks:

- Some external machine learning resources lack clear prerequisites; children & beginners might feel overwhelmed.

Once you research a new building, you'll find it in the in-game wiki, which sometimes has links to resources explaining how the technology helps you in-game and its real-life relevance (similar to while True: learn()). These resources often include videos about machine learning (great to play in the background while you're optimizing your factory). Although the game's page states these resources were manually selected, some might not be easy to follow. If you're unsure whether your knowledge of sigmoid functions or the chain rule is fresh enough to deeply grasp linear regression after that CS2 match, don't worry, you're not alone. Some videos can be understood by kids, while others require calculus knowledge. These "handpicked educational videos" vary widely in difficulty and style (same goes for wikipedia articles), coming from multiple content creators. I'd prefer if luden.io created their own content just to ensure consistency.

- I understand, targeted advertising fits perfectly with the game's ML-driven mechanics (learning about cat "types", "attributes", needs, and showing them "the right ads at the right time"). However, as someone who dislikes predatory marketing practices (profiling and targeting people just to maximize profit), it slightly ruins the experience for me in this cute cat game. You don't have to play this way but using these methods definitely boosts ur profits.
Posted 8 March. Last edited 16 July.
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10 people found this review helpful
62.3 hrs on record
A very nice small game with a reasonable length to complete. It features Standard mode along with NG1, NG2, NG3, and the NG-End playthroughs. If you're into achievements, you only need to complete the first playthrough to unlock all of them.

I really enjoyed the theme (I like playing as ~villains~ ) and the numerous references to other games and pop-culture, cleverly packed into the side quests.

As of this writing, the game is tagged as an "Idler." However, I’d refine that a bit: it can be an idler if you create an unoptimized build and simply let it run. Otherwise, it plays more like a strategy and auto-battler game, where active management and optimization are essential -- especially in each subsequent NG, which introduces multiple debuffs to your units or resistances/immunities to certain types of attacks. That doesn’t make it any less enjoyable. In fact, it’s quite satisfying to see your strategy succeed.

It feels like a passion project from the way it plays and flows. I wouldn't recommend it as a pure incremental idler, simply due to the way the math works, but as a build/strategy battler, it’s absolutely worth playing.
Posted 25 February. Last edited 25 February.
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2 people found this review helpful
1 person found this review funny
0.6 hrs on record
Very nice. I hope, though, that it's not the future of CAPTCHAs.
Posted 13 January.
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6 people found this review helpful
37.0 hrs on record (6.3 hrs at review time)
Early Access Review
I was looking for a silly co-op horror game. While Phasmophobia felt too slow and clunky, and Lethal Company’s visual style didn’t appeal to me, KLETKA combines the best aspects of both and even more.

To give you an idea of this game’s character and humor: it blends references to Twin Peaks and The Platform with lesser-known Russian 4chan-tier stories and Gachimuchi memes.

All of this unfolds in a perpetual, horrifying descent into the abyss, accompanied by the elegance of Strauss’ Blue Danube (best when you are at 0.1hp) or the chaotic reassurance of Rimsky-Korsakov’s Flight of the Bumblebee (best on low fuel).

--

The whole game feels like one big easter egg, but even if you don’t catch every reference, it’s still a great co-op horror experience.
Posted 28 December, 2024.
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3 people found this review helpful
37.6 hrs on record (26.3 hrs at review time)
Early Access Review
TL;DR: A game in alpha that I'd already vote for GOTY.

Disclaimer: Everything I mention here is purely a matter of taste.

what it offers:

- Souls-like, but a shooter - totally not melee-oriented (though close-range weapons and add-ons are present).
- Story delivery - just enough to get you started and provide a glimpse into what we're doing and why.
- A true dark fantasy - a blurry line between "good" and "evil," as it should be. Our character is questionable, and so is the so-called "witch hunt."
- Minimal guidance, few optional (!) tutorials, but balanced by..
- ..great audio, visual, and text clues - the game heavily rewards attention and grants autonomy. Read that again: it gives the player their AUTONOMY. I can’t thank the devs enough for this.
- Amazing sound design and direction.
- Gunplay feels satisfying and well-balanced: some weapons feature more straightforward mechanics, making them easier to use, while others require greater skill and precision but are highly rewarding when mastered and used strategically.
- Minimal, barely visible HUD - fits perfecttly with the game’s feel and look.
- Not a heavy meta. Most guns, powers, and passives synergize well. Each one feels unique, crafted with care and attention, each having its' own character comparable to Borderlands' legendary guns in terms of variety and unique powers. Visual and audio cues complement the brief(!) text descriptions elegantly. No cluttered HUD icons telling you about status effects, buffs, or powers (clarifying just in case: that’s a plus).
- Traversal and movement feel great—movement speed feels just right, paired with well-sized detailed yet simple maps that avoid tedious travel. Double-jumping allows access to elevated areas, perfect for scouting, analyzing surroundings, or gaining a combat advantage.The choice is yours.
- Rising difficulty done right: new enemies, traps as well as rewards appear as difficulty increases. Maps you’ve already raided are randomized and evolve with your progression.
- Rewarding skill and punishing mistakes: play well, and you'll be rewarded; make poor decisions, and the game punishes you (even more so for consecutive mistakes).
- Death is fair. If you die, it’s on you - due to your mistake or inattentiveness, not some bs reason like “you weren’t supposed to go there” (looking at you, Elden Ring "masterpiece").
- Puzzles follow the same logic: if you didn’t solve them, that’s on you. The game provides enough clues; it’s up to you to pay attention or dismiss them. I trust the game in terms of communication, and didn't have a single how-tf-was-I-supposed-to-know-that-moment plus the maps are simple and clear enough + not overwhelmed with detail to be able to see points of interest and discover them. Solving puzzles will reward you, but failing? Well, in the best case, you’ll survive and move on.
- Feels fair and fun - the game respects your time, has clearly been playtested and designed for enjoyment.

A word to the Devs:
If you’re reading this - do not nerf the enemies, vaults, calamities, puzzles, or events. You’re on the right path. There are people who notice, appreciate, and understand the reasoning behind your design choices and the love you’ve poured into this project.

during this golden window of alpha stage - while guides, wikis, and detailed resources are still scarce or in development, leaving players to rely on themselves (as it should be used to be),, I wanted to emphasize once again that some of us truly feel and understand your game. You’ve done a fantastic job fostering communication between the game and the player.

Yes, there will be complaints - about the game being “unclear” or “too hard” - but hard and unclear for some is exactly what makes this game shine. For those looking for something 'easier' and 'more straightforward,' there are plenty of other options to choose from. I’m sure making something different was part of your goal.

--

Thank you for doing this your way and not ticking off “modern game design” checkboxes.
Keep up the great work.
Posted 25 December, 2024. Last edited 26 December, 2024.
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Showing 1-10 of 26 entries