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Käyttäjän Jet the Stimkeh viimeaikaiset arvostelut

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Näytetään 1–10 / 38
Kukaan ei ole vielä merkinnyt tätä arviota hyödylliseksi
yhteensä 78.3 tuntia (78.0 tuntia arvostelun laatimishetkellä)
Glad I got 2 hours in before this trainwreck hit...

When the game is great but the publisher wants to abuse your information and data.

Keep doing great work Arrowhead, get bent Sony/Playstation PC LLC

[update: the review will stay negative to the region locking to psn as well as their bait and switch to the Playstation FAQ]

Do I need a PSN account to play PlayStation games on PC?

No, you CURRENTLY do not need a PSN account to enjoy PlayStation Studios games on PC, but you will need a Steam account to redeem your voucher code.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3238578695
Julkaistu 3. toukokuuta 2024 Viimeksi muokattu 6. toukokuuta 2024.
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
Kukaan ei ole vielä merkinnyt tätä arviota hyödylliseksi
yhteensä 208.9 tuntia (56.4 tuntia arvostelun laatimishetkellä)
STARFIELD

This reviewer won a key to this product from a giveaway

JetBlurraku lähetti viestin:
"The game is beautiful on PC, in Early access on the steam deck I can say, Starfield works well in potato mode on the Deck. There is issues on both PC and on Steam Deck, but it is remotely playable albeit you need to have the game on your SSD/Primary drive to be remotely playable."

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[Based on gameplay with] (🎮) PC & Steam Deck

🕹 [Mechanics]
The game is a light take on a space survival adventure, a diet coke of space sims. My personal take is the space exploration is niche in the aspect its catered to the person whose willing to spend actual time in space. Think like manual input, liftoff, detachment, & such seem to be correlated to cutscenes for brevity to help pinnacle the main aspect of the game, which is it's storytelling. I was a little disheartened I couldn't go flying through an atmosphere even though you can't actually manually fly to a planet. It's not a deal breaker but its not focused on making it complicated for you to fly a spaceship. Using a MASS weight system, a gimbal system for traversing the universe of Starfield as well as opportunities to zero gravity combat. With it being space you have dangers such as Physical, Energy, & Electromagnetic damages those are the main three. Then there is Corrosive, Thermal, Airborne, & Radiation. The guns in the game have attachments & mods to them that can do better fire rate, circumvent restrictions, as well as help with extended barrels, magazines, & like other titles, there is a ranking system to weapons & armor you can't just make them, you have to find them. You can choose to follow the main story or get out & explore. There is character customization as well you could spend just hours alone making your own character as well as your ship in the game.

The character itself has a skill & cert mechanic. When you start out you will gradually become more proficient in what you allocate your skill points under as well as allotted skill points into classes you prefer. You can even mix & match playstyles to get that perfect category of playstyle.

The World mechanics are procedural & linear for continuity. Where on arrival of a planet, but more prolific things like cities, sites, or outposts will be more grounded, there is an amount that will need to be surveyed before your exploration of the planet is complete. Major landmarks for events like the main questline & side quests may be the same, but the exploration of worlds will have similarities & be different but when it comes to the side & main quests things will be more grounded to keep a grounded narrative.

There is a karma system in the game as well, depending on your actions & methods in the game, some people or groups may come to fear you while others revere & respect you. It really depends how you take charge in a situation. If you're silver tonged you can save yourself spending more credits you more otherwise would of in encountering a sour disposition, or a individual just looking for a easy mark to con out 1000 creds for. Money holds weight in the game just as much as any diplomat can solve the issue a simple jingle of credits loosens lips just as quick as well.

👨‍👩 [AI/Difficulty]
The AI is level based & difficulty based. If you want a more grueling experience where shots do matter rack up the difficulty. But if you are looking to just enjoy the game & play loose then play on a easier gamemode difficulty. The Ai itself will use tactical maneuvers like taking cover behind structures, using special equipment like jetpacks, falling back & retreating if necessary. I think it should be noted to save manually often.

💻 [Artstyle]
The game is gorgeous from the seat of the cockpit to the moments of respite in Atlantis to the dirty grungy alleys of Neon. In true fashion everything in the game feels as if alot of care & effort into making the worlds, characters, items, & equipment. It locates that theme of classic 80's sci-fi analogue, if you remember Blade Runner, The Fifth Element, Demolition man or Alien. Its alot of those elements that would feel BGS has taken inspiration from. Each locale is different from the next so describing them in stunning detail would take forever. The amount of physics in the game is outmatched as well, with the new advances in technology clothes have weight to them, hair flows more naturally as well as NPC's who go about their day to day.

🎧 [Music]
The music itself is volumetric in nature in fights it'll accompany you in the moments where your in danger & in moments of rest the atmosphere & ambiance takes over. You can feel at times the music takes turns in letting you enjoy the moment of the silence and let you hear the weight of you & the world around you, while in those moments you're fighting to survive will occasionally hear a lone trumpet play or a low quick trombone will alert you when walking into a room full of enemies. The one thing I had to do was during dialog the music came in at the wrong time and had to drop the music down around 25 just so I could hear one of the Constellation members tell me their backstory.

🎬 [Synopsis]
You start out on a independent planet Vectera, as a mining operator. One of the more lower classed jobs in the universe. You start out getting a brief introduction into the company by Heller & Lin. As Lin guides you deeper into the mines your team discovers an anomaly of gravity spikes upon discovering the spikes you waken up several hours later and being told someone who hired the mining company will be coming to collect you & what you found. Upon arrival a rogue squadron of Raiders make their way onto the mining site you are guided to leave the planet and handed a special watch, instructed to head out to a city called New Atlantis in the Alpha Centari region and to deliver the artifact to a place called the lodge where the rest of the members of Constellation are waiting for you.

📋 [Conclusion]
The game is beautiful on PC, in Early access on the steam deck I can say, Starfield works well in potato mode. There is issues on both PC and on Steam Deck, but it is remotely playable albeit you need to have the game on your SSD/Primary drive to be remotely playable. I probably spent more time in 3rd person just exploring & absorbing all I saw in the first few hours. If you are new to space games, this feels much better as a entry level to the space game genre than a fitted mold of other popular titles. I'm not worried, & neither should be you, but I'd hold my breath on this title.

[Issues]
•Able to swim in water, but not able to dive
•Departures, Arrivals, & Docking procedures are automated cutscenes, would love if the option for manual flight or even atmospheric entry.
•Game HAS to be installed on Main drive/SSD known problems with virtual memory is being allocated to compensate for manual operation of the game, graphic & audio errors.
•Locations on planets are allocated into "chunks" you can't physically explore the entire planet. Planets are cut into zones for high interest areas, like outposts, hidden caves, or even small city installations.
•While not a game breaker the title itself is patchless, at best. NPC's or even objects placed in world tend to float or sink depending of the player's perspective. Highly recommend refraining from manually dropping items in world if its not in a secure container. Things might get rubber-banded out of existence.

This reviewer won a key to this product from a giveaway
Julkaistu 6. syyskuuta 2023 Viimeksi muokattu 6. syyskuuta 2023.
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
Kukaan ei ole vielä merkinnyt tätä arviota hyödylliseksi
yhteensä 3.1 tuntia
ARMORED CORE VI: FIRES OF RUBICON

JetBlackScarab lähetti viestin:
"While I have played other AC games as well as other variants of Robot games I feel this one falls on its face not out of respect for its mechanics while on missions but my expectations were more towards having a more open world action adventure. While I more or less see this as Armored Core For Answer in menu design and implementation which in itself isn't a bad thing if you are just starting out playing AC it would be a good revision but to me I see nothing really new other than traversal, new gun mechanics, and story changes"

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[Based on gameplay with] (🎮)

🕹 [Mechanics]
While I see that being on a PC release the first issue I had was the prompts initially were forced to be keyboard and mouse. To fix that since there was no implementation of gamepad support initially I had to change the menu prompts manually in the settings.

The second I noticed this I noticed that the game opens you into a tutorial level, which was what was catered on the gameplay footage/trailer. When I finished the mission it opens up to the classic VA menu dialog where lore dumping and most of the interaction comes from the mission briefings and one liners before missions. If I had to say I felt like I was playing Armored Core For Answer again. Which in its own right isn't a bad thing but my expectations based from conversations about using previous titles from the same company to explore what could be done in Rubicon. I was mistakenly taken aback when it fell short. While in missions I feel great in the heat of the action but I get disappointed when a mission cuts me off early after achieving the main objective and I have to go back to more lore dumping and progress. Feeling as if I'm being "Rushed" through the story.

Which is okay if you are just swimming for parts but at least in this one you can "replay missions" that you already completed. With the promise of the Arena then you progress further into the main story. I didn't explore the arena just on the fact that if I was pushed into playing the PvP and nothing from the story then I just would've been fine if the main story had a drive to it that made it feel worthwhile to play.

The other thing I noticed is I'm a light build, I enjoy being small and annoying. Be it from me to say I didn't get excited when the training section showcased builds you can make once you progressed into the story. But the one thing tha got me was when something I already experienced before in the first two hours of playing I now had to do a training section for. To me overall its a fun experience but feels generic being a veteran player.

👨‍👩 [AI/Difficulty]
In pure From Software Fashion the tutorial level will break you at the end. From what the game initially gives you is a tutorial, you are supposed to use ALL of the tools needed to pass the end. I sat there for a few good minutes till I noticed a pattern and finally downed the boss at the end of the tutorial. What happened after that was a bit of a slow burning start. You aren't given much and payed even less so your decisions are weighted on balancing out your munitions use and how much damage you received. My only advice is reserve your shots and play close whenever possible to maximize your currency in game to get more parts. Other than that during the time I played I didn't see much difficulty till the entrance into the Coral Refinery which is more or less I roughed the decisions on using a light build but using energy weapons in conjunction with long range and a build light enough to traverse the rectangular field within made it a bit easier.

💻 [Artstyle]
One thing I can give them its a pretty game, the menu's and minimalist nature give it a professional feel to it. Customization wise you have the floor to make your AC however you want it to be, from emblem creation and painting the AC. Customization aside the zones and levels you experience are fun enough you don't want to stop and just explore around in.

🎧 [Music]
I want to say because the game is more built on a military-esk theme the music is something of the same vein. Its quiet, serene, and more often than not the atmosphere gunplay and the one liners from your handler kind of fill in the void during those high action sequences.

🎬 [Synopsis]
You play as a Independent Mercenary, and given a Handler, Handler Walker. Whose mostly your liaison for most of the plot building, orders, and during missions, your jiminy cricket. Out of missions, he is your business partner who basically handles being the voice that you obviously don't have to speak to the corporations and clients you serve as a Independent Mercenary. In the beginning you start out with no provisional license and seek out to find one. Once you acquired it, you begin making a name for yourself going on deployment where the corporations send you on missions against each other in a fight to overthrow and own the majority of Coral that Rubicon has stored on the planet. You'll see people who you once helped become your enemies, and eventually make a name for yourself as the Independent Merc "Raven"

📋 [Conclusion]
While I enjoy the moments while deployed out, my heart breaks when a AC comes in and demands a fight and the most important thing is picking up data logs, or destroying supply ships and if the timer runs out or the objective is done. That's it. You aren't allowed to progress and it rips you from whatever you were doing to progress you through the next bit of story. First time it happened I was forgiving but right when I destroyed a AC and the timer hit zero, nothing. And I still got penalized for it, damages and spent ammo. Don't get it twisted, I have PTSD with Armored Core and more importantly For Answer. That took itself too seriously to the point I got bricked from the rest of the game from a misleading purchase in AC parts to make me either continue to get denied a completion or start over. While AC:VI does a good job remedying the fact you can replay missions the importance of keeping a tunnel vision to the narrative and linear story pains me as if I feel like I'm being pushed to the end or rushed. While I have played other AC games as well as other variants of Robot games I feel this one falls on its face not out of respect for its mechanics while on missions but my expectations were more towards having a more open world action adventure. While I more or less see this as Armored Core For Answer in menu design and implementation which in itself isn't a bad thing if you are just starting out playing AC it would be a good revision but to me I see nothing really new other than traversal, new gun mechanics, and story changes.
Julkaistu 24. elokuuta 2023 Viimeksi muokattu 25. elokuuta 2023.
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
Kukaan ei ole vielä merkinnyt tätä arviota hyödylliseksi
yhteensä 152.7 tuntia (31.0 tuntia arvostelun laatimishetkellä)
Cyberpunk 2077

JetBlackScarab lähetti viestin:
"You’ve made your last Netrun kid. Sorry you got twisted up in this scene. From where you’re kneeling it must seem like an 18-TB run of bad luck. Truth is…the game was rigged from the start."

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[Levels based on a 1/10 score]

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[Based on gameplay with] ⌨️🖱/(🎮)

🕹[ Mechanics]

The game's mechanics run like hot garbage, let's be honest. I run slightly above minimal specifications so my expectations were going to be wooed. What I did see however how when I fast traveled I got to see the land before they made night city. The game is made to be on a dirt landscape skybox. Which is why when you travel outside night city your computer gets a boost in performance. Think of a crater then fill that crater with alot of pretty looking trash. That's Night City.

Night city is trash assets mashed together to make you think its a whole city, the city is made up of assets snapped together. Which is why when you're driving your car or other cars tend to clip into the ground. Where textures tend to mend when driving over them in 3rd person. When a lesser population density only barely fixes the main issue here. The game when runing through the badlands, remarkable. My best times were out in the badlands because trying to play in night city is a CPU hog. I want to say its like Night and Day with this game. And that's saying ALOT.

The game mecanics run on a level based skill system, you use alot of one thing you get points for using that till you reach a exp level. You still have a overall level, a tree level and a level for your street rep. But based on your tree level will you be able to achive certain criteria in the game. Be sneaky enough you can pass charisma checks, be strong enough and rip a grate open to sneak into a facility et, cetera.

You'll soon be able to call out how the story will end up if you're good at seeing plots before they happen. The game has a sidestory abundance of quests that can be done, some you haven't discovered yet via dialog. Others you will. I can't tell you how many times you get a message about a new car. And the best part most of them you can't even drive in 1st person.

👨‍👩 [AI/Difficulty]

The Ai and difficulty should be a shared experience to be honest. When not in Night City they are only good for melee because you can hardly shoot anyone because of how bad NC is. But I feel alot that went into this game was "Let's test with the badlands and make that into night city." What I got from the badlands portion was more of a "This is what to expect, vs reality" kind of experience. The AI fair no better, where you expect to talk to a street vendor only to have the vendor say a line of dialog and that's it. Not being able to buy food/items/clothes only from preferred vendors. Is kind of a let down from the far cry CDPR said about this game.

💻 [Artstyle]

The artstyle when the city isn't taking a huge dump on your processor is pretty, but ONLY if you have a high end computer. Consoles will fair no better. I feel like presentations aside this was only ment to be a PC only game and what kind of pc you might ask, a $2000 at minimum desktop computer. The visuals are amazing when it doesn't include NC, on par with how I said in the [AI/Difficulty] there is a comparison of expectations vs reality. Where reality the city just needs to be scrapped and the game should be comprised of the badlands if they wanted to release this game. I feel that 6 months wouldn't do this game any favors based on how invested they were into it.

🎧 [Music]

I can't say for the music, DCMA so I used prezelrocks on synthwave, cheers.

🎬 [Synopsis]

You play as Veronica or Vincent nicknamed V depending on your choices you end up as a Nomad, a Streetkid, or a Corpo. With the task of abducting a biochip from the Arasaka corporation. In doing so things go amiss and V ends up with a bullet in the skull. And a dead rockerboy who is being forced to take up the vacancy.

"You’ve made your last Netrun kid. Sorry you got twisted up in this scene. From where you’re kneeling it must seem like an 18-TB run of bad luck. Truth is…the game was rigged from the start."

📋 [Conclusion]

This game is hot garbage, let's be honest I got a sneak peek every time I fast traveled, night city, the badlands, the raw files because of my minimal specs gave me quick snapshots of where I was getting teleported to on the map before everything got rendered in. I feel this game is just like star citizen. Just without the aggravating mtx and all of the CPU shenanagans with trash assets.

In the end this game shouldn't of launched, this game wasn't ment for even pc users like me. So if you're smart you'll stay away from this game its not a full game it's early access and you're paying for a beta. It's incomplete and on a promise no less that "It will get better with patches" is an outcry for a game that rode on the hype and cashed out on an audience who was favored to listen. And investors who were going to pull out if they didn't launch it. I feel if you even gave them more time on it. Nothing would've changed, In fact because of how bad night city is you will only get memes on NC and nothing in the badlands. Why, because that was sold on us was a game that could run....just not on what kind of system, or even night city. Remember that this game was first being worked on back in the 360/PS3 days as a competitor to GTA V. Just watch, they will try to encourage a online mode.
Julkaistu 15. joulukuuta 2020 Viimeksi muokattu 15. joulukuuta 2020.
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
Kukaan ei ole vielä merkinnyt tätä arviota hyödylliseksi
Yhden henkilön mielestä arvostelu on hauska
yhteensä 1.5 tuntia
Lonely Mountains: Downhill

JetBlackScarab lähetti viestin:
" If you are a speedrunner this game is for you. this was a short review but I can say I had a fun, yet rage driven play of this game. Just make sure you have a stress ball or a chair to throw handy."

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[Based on gameplay with] ⌨️🖱/(🎮)

🕹[ Mechanics]

The mechanics of the game are pretty much any speedrunners wet dream, leaderboards, daily runs, and objective goals for each run. With each time you back and complete the goals the harder the next time you decide that particular run down the mountain you decide to do. The game is simplistic to be what you expect of a Arcade game something of a quick burner if you are bored and got nothing to do. But more challenging players will have spent hours trying to get to the leaderboards and get their names lavishly displayed on the games leaderboard system.

Each new run is more of a peaceful experience then when only do you decide to do the same run again you are timed and have a set number of crashes, the third time you do the time gets shorter the crashes are limited and so forth. The cost of these challenges are the rewards of new skins for the bikes. New trails to run and new bikes that have their particular strenght's and weaknesses.

That being said the game is tons of fun to play when you have nothing better going on its best played with a controller so you can use directional steering or left to right steering if that is your preference

That being said if you are a fan of such games like Getting over it, or I am Bread, Wings of Vi, I wanna be the Boshy, or even Pogostuck this game would fit neatly with those genre of games. Being more of a who can get to the bottom of the hill the fastest.

👨‍👩 [AI/Difficulty]

[Not applicable]

💻 [Artstyle]

The art style is what draws you in giving you a eagle eyed view of the character with the polygonal art style and a tabletop aesthetic that draws you in to somewhat controlling a RC toy. That being aside I personally had a laughable time when depth perception was more my enemy than my assistant. You'll find yourself hitting the occasional rock over and over again because you'll want to go so fast down the hill and pay attention to the trails that you won't notice a tree or a rock coming right at you.

I eventually had to stop and calm down after playing through for this review simply because I was getting mad at my own shortcomings. Now I've played many of the games I listed in [Mechanics] and I've never gotten mad in a control/objective game before and this was a first that I can say I got mad at hitting a rock....jezzus.

🎧 [Music]

The music, well I wouldn't call it music but prerecorded nature sounds the game really makes you feel alone in that sense I personally think its more of a nice atmosphere that reflects the polygonic beauty of the mountains in the background of when you start a trail.

🎬 [Synopsis/Conclusion]

The game is a very fun arcade game, built around adrenaline junkies who are used to extreme biking on mountains, if you were to compare it to extreme mountain biking exhibition this captures that aesthetics of watching a exhibition run from a bodycam but instead of watching from a drone. If you are a speedrunner this game is for you. this was a short review but I can say I had a fun, yet rage driven play of this game. Just make sure you have a stress ball or a chair to throw handy.


This reviewer was sent a key to this product for review
Julkaistu 2. marraskuuta 2020 Viimeksi muokattu 2. marraskuuta 2020.
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
Kukaan ei ole vielä merkinnyt tätä arviota hyödylliseksi
yhteensä 2.4 tuntia (2.2 tuntia arvostelun laatimishetkellä)
Hello Puppets!

JetBlackScarab lähetti viestin:
"I personally enjoyed the experience and I encourage anyone who is willing to give it a chance and more importantly if you are first getting into VR Horror, and are skidish to playing VR horror games to at least take this game on in the ringer. You won't be disappointed, I know I wasn't and I haven't even beaten the game yet as of this review."

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[Levels based on a 1/10 score]

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[Based on gameplay with] ⌨️🖱/(🎮)-HTC Vive

🕹[ Mechanics]

The mechanics are mostly problem solving and scripted events so for the ones expecting a different scare "every time" might be a bit saddened to hear this but what I can say is don't let that discourage you from enjoying the story and lore of the game.

The gameplay overall definitely needs some tweaking with how fast stamina runs out in the game, with no clear indication of a stamina bar I find it kind of meek that it wasn't visually implemented so the user doesn't break their controllers in the process. The best way I can say it is you'll be moving at a snails pace. Not sure if that was in the case for a short story or what but again if you can look past the imperfections it is a really interesting story piece. Mixing a bit of humor and horror into it. Kind of sad that the game couldn't pump up the gore factor of the game to really get you startled but the jumpscares are obviously noted as red flags throughout the game if you haven't been spoiled from anyone recording it before.

Really, I wish there was more of a loosened chain over the game than a choker what is there that is present. If you have a open mind about horror, this is a childlike facade draped over a bunch of Jason Voorhees. You wish you can go faster in your mind but what you get is a slow moving monster chasing you while you wear lead boots from time to time.

👨‍👩 [AI/Difficulty]

The AI have more of a "If we can't see you we can't get you" mentality. Weird I know but I won't judge, like how I had a whole ripley moment merely a few feet away with the stamina as a sockpuppet walked past me on a circle path. I think if I was to rate this game overall by its difficulty it would be a easy/lite title for getting into VR Horror. Definitely a lighthearted entry piece into the genre.

💻 [Artstyle]

The artstyle is where this game excels at, and the fact during your adventure you will have a companion throughout the game to help encourage you and guide you along this magical journey. I think that's the biggest plus, because many times even as children we normally have a imaginary friend or a stuffed animal or toy to hold tight to to feel safe to bring that courage out of us. And even in more hands on horror we always need a friend there to reassure us to bring us back to reality. Its a very empowering move that even though most of the game is a scripted event cascade the puppet responds to yes and no questions by shaking your head up and down or side to side. I found myself throughout the game ready to listen to Scout and make appropriate decisions even before she calls them out in the game.

And let me tell you the hours I have put into the game, I took notice to red flags that were present where you know something is bound to happen. If you are into horror and have seen the tropes this game pulls every single one. But just go with me here instead of watching it, you're living it, interacting with it. Finding secrets and hidden lore behind the creation of the puppets. Don't get me wrong, for horror the game is pretty tame. But I think that is the charm, it eases you into the experience than locking you in, cranking it to 11, and saying good luck.

🎧 [Music]

The music is delightful I wanna say the rhyming is more a treat than anything else. And that too has lore behind the creation of the handymen. Its not something that is apparent but the atmosphere alone is a nice touch to how the game looks and feels at times. Not trying to hold your hand but when you need a gentle push in the right direction.

🎬 [Synopsis]

You play as an up and coming journalist investigator looking into the plague of disapperances of people circled around Mortimer's Handymen and the studio linked to the accidents and fires that happened there. Along the way you will encounter Mortimer himself and his band of handymen. But not is all as it seems; the building is plagued with mutated and experimented rats and animals, there are bodies of humans bound and gagged in bodybags and treated as cattle, Torn and misused puppets are on gurneys as if they are being operated on. And as you enter this fated studio building, you see walls molded and rotten, scaffolding ripped from the overhead ceiling, pipes in disrepair. And a lone puppet stage in the distance of a open lobby inviting you to come closer as the ill fated Mortimer sits there motionless with a puppetmaster, with his face covered to greet you. What's the worst that could happen right?

📋 [Conclusion]

I think Hello Puppets scratches the itch to any new up and comer horror fanatic. It should at least be a title to dip their toes in. If you are a heavy and I mean HEAVY horror fanatic genre this would be more of a light chuckle than a full blown scream session. But I personally enjoyed the experience and I encourage anyone who is willing to give it a chance and more importantly if you are first getting into VR Horror, and are skidish to playing VR horror games to at least take this game on in the ringer. You won't be disappointed, I know I wasn't and I haven't even beaten the game yet as of this review.

This reviewer was sent a key to this product for review
Julkaistu 1. marraskuuta 2020 Viimeksi muokattu 1. marraskuuta 2020.
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
2 henkilön mielestä arvostelu on hyödyllinen
Yhden henkilön mielestä arvostelu on hauska
yhteensä 1.9 tuntia
Early Access -arvostelu
Craftopia

JetBlackScarab lähetti viestin:
"Seriously I had hopes of a sandbox clone based on its artstyle which does show in the game in multiple ways, but like many hopes and dreams, this is but a fever dream"

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[Levels based on a 1/10 score]

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[Based on gameplay with] (⌨️🖱)/🎮

[Note]
Based on gameplay in Single Player ONLY

🕹[ Mechanics]

So let me start off, wow I've played Decay of Logos which takes the concept of BotW and flips it into a dark souls kinda title. This took that image of artstyle which by no feat is easy on your own I might add but I think this game tries too hard to be too many things than just one type of game. Focus is more the general direction because many of the features I see in the trailer seem to be "fluffed up" in my opinion. From a high level character and skills and vehicles and items used in the trailer alone would let alone push you further than 4 hours to obtain. The mechanics are more geared towards keyboard and mouse and on the unity engine no less. But in my two hours of play I was able to complete an island and open the gate of transportation to then see that I have to pay in game currency and a slice of my materials to move to the next island on a grid wide map. From this start I had assumed that the tutorial level was supposed to be small and behold they all are small islands.

From the beginning the expectation was you destroy a world and create a new one, this sadly isn't true. I had assumed it would be like Empyron or Space Engineers in the vision of scale as far as world generation but it isn't, think of more a micro manager on islands. Here I assumed too much and got very little as far as substance when it came to assumptions.

Don't even get me to where combat and survival come into play, your combat skills and items are all hotkey'd to the same 1-0 hotbar. So be prepared you'll be spending lot of time in your inv menu, changing out your gear and building tools for food items, weapons when they break, and tools when you need to smash down a wall. !!!Highly recommend a modular hotbar for building, combat, and magic at least 3-4 different bars or at least a modifible hotbar system that prevents having to open the menu every time something new happens.!!!

One of the biggest gripes was the hoverboard/vehicle system. Now I'm the kinda guy who prefers using a gamepad when it comes to vehicles since the deadzone and all but the controls were clunky at beast when it told me for my first dungeon was a time trial. honestly I would've had a better score running the way then using the board, and that's saying something.

👨‍👩 [AI/Difficulty]

The Ai are remarkably dull, most animals have just one sound clip so every animal has one repeatable sound file that just goes off whenever you get close to them think the cow horn you could flip upside down it make the noise then you flip it back over and do it again, just without the effort of flipping it after the sound is completed. Cow goes moo, sheep go baah, fox goes yip, chicken goes bawk, etc.

One of the other things is when I finally faced my first boss the sound effects for most of the enemies/boss were minimal if not non-existant. I had a stone golem come at me and alot of the times I was expecting generating sounds or some crashes, ya know actual weight to the boss I was facing but nope, just music and sword swings. And when I figured out that the pillars were a hint to the weakness it made the scary lvl 14 boss a kitten in my opinion where damage was getting a 5 - 10 I'd smack it's weakness and get 110, etc.

💻 [Artstyle]

One of the things the game sells is the art, but in many of my other games reviews looks don't sell a game. It mainly features the Zelda: BotW proudly in menu, combat, and menu prompts. But again this game tries to be too many things, and from the trailer like the game is fluffed up to the promise these things are accessible from the get go. Be anything, do anything. What it fails to tell you is you start out with nothing and have to earn everything with exploration of fast traveling to new islands and grinding. Here I thought we would be sailing boats to get to places but no it does you dirty and in that aspect you're better off picking up BotW and just playing that honestly.

🎧 [Music]

The music to me is a somber note, strong when fighting a boss but lackluster and peaceful and nearly absent during times of solace and exploration

🎬 [Synopsis]

You start off with no character, so you go into the character customization screen make a character to your preference and start up the game, the game has a cute opening of you pressing a button that starts off a doomsday device destroying the main menu world, mainly "Earth" and the gods have befitted giving humanity another chance. And, namely you, a chance of redemption and you have to proceed, nearly stark naked on a tutorial island.

Where the first hour you will be spending time how to chop trees, smash rocks, making crude weapons and tools to fight bosses and attempting challenges on the island to earn favors from the gods who reside on those islands. Additionally using the "Pillar of Ages" to advance your building/crafting to a new age, think of it more like time passes, but instead of time actually passing and land development happening like it would be for; Dinosaur Age, Medieval age, Industrial Age, Modern Age.

But instead its just, "Oh hey you know how to make cude weapons from sticks and stone to copper and iron swords and shields, bows, and iron arrows, but before you can make anything more advanced and progress to the next 'Age Tier' you gotta grind out more skills find seeds and learn how to grow wheat." Not only that but the game rewards you with 3-4 star tools and weapons (Honestly, I was just wanting clothes for my character and not run around like a loon in bloomers) early on in the dungeons that quite frankly would be redundant for the fact that if you were looking for a challenge as far as a survival this game makes sure to handhold you through the entire process.

Aside from making the entire game a tutorial of quests to progress, when you complete all the dungeons on the island and made your mark its time to make a portal of transportation to the next island where you will have a map open up of your island on a grid and you select the next tile over to pay to spawn in a new island to fast travel towards.

📋 [Conclusion]

This game is EA, so buy with that in mind. I came at this with the mindset of a replacement to "Worlds Adrift" where exploration and learning go hand in hand. (RIP Worlds Adrift) Which this game clearly does not do. A fantastic example for skill/crafting based learning without taking away from exploration of the story of the game would have to be hands down Conan Exiles.

There are many bugs still in the game and the mechanics are subliminal at best to give you somewhat an experience. I didn't have the money for this so I ran it on credit and honestly seeing the world map and making it fast travel, god I hate when loading screens/fast travel is implemented in sandbox games.

You'll be better off playing BotW till this game actually decides to hit 1.0 my guess is probably in 2030. But I can give them credit for making a game with the look of BotW and having every gimmick game in it. To me brass tax, it's all flavor no substance. But in all seriousness, I seriously had hopes of a sandbox clone based on its artstyle which does show in the game in multiple ways, but like many hopes and dreams, this is but a fever dream.
Julkaistu 18. syyskuuta 2020 Viimeksi muokattu 25. syyskuuta 2020.
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
7 henkilön mielestä arvostelu on hyödyllinen
Yhden henkilön mielestä arvostelu on hauska
yhteensä 7.0 tuntia (6.6 tuntia arvostelun laatimishetkellä)
Early Access -arvostelu
She Will Punish Them

JetBlackScarab lähetti viestin:
"There have been equally great games like Diablo, No Man Sky, Etc. Who have proven themselves to come out on top after a rough EA launch. I'll be keeping a close eye on these guys and one day hope that this thumbs down will be a thumbs up. And that's a promise I can keep."

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[Levels based on a 1/10 score]

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[Based on gameplay with] ⌨️🖱

🕹[ Mechanics]

First off, let me start by saying the negative things before getting into the positives that I had with this game. To be frank the game sucked, bad controller support, reached endgame at 6 hrs. I was left unsatisfied with how the game mechanics held up. Normally, in a ARPG you have a bit of setting that tells you what the game is going to start out. Who is the protagonist, how they got to where we see them. Some back story, something leads up to the structure what the character(s) ended up in the situation they are in.

This game, sadly doesn't have that. It starts you off bare bones naked/underwear (Or if you were like me livestreaming it with the nude option turned off) with little to no armor and weapons. If you search around the quarters of what we call the "landing zone" you will find some basic armor to use in the first few levels but don't be greedy this game is completely linear with the level structure but you'll practically memorize the levels and mob spawns but remember it is punishing if you go in with a big ego and overconfidence. (Where you will go after every level completed) you'll see a toggable menu in the top left corner of your screen that will remind you through your playthrough you will see turn back on after every time you leave enter a level and leave to go back to your castle quarters.

The second problem I had with the mechanics is the rubberbanding of when your character does a successful dodgeroll and hits a low level wall or stair you will be thrown up into the air several feet/meters up into the air hover move about for a few seconds before your character falls and softly lands which you can walk. I achieved this in level 11 where I rolled the character by a broken down wall and she literally flew up into the air and was able to travel that maze wall and get to the end and complete it with zero trouble.

The third thing was the game really does try to be a ARPG but I think its more of a punishing rogue-like, like the binding of isaac which in all aspects I did have fun but the biggest thing that kept creeping up on me was the fact this game is good as a slow burner good time like a arcade game. Good for a short time killer, zero structure only niche fan service and low brow EA gameplay.

The last thing I had come to me was in the last level labeled "Spider Cave" being there are egg sacs all over the place it failed to show any legitimate spiders to kill what it did have for it's 100% complete was throwing every midboss you fought up to this point in a gang together but if you have a decent build to get that far like I did and already know their moves its pretty much dodge, left click, repeat.

By the end of it it left me heavily dissatisfied, there was no lore it just dropped you into the game. You have 13 levels that by the token set by the game are randomly generated but trust me if you do a level 2-3 times like me who has a good memory you are going to be able to memorize what spawns where and when you walk into a new territory when the enemies are going to spawn what to expect from that level and hunt you down.

👨‍👩 [AI/Difficulty]

This leads me to my second rating, the AI man, how can I say this. They have no clear pathfinding. The ranged try to shoot at you just as feverishly as the melee AI but if they don't have a line of sight some namely the spearmen and mage will move in such a way they can but if melee AI are still alive and kicking you can literally use the melee builds to be cover while you dispatch the ranged AI first. Its like the entire AI code is [Look for player] > [Player Found] > [Blindly Attack].

Some AI like the Blood Skeletons have the right idea, they actually circle behind you and try to surprise attack you. But even then they have no clear pathfinding either so if other Ai are fighting you it becomes a literal mosh pit EVERY SINGLE TIME. Some enemies like the zombies and mummies give it some clear indication there are also slow mobs as well. But they are poorly implemented and you can easily notice them as you move to a new territory.

💻 [Artstyle]

Oh man this is probably the only thing I can recognize what hard work went into here. One thing this game sells is T&A and let me tell ya this review will make sure of that. You start off with nearly nothing but your skin and a sword but as you play the game and build up money you can put some of that hard gold coin into furniture for your castle quarters where your character will pose in a single pose, (Let me clarify the poses you see when you buy them is what you get and only that). At this point you're thinking "Oh yeah this is some Senran Kagura or DoA beach volleyball right?" No. It's not the character stays posed in a solid state for you to oogle like a otaku staring at a lifeless doll that doesn't move.

That aside the selection with the character models outfits is phenomenal, we ran with a A - B cup protagonist and thankfully even with small breasts about 90% of the outfits worked on her correctly. Sometimes they were bodysuits, other times straight buttfloss. But needless to say the guys and girls loved the view.

Sadly, I can't give much substance if one outshines all the others to compel me to be more than tasteful with my words.


🎧 [Music]

The music has the same lackluster as the majority of the content here. You have some music at the beginning but the rest of the time you are listening to your echoing footsteps wherever you go. If immersion was a question here all I can say is elvis has left the building.

🎬 [Synopsis]

"As of Now" you play as a succubus who has plans to rule over as the queen of hell. That's at least what I was told in the email. What you do get is a Succubus you can name whatever you like but will not be spoken of or mentioned other than in the loading screen when you start the game. You start out with being naked and having a sword to fight off the minions of hell. You play through 13 tedious semi - random generated levels. With the ending being you go back home and choose to repeat one of the levels again.

📋 [Conclusion]

I had such high hopes for the game but the deliberate use of duped assets later on in levels to make it more difficult really put a sour patch taste in my mouth I would've rather regretted eating in the first place. Granted I got a lucky roll 4 hrs in and beat the game in 6. The game really left me dissatisfied, it felt like it doesn't know what it wants to be, a Ero game? A DS Rogue-Like? A SPARPG?

Either way I appreciate the kind offer to review this game, deep down I really hoped it would be like a erotica/dante-inferno story. I honestly feel bad giving this a thumbs down because its a EA but if you feel like the game is worth it and you want to support the developers. By all means I'm not telling you to buy this. And I can't tell you not to buy it. There have been equally great games like Diablo, No Man Sky, Etc. Who have proven themselves to come out on top after a rough launch. I'll be keeping a close eye on these guys and one day hope that this thumbs down will be a thumbs up. And that's a promise I can keep

This reviewer was sent a key to this product for review
Julkaistu 9. elokuuta 2020 Viimeksi muokattu 9. elokuuta 2020.
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
4 henkilön mielestä arvostelu on hyödyllinen
yhteensä 3.7 tuntia (2.3 tuntia arvostelun laatimishetkellä)
Early Access -arvostelu
MY BEAUTIFUL PAPER SMILE

JetBlackScarab lähetti viestin:
"It keeps a distance from realism of "comfortable horror" as its artstyle to reality kind of like how tim burton's artstyle in movies is a nice nod in relation to that kind of content which honestly is nice to see."

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[Levels based on a 1/10 score]

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[Based on gameplay with] (⌨️🖱)/🎮

🕹[ Mechanics]

The mechanics are clunky but quick to grasp, the puzzles are more for beginners to intermediates since they don't give you subtle hints on what to do. I think that is more of it's latent charm. One of the problems I did have that was brought up in my streams of this game was the possibility to have the "Life" equipment to be toggled than removed from your inventory. I found it tedious to have to move to a place where there were places I wouldn't get caught take the equipment on and off. Just a personal gripe but would save the need of constantly moving from menus to progress in the story of the game.

The horror is cheeky with the camera and giving red herrings, I'd see the camera slightly sway up and down side to side while idling giving me the danger flag to keep moving. The Npc's or enemies show the similar 2.5D artstyle to horror and if you are weak to horrors like me.
This is comfortable to those who are not into playing horror due to personal health reasons. It keeps a distance from realism of "comfortable horror" as its artstyle to reality kind of like how tim burton's artstyle in movies is a nice nod in relation to that kind of content which honestly is nice to see.


👨‍👩 [AI/Difficulty]

The Difficulty isn't really something one would say challenging its if you were to imagine a "Paper Nintendo" game. But more to the depravity and dystopian horror the puzzles are simple and the AI should be in that same regard the camera sequences when it comes to defending yourself and running away kind of goes in hand with how I deliver. It doesn't hold your hand but it doesn't try to make you swallow the entire difficulty in one go.

💻 [Artstyle]

The Artstyle is charming in the sense of a thriller comic style. Characters, Objects, and the Environments have this 2.5D aspect. You can move around but the camera is fixed to one point. And the horror theme only "amp's" this up with carefully crafted cinematics that play with the angles and areas within the 2.5D space between chapters. Which I absolutely love.

🎧 [Music]

The music eh with the fact on first opening the game for the first time it would've deafened any person. Highly recommend you turn down your volume on first install. This I hope they tweak in a update or so. Either way there is a meter where I say if music takes a backseat or is a contender with the game. This is one of those where it sits in the back and isn't forgettable but its nice to have for those particular scenes of dread or cinematic thrill.

🎬 [Synopsis]

(Based on the fact of I had to sign an agreement only to cover the first chapter without spoiling the second chapter AFTER release I'll keep my content to a format which I have always kept is the first 30 minutes of every game.)

You play as a JOYOUS a child with a number. Like many of your JOYOUS siblings (Of relation that's to be considered questionable, after the fact every JOYOUS looks the same and wears a mask) every JOYOUS has to follow a daily ritual of following instructions and taking at least one daily chamber for JOYOUS testing. All JOYOUS have to follow what the AUTHORITIES have to say, have a buddy system, always smile, never take off your mask, and every JOYOUS must have daily chamber testing.

As you play you will realize this is no happy place for children. And you will need every wit about you if you want to survive. Always Smile.

📋 [Conclusion]

I couldn't be more happy to give this a solid recommendation when I waited for the release when I got sent a key I was more about mentioning it than playing it. Personally, I had alot of people asking me about playing another horror and this was always on my list and I am looking forward to the following chapters and couldn't wait any longer. But with what content is there I can say it is quite the investment. The first two Chapters give you a taste for the three and four to come out later on.

Either way this is a solid 👍 thanks for the opportunity from Dominic at V Publishing and the team Two Star Games. I can't wait for when the next chapters launch!

This reviewer was sent a key to this product for review
Julkaistu 4. heinäkuuta 2020 Viimeksi muokattu 5. heinäkuuta 2020.
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
Yhden henkilön mielestä arvostelu on hyödyllinen
yhteensä 16.3 tuntia (10.1 tuntia arvostelun laatimishetkellä)
Star Wars Jedi: Fallen Order

JetBlackScarab lähetti viestin:
"It's a game that stands more as a dark souls than star wars, and that isn't really a bad thing."

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[Levels based on a 1/10 score]

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[Based on gameplay with] ⌨️🖱/(🎮)

🕹[ Mechanics]

The mechanics of the game feature a very hard nod to narrow passageways, if you go and meditate you revive all the enemies you killed at the cost of your stims restored and health and force, unrelenting enemies, a RPG skillset, and a die and retry. It's a game that stands more as a dark souls than star wars, and that isn't really a bad thing.

The character you play as is slow to strike but unlike the enemies you face, you can be staggered which even when guarding you'll spend most of your time dealing 2-3 strikes and falling back to repose most of your potential. Until your character's skills are brought back up you'll find yourself very vulnerable and its best in the beginning you work towards bringing your health up, fortifying your force bar, and looking for health stim upgrades.

It's highly recommended you spend time on Dathomir and work towards getting the dual sided lightsaber early on to get some practice in. It was fun for me after particular cut-scene segments fighting on siths where some would enable their dual sides and in an attempt to stick it to them I would too.

As far as the writing of the game, it's sub-par and linear, I felt like it worked too hard to get you to the end with little to no character development. It gave you the main reasons for how the main character ends up where he does, dialog cause and effect, and most conflicts are brought up once or twice but they don't fully commit to the conflicts. Just when you think it's about to get interesting the conversations end or the fights get interrupted and its back to work and so on. But, the transition from the beginning to the end after looking back on it tells me why some of my friends after getting the game spoiled for them never chose to try this game for themselves. You don't feel close to the characters, there are no breaks in the story. There are curves and if you're lucky random encounters that give it a sharp turn of narrative.

Normally, especially in the earliest movie adaptations of the genre you were brought along for the ride, sometimes would go to a city, relax and you would get a bit more character development or in this case I would've loved some side quests. But most of the time if it isn't on a planet solving puzzles unlocking cosmetics, fighting the empire, or advancing the story. It's a very, deflated balloon.

The last bit I caught on, and I think deserves to be punished is there was a possible sneak in for loading screens or the map wasn't made to handle dynamic movement. (Thanks to my times playing Metroid on the gamecube, and dead space which I think the map idea came from) If you get in a elevator or on a tram rail in Kashyyyk open your map. You're already on the other side even though you are technically still "moving". (Tsk Tsk)

👨‍👩 [AI/Difficulty]

This is where it becomes more Dark Souls / Prince of Persia. Which in its own right I don't mind as much but, even though I was on the normal recommended difficulty I should've played it on easy for the legitimate feel like a Jedi. I only wished if I could one shot creatures/enemies they should one shot me back. A bite would be a bite, a shot would be a shot, and a cut will leave a definitive mark. I think the Jedi Master Perk you have to earn around in the endgame for that type of damage is redundant.

The AI in the game have either three modes either they are standing in place peaceful, drone about in a pathfinder looking for you or things to shoot or they are trying to kill you. And if it's the third, they become these buffed out either three hitters, or total light sapping sponges. Normally, I would say this is where I feel like this isn't Star Wars, its "Dark Souls" or "Prince of Persia". A sword made of concentrated heat and light can't melt skin and bone even though it can literally cauterize skin, melt metal, and decapitate limbs. Just give me a wiffle bat and tell me I need more tickets to get the more expensive one behind the counter.

It's not all bad however, there were some instances where literally as I explored seeing for example a Jotaz taking on a cell of Empire Troopers I sat back walked around and "Let nature settle this one out" as another cell of troopers came out of a position I was heading to and sneaked back out to let the Jotaz have its fill of Empire flunkies.

💻 [Artstyle]

The art shouldn't be mentioned but, its amazing my words couldn't do it justice. What to expect of this title from this particular company is they sell you on looks, but can't make it up in writing. I will say by itself the most pleasing moments I can account for is four maybe five and most importantly the events that take on in the middle of the game. This is what I can really say thanks for as they hit the bar and took the time and work into those cinematics and camera angles that showed the beauty of Kashyyyk especially.

🎧 [Music]

I always tell myself I listen to music and either decide if it is a partner or a background piece. There is times where in this case it is both. Which is pleasing to see, granted its not John Williams Orchestra quality but I enjoyed several of the scores not as much as I would liked, but the music stands on its own two feet in that at least.

🎬 [Synopsis]

You play as a unlisted scrapper / engineer, Cal Kestis, on the planet Bracca working as a rigger for the scrapper guild with his partner Prauf an abednedo male. Cal has been working on Bracca for many years as he fled from his past as a child with the empire. To become a young man working under the Scrapper guild after the Empire seized control of Bracca and many of it's starship workers were reassigned from making ships to breaking down old starships to be remade into new ones by the Empires own division. During which the events in the first 30 minutes of the game flip Cal's and Prauf's world 180 degrees.

📋 [Conclusion]

Would I buy this game I mean, it is pretty. And it has some ground to stand as a souls like game oh for sure, but if you came in expecting a long story with some expanding storylines there isn't any. Whatever content there is very hyper-inflated. However, I can't sell a game by its looks alone. Pretty faces can get you only so far before you literally want to move on from it.
Julkaistu 2. toukokuuta 2020 Viimeksi muokattu 2. toukokuuta 2020.
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
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