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Recent reviews by H1tSc4n

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5 people found this review helpful
45.4 hrs on record (17.3 hrs at review time)
Early Access Review
Review up to date as of 24/09/2020. Keep in mind that the game is in early access, so my opinion may vary.

Frontier pilot simulator is an interesting concept and a very ambitious indie title: It's a game that puts you in command of a transport aircraft in a sci-fi colony complex on an extremely hostile alien world.
Theoretically speaking, the game is extremely simple: All you have to do is pick up cargo or passengers, and move them between complexes on the map: Cities, ports, industries etc. By doing this you get credits, that you can then spend to upgrade your craft or buy a new one to better perform these tasks. Sounds boring doesn't it? Yeah, except as i said, we are on an extremely hostile alien world, and we are not flying a normal plane: We are flying a futuristic VTOL craft. Being on an alien planet means that the nature and the landscapes are flamboyant and unique, granting breathtaking picturesque views and potentially obstacles to avoid via masterful piloting, not to mention the many natural hazards the game has on offer: Geysers that will heavily damage your craft if entered, storms that can make flying extremely difficult, ceiling radiation that can scramble navigation systems and so on. You will need to tend to your craft: it's batteries need to be recharged and you will always need to keep an eye out for how much charge you have remaining if you want to avoid an unscheduled lithobraking session, likewise, your craft's parts will slowly wear out as you fly, and once again, will need repairs at a hangar unless you want your craft to spontaneously disassemble in mid-air.

So much talking about aircraft, there are three in this game as of now: The Scarab, the Ox and the Ballena.
The first one is a rather small, short range but very nimble craft, that is not normally capable of plane flight without an upgrade. It's batteries do not hold much charge, and it can't lift a lot of weight, but it is by far the most maneuverable and forgiving vehicle of the three, allowing you to easily recover from a mistake that would've killed a Ballena. It's a great starting point, but eventually you'll move on to the Ox: a much larger, more potent, and overall capable craft. This one does not handle nearly as well as the Scarab. You will feel all it's weight, it's maneuvers can only be described as slow and sluggish, meaning that they will need to be thought out. It has far more potent engines though, and can lift a lot of cargo. As your weight increases, again, you will feel it more and more. Fortunately the Ox also comes a plane mode right out of the box, allowing for supersonic flight accompanied by fantastic and truly immersive sound effects. While flying like a plane your craft is even less agile, often finding it difficult to turn. There have been complaints about the plane mode flight model, and for good reason: It's basically impossible to turn. I take that it's supposed as i said to be less agile, but at the same time it seems very exaggerated. Still, exactly as of the writing of this review the developers have created a new testing patch to remake the plane mode flight model, and hopefully fix the unresponsiveness of the current one.

Our last craft is the Ballena, a lumbering beast. This one is gigantic, and one mistake will easily spell your doom. It's still very fast in plane mode, but hover (helicopter) mode is super sluggish and will truly require you to master the flight controls. You will need to be gentle and methodical when flying the Ballena.
Luckily, you're not forced to get it. It's not necessarily a straight upgrade from the Ox: if, for example, you want to haul passengers, then the Ox is definitely a better choice. Likewise, if you want to reach some specific hard landings, then keeping the more nimble Ox could be a good idea. The developers have also added some more hard landings to encourage players to go back to the Scarab and seemingly it will be made even more relevant in the future.

All in all, i'd say that Frontier Pilot Simulator is a pretty good game given how early it is still, and while it does have some optimization issues, it's very enjoyable if you like a fairly relaxing and calm experience.

In it's current state i give Frontier Pilot Simulator a pretty good 7.5/10: it does still need some more polish but i expect this rating to rise when the game will be completed.
Posted 24 September, 2020. Last edited 24 September, 2020.
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1 person found this review helpful
308.2 hrs on record (158.9 hrs at review time)
It's finally time for me to take a look at Monster Hunter: World, and say what i think about it.

But first, some background information.
I am a scifi guy, i normally do not play fantasy games, because i often don't enjoy them. So, i used to avoid the Monster Hunter series in the past, I have never played any other Monster Hunter before World, so i have no nostalgia about the series. I first tried this game in summer 2019 when i had my bestie at home, and he pretty much begged me to try the game on his laptop. Not an hour into it, i NEEDED this game. I bought it that exact afternoon. Since then, i am over 150 hours in as of writing this review.
Now that you know how i got into this game, it's time to analyze it and look into it.

Monster Hunter; World in my opinion can't truly be aligned to one single genre. A lot of people argue that it is it's own genre, and i definitely agree with them. You could say it's an Hack n'Slash but it's also a Third Person Shooter. At the same time it's also a looter shooter, but at the same time it's also an RPG...
It's a mish mash of a lot of genres and defining it as one single genre would be underselling it.

So what do you do in Monster Hunter?
Well, duh, you hunt monsters. In practice that means getting dropped into a fairly large map where you are free to roam with a 50 minute time limit, with a target monster, and you have to find it and kill or capture it by exploring around and finding it's tracks and other clues he left behind, eventually pinpointing it's position.
Once you get to the monster, well, it's time to fight it until he runs away, chase it again, until he either dies or you capture it. The whole combat has a lot of depth to it, and definitely a ton of skill involved. Each monster has different, interesting behaviours and different attacks, making each monster feel fresh and entertaining to fight. Some monsters are really easy, some really hard, and some are used as effectively "roadblocks": Particularly hard monsters that mark a difficulty spike. Beating them is obviously very satisfying, especially if it's the first time.
After finishing a hunt, you get rewarded with money, research points, and loot.
Loot, like monster parts or other crafting materials, is used to build armor and weapons. Weapons have an extremely expansive weapon tree branching all over the place, sorted by the monster it's build from.

As you progress you fight different monsters and upgrade weapons and armor, fighting increasingly difficult monsters.
Sounds repetitive, doesn't it? Well, it would, if the game did not have so much depth to it.
First off, your weapon choice. The game features 14 weapon types: the Sword and Shield, Dual Blades, Bow, Heavy and Light bowguns, Greatsword, Longsword, Insect Glaive, Charge Blade, Lance, Gunlance, Switchaxe, Hammer and finally, Hunting Horn.
Each weapon type plays differently, and has different mechanics: Bowguns are ranged weapons, they have different bullet types to adapt to any situation, the Charge Blade has Phials that are used to pull off really powerful attacks by charging them with a bunch of long and difficult combos, rewarding your skill. The Gunlance gives you fantastic defense and the firearm inside the lance packs great punch, sacrificing mobility but still bringing interesting combos for a slow and methodical player. If you prefer something faster, the insect glaive offers a hectic, rapid and agile gameplay, you will literally be zipping all over the place, trying to charge the insect buffs and commanding said insect in combat.
You get my point, each weapon type is unique, viable, and different. Very different. Some are a bit easier than others, but i feel the balancing is pretty well made and you can definitely win with every weapon.
That's what so good about it. Changing weapons can radically change the gameplay.

Let's talk about what you'll be bashing with said weapons, the monsters:
There's a lot of them. I did not count them, but there's definitely enough to keep you engaged for quite a long time. Each monster has unique behaviour: some are immediately hostile, some are passive, some only attack if you invade their space. It stresses that they are effectively animals and act like it. It's pretty interesing. In combat, some monsters are more aggressive than others and will put all their energy into attacking you over and over again. Beware, this game does not care if you get stunned. A lot of monsters will not refrain from attacking you while you are stunned or have other issues. Monsters can sometimes fight each other and interfere with your hunt and you must be prepared in case the situation looks grim, because things in this game can go south really bloody fast.
Planning ahead is quite important, as you will have items and consumables that you can bring with you to aid in the hunt. You can only bring limited quantities of these items so you should pick them carefully and methodically to suit your playstyle. Your stocks may also run low and you'll have to replenish them by either buying them in the town's shop (if they are even available), or you'll have to craft them. As i said, you are free to roam around the map and you can gather resources and other crafting materials from the environment. It's often a good idea to snatch some nulberries, or mine some ore, while on the way to your target. It's fast, requiring only a couple seconds at most, and adds another layer of depth.
If you need something more specific or you want to look around without a set objective, you can go on an expedition. Effectively, you choose one of the maps that the game has, and you can do whatever you want.
You are free to explore, roam, kill things, gather resources. Hell you can even hunt monsters, though you should do it in their own missions because that gives substantially better rewards.

The game has a total of 6 maps, plus your main base, and a secondary base you can get some quests from (Without buying any DLCs).
The maps are not gigantic, but considering that you will be exploring them on foot, i'd say they are the right size. It doesn't take too long to traverse them, but also they are large enough to feel quite expansive.
Most of them also make extensive use of verticality and often have more layers, either underground or higher.

Visually the game looks very good, especially if you pump the graphics up. It still runs quite well, though some driver issues have hurt performance for some people. I am hoping those issues get fixed, and by the time you read this review chances are they will be.
All in all, i was extremely surprised by Monster Hunter: World.
The game went from something i hardly cared about to one of my top ten favourite games of all time, it's just that good. In my opinion it's an absolute masterpiece that you most likely should at least try once in your life.
It's well worth the asking price, especially if you end up dumping hundreds of hours like most of us did.

I give Monster Hunter World a fantastic 9.8/10
Posted 13 April, 2020.
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2 people found this review helpful
205.5 hrs on record (108.6 hrs at review time)
I have played CrossCode for quite a long time by now, over a hundred hours, and it took me long to even write this review. I think it's finally time to analyze and grade this here game.

CrossCode's premise is that it is a story driven JRPG with pixel art graphics and puzzle game elements.
So let's throw some VRPs and dash our way into this.

CrossCode follows a very familiar formula: It has some combat, some story segments and requires you complete puzzle sections to proceed.
One thing that immediately stands out is the artstyle: It's colorful, it has a lot of character and looks very pretty, and is accompanied by a fantastic mostly electronic soundtrack that unites a fantasy feel to a scifi feel in a seamless way.
The game's story elements are very prominent, due to the game being story driven. It is still fairly open, as you can wander as much as you like between the areas you've visited, be it to grind mobs, solve parkour puzzles to get boxes, or do some sidequests (we will talk about side activities later), but to progress and explore new areas you still have to progress through the narrative.
The game has quite a few characters, and they are all well written and interesting. It does leave you wanting more and more, because that's just how likeable and interesting these characters are. I kinda wish they took a little more time to have them talk about themselves though, As these moments are few, and far between. It would have probably slowed the pacing a bit but in my opinion it would've been a great opportunity.
The story itself is not groundbreaking by any means, but it's still interesting and manages to pull you in and want to see what happens next. That's a feel i had very often while playing this game.
The gameplay itself is simple to learn and hard to master: The main tools at your disposal are VRPs, which effectively are ranged projectiles, which can be charged to make them deal more damage, stund enemies and bounce on walls, then a melee attack that can be combo'd by spamming it three times for a powerful but slower attack, a dash that allows you to dodge enemy attacks and a directional energy shield that reduces damage, and Combat Arts (we will talk about those later)
The combat balance is pretty good: Both melee and ranged are viable, but some enemies really should be attacked using one or the other, encouraging a varied playstyle without discouraging specialization too much. The game has a skill tree, and a very expansive one at that. This is where aforementioned Combat Arts come in: They are special moves that require to be charged up by dealing damage, and can then be unleashed. Each type of move (VRP, melee, shield, dash) has a number of combat arts tied to it. For example, you can launch a hail of bullets using your ranged combat art. You can also choose between alternate arts. For example you can choose between that shotgun-like bullet hail or instead have a single, large projectile that pierces enemies too. There's many combat arts, ranging from a simple bubble shield all the way to an ice artillery gun firing explosive icycles. Combat Arts are interesting and spice up the gameplay a lot, and i think the balance is pretty good: The game hands them to you often enough for you to have fun with them, but not enough to breeze through the game. Unfortunately some combat arts are just better than others, but for the most part the choice is up to you. Enemies respawn every now and then meaning you can grind them for levels, but at some point they start giving you only one XP, and at that point leveling becomes hard and you should move to a higher level area. The enemies themselves have interesting and unique designs, moves and patterns: There's sand sharks that you're supposed to hit with a charged shot when they emerge from the sand to attack you, this way you'll stun them and make it possible to hit them repeatedly. Some other enemies must be "broken" with either elemental attacks or charged shots. "breaking" can mean stun, as in, the enemy is briefly immobilized, or it can mean that the enemy simply changes moves and behavior, much like a boss would. Oh yeah, there are elements and not only do they follow the usual "X enemy is vulnerable to Y element", but also your attacks and combat arts change as you change elements. Each element has an entire skill tree of it's own with it's own points, so each element is effectively treated as it's own separate thing. The game has many stats and properties. it being an RPG after all, so you can have armour that gives you Pin Body, which means that enemies who hit your shield while it's up take some damage back. Or leg work, which increases aim movement speed. There's so many of those modifiers that you can really be creative with your builds. There's also a large variety of armours and items you can equip to change your stats. Now, the items don't actually change your character's appearance, but their effect is still highly noticeable. Consumables are in too, and while my own dumb self cannot use them because i simply have to "stockpile" them in case i ever need them, and then end up never using them. They are very useful, and certainly help in a lot of situations.
Remember i talked about puzzles? Yeah, the game has a lot of puzzles. Basically every major story segment is separated by a temple. These temples have unique mechanics that are taught you inside the temple and then you will interact with the environment using these mechanics in an increasingly difficult fashion.
While these puzzles are not extremely difficult, they are challenging enough to maintain interest. Another type of puzzle is the parkour that is all over the map. There are hidden passageways everywhere and you can get loot by exploring and jumping around. There's so many of these boxes to find, it'll take a while to collect them all.

Now you will probably have noticed that i speak very fondly of this game and it's obvious that i like it.

Are there any things i don't like? Yeah, there are.
First, the story does lose some momentum after it's highpoint halfway through.
The second half of the story does feel like it's going a bit too fast and suffers from a lack of moments where you just sit and chat, moments that instead happen often during the first half.
It's not too bad but i think the second half of the story could have used some more love.
Then, the combat balance is pretty good but some things could use a tweak. For example, i feel like the shield is underpowered. At least it is if you don't specialize in it specifically. While the shield combat art is ridiculously powerful, the shield itself feels almost useless. I finished the game a couple times and i almost never used it unless i am in a situation in which dodging is not possible. And these situations are very, very rare. The final boss was a walk in the park, it was really easy but way too long. The battle should be short but intense, not long and drawn out.

Other than these couple gripes, the game is a masterpiece and it's definitely worth the asking price.
You can expect ~50-70 hrs of gameplay out of it easily.

So, i rate CrossCode 9.0/10

Posted 26 March, 2020.
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292 people found this review helpful
11 people found this review funny
10.7 hrs on record
After just ten hours, i have very likely already given up on this game.
I rarely review games when i have such little experience and playtime, but i'll gladly make an exception for this game.

So, what is Shortest Trip to Earth?
It's a roguelike space game where you jump between sectors struggling to get back home. The game provides you with a top-down internal view of your ship, it's inhards and it's crewmembers. And it has both bullet time and tactical pause.
Now, if you are even remotely interested in this game, you are probably beginning to see a pattern here.
Yep. This game takes more than a little bit of inspiration from FTL: Faster Than Light.

However, what i said is also where the similiarities end, unfortunately. I say unfortunately because had it copied FTL... it might've ended better off.

What this game substantially does is take the FTL formula and overcomplicate it, adding resource management into the mix, removing the time limit (though that's not really true), and gives you much more freedom and leeway when it comes to upgrading your ship. Also it allows you to travel around much more freely, giving you a solar system map instead.

It also has combat, but we'll talk about that later.

First, let's talk about events.
Much like our beloved FTL, this game has events. Every time you visit a point of interest, a window pops up, and you get some flavor text, and usually some options to decide what to do. Now, in FTL, most events can be either avoided, solved using an item (blue text choices) which has 100% chance of success, or lucked out, should you not have that item.
Usually however, FTL does not rely on these events often. Most of the time, you have a fairly good feeling on what's going to happen. Obviously, if you refuse to send a crewmember to the slavers, you will get a fight.
If you decide to shield a ship from asteroids using your ship, you're going to take damage.
Most of them make a lot of sense and you can mostly predict what's going to happen.
Shall you fail, it's rare that it'll be a game ending issue. The worst that can happen is losing a crewmember, but the events doing that are rare, and you can absolutely predict that it's going to happen.

In this game however, events absolutely love to rip you apart.
Most, if not all, events will end up either failing or not being worth it.
WOW! I wasted 24 fuel to get 20 synthetics! Wooohooo!
This game has a twisted way of making things "hard". It does so by making your run entirely dependand on luck.
I am not exaggerating. You can literally get an encounter that you cannot win (it was in sector 1 or 2 iirc) that you also cannot escape from.
There are some events that have absolutely ridiculous outcomes that will make you think "i wish i really was in this starship, i would've handled things sooo much better". Not to mention, that your ship's powers are not well specified.
Sometimes, you can print disposable one use drones to mine a dangerous spot, as to not risk the ship. Sometimes, you do not even get that option. Even when your synthetics are full. That's bad writing right there. Now this only bothers me because those events suck, if they were actually well designed i would not whine so much about it.

Onto the worst part of this game: Combat.
i swear, this game's combat makes me mad. It makes me want to claw my own eyes out of their sockets. It is so infuriating.
It's been designed extremely poorly with very little thought put into it. Remember how FTL has few weapons classes that have very distinct characteristics and require to be used properly in order to be effective? Yeah, this game does not have that. This game has i'd say about three weapon archetypes. Lasers, Projectiles and missiles. Missiles are garbage, because enemy point defenses will always shred them, and your enemies will always have point defenses in droves. Projectile weapons are only good against you, because your enemies always have either ridiculous evasion or a billion point defense turrets, because of course you can shoot down a gatling bullet. Obviously.
Lasers are the only actually viable weapons. They shoot, they deal damage, usually a lot of it.
Now each weapon archetype has sub-types. There are EMP lasers, there are railguns, autocannons, you get the point.
Your ship's defenses are: Point defense turrets, that will attempt to shoot down projectiles and missiles, shields, deflection and evasion, and finally, your armour. When your armour runs out, your ship starts losing it's maximum armour.
Now, deflection is an arbitrary chance for a projectile to randomly bounce off your hull when it hits. Evasion, is a random chance for an enemy to miss completely. Shields, are completely useless, since about half of the game's weapons pierce them outright, their strenght and recharge time is never enough to compete against lasers, and shield generators EMP themselves for about 15s when your shiedls go down, because of course that makes perfect sense.
Then, your armour. This is effectively your health. You want to keep this in good shape. Especially because damage is absurdly expensive to repair. Gone are the days of spending 3 scrap to repair a hull point. here, it's probably more like 50-100 metal each, or 25 credits each. Mind you, there are weapons that deal 7+ damage PER SHOT.
Ridiculous, i know. You are outgunned. Enemies always have the upper hand, barring the first two sectors. They have more, better guns. The solution? Even though the game discourages you to do this, you are apparently supposed to upgrade your slots to fit more guns. This is ridiculously expensive, costing 900+ metal to upgrade a slot. Mind you, you will be lucky to get 100 metal from an event. You will mostly find bad weapons, with most of the good ones being held by your enemies.
Oh, weapons have huge spread and miss a ton, both yours and your enemies. Comabt becomes a boring war of attrition very rapidly. You obviously aim for their reactors, and they obviously aim for yours.

Then there are nukes. These are supposedly superweapons, so much so that even your AI often warns you before a fight that an enemy is carrying a nuke. Oh, they are supposedly very rare and expensive.
Except everyone has military grade nukes except you, who are stuck with homemade crappy nukes. Have fun.

To add to all this, the gameplay out of combat is dull and uninteresting.
The game has a ton of pointless micromanagement that adds nothing and has no depth.

All in all, i think i have a feeling what the devs have tried to do.
They saw FTL and said "hey that's cool, we should make our own version of that!"
And then went on to make a game that takes FTL's core, and strips it of everything that made it good.
It is literally just FTL but worse in every possible way. Except graphics.
The art team and the musicians did a MARVELOUS job. I might get the soundtrack, it's so much better than the game itself.
And the art is fantastic too.
It's a great game to watch, but not a great one to play.

My grade is:

3.5/10
Posted 3 February, 2020. Last edited 13 February, 2020.
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7 people found this review helpful
10.2 hrs on record (0.9 hrs at review time)
Avoid like the plague. Developer abandoned the game and left it in a horrible state.
I don't really care about his reasons or motives.
He could have made it open source. Or hell, he could have stopped selling it.
I'm sure the community would have been more than willing to finish his work or at least make the game somewhat playable. Right now it's a ridiculous buggy mess.

Don't buy it.
Get Ace Combat 7 and Project Wingman instead.
Posted 18 January, 2020.
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2 people found this review helpful
161.4 hrs on record (41.8 hrs at review time)
Ace Combat 7 is the latest entry in the Ace Combat franchise, hinting at a franchise revival.
After all, it has been dormant for quite some time now.
So the game puts you in the shoes of an ace pilot, it does not aim to be at all realistic: The only thing realistic here are the plane models really, and not much else. You can carry tons of ordnance, your gun has unlimited ammunition, you can pull impossibly tight maneuvers disregarding Gs completely and you can also shrug off a few hits.

Alright, let's afterburn straight to the

PROS

+The game feels extremely polished and lubricated. The flying is great and every plane feels good to fly, the controls are extremely responsive and well thought out. I suggest playing with a controller, though.
+The graphics and sound design are very well made, and especially the clouds need to be separately mentioned for how absolutely magnificent they look. This game truly shows that sometimes Unreal Engine 4 can look good. This doesn't make it a good engine, though.
+The game is moderately difficult. I almost breezed through it, but some missions can be rather difficult. Consider that i have played many flight games before though.
+The story is definitely high quality. It is a bit short, but well made nonetheless.
+Surprisingly few bugs!

CONS

-The story is also worse than past entries though. Mainly because the characters were a bit forgettable.
-The multiplayer unfortunately is a total trainwreck. It has absolutely no anti-cheat and only two modes. Also some planes are completely broken and will outmatch others completely.
-The game is not very replayable and after 35-40 hours you have pretty much done anything that could be done.


VERDICT

Ace Combat 7 is a refreshing title, that for me saved 2019. Not only did it not go epic exclusive, but also sold extremely well for the small niche it aims at satiating. Hopefully this marks a new era for the series, an era of prosperity.
It's a game built with love, and as all games built with love, it delivers.

FINAL SCORE

I rate Ace Combat 7: Skies Unknown

9.5/10
Posted 26 July, 2019. Last edited 10 January, 2020.
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5 people found this review helpful
1.8 hrs on record
SUPERHOT

What is SUPERHOT?
SUPERHOT is a quite innovative FPS that has a particular design quirk that makes it sorta unique:
Time stops when you stop.
Characterized by low-poly crystalline graphics, it is not very hardware demaning.

But let's get to the

SUPER - PROS

+The game is very fun. Especially when you are still getting the hang of it.

+You feel like such a pro when everything goes right, and your plan works out.

+Few weapons, but they keep the gameplay streamlined, letting you concentrate on the action.

+Very simple controls, but functional and quite responsive.

+The graphics, while low poly, are very good nonetheless, making enemies easy to spot and track.

+The enemy AI is decent, and they pose a pretty good threat, especially late game.


But with so many pros, why did i give this game a negative?

Let's se the

SUPER - CONS

-The Time does not actually stop. It's a VERY big minus from me. Time just slows down a lot, but is not stopped. This means that especially on later levels, thinking can get you spawnkilled, and this is frustrating.

-The only UI element, the crosshair, is hironically pretty bad at what it's supposed to do. A crosshair like that is okay in a tactical shooter to give you a rough idea of where you are aiming, since you have a lot of ammo and time to keep firing down range. But it's very clunky when it comes to pinpoint precision. A small dot would've been much better suited for the job, and the crosshair has been very annoying during my gameplay.

-Some hitboxes are rather... questionable. Especially the Katana and Assault Rifle. I've found often that trying to pick up an AR or a Katana during a fierce fight, often ends up with me punching it/punching the guy i just removed it from. This got me killed many, many, many times.

-The largest con however, is the lenght. I have played about 105 minutes, and i have finished the game.
While the most stubborn might say that the campaign is just "the beginning" and the real game starts after the main story, i just cannot agree with it. The challenges are just story levels but with different rulesets.
Sure, they might be a bit enjoyable, but for how much longer? The game doesn't have many levels, and as far as i know there is zero modding support and zero support for community levels.

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

So, i enjoyed SUPERHOT. But 23 Euros for barely two hours of storyline, while very well polished and well done, just is way too much. There is not enough content in the game to justify the price. I had the game on a discount, and paid it 14 Euros.
Yet, i feel like the game did not repay itself. It was good, but it was not enough. For the same pricetag, i could get far, far longer games, that while may not have the same concept and innovation, are still solid, if not even more solid than SUPERHOT.
I suggest you get the game when it gets a huge discount. I would not pay any more than 7-8 euros for the game in it's current state. It's just not enough, and as such my vote, being based on an overall, will be extremely low. Lack of content is a very bad issue and will impact my vote accordingly, the pros not being enough to offset the extreme lack of content.

VERDICT

I give SUPERHOT a saddening 3.5/10
Posted 20 June, 2018. Last edited 20 June, 2018.
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2 people found this review helpful
22.8 hrs on record (20.5 hrs at review time)
Early Access Review
So. What is Sky Knights?
It's a MOBA with planes, pretty much. Basically what i always wanted. It's still in development but is already very playable and enjoyable.
Let's take off to the

PROS

+Nice and balanced selection of aircraft. At the time of this review, four aircraft per faction are available. F-15, F-16, A-10, F-5 for the NATO and MiG-29, MiG-21, Su-25, Su-27 for the Pact.
+Netcode and Hitreg are not perfect, but definitely better than many games at this stage in development.
+Very active and friendly developer actively listening to the community.
+Game looks simple at first but it's got way more depth. Altitude, G-Force and other quirks are a thing, and so is Landing and Taking-Off.
+A decent selection of weapins varying from aircraft to aircraft, including IR Missiles, Radar-Guideds, Freefall bombs, Anti-Tank missiles, Anti-Radiation missiles, the gun which can vary depending on the plane, and countermeasures (Flare and Chaff)
+Many upgrades to buy in-match, like on a MOBA :D
+Skins planned and tail/nose art already in game.
+Leaderboards showing your Top-Gun skills.

The game has a lot of PROS in formatuion, but-oh, the radar blips.
It's an enemy formation of

CONS

-Skins planned and tail/nose art already in game.
-Controls can be very, very clunky and sometimes you'd wish for mouse flight. Controller works fine but keyboard is a nightmare, especially when turnfighting.
-A bit too much turnfighting.
Often if your enemy gets close the fight could end with an infinite turnfight that will make whoever runs out of Stamina crash and burn. A good way to prevent this is flying with Light Fighters, that cannot be reliably turn-fought.
- Bit lacking in maneuvers, though the dev is likely addressing this. For now holding space will make you loop if you are fast enough, and will also make your plane turn slightly tighter.
-The only way to unlock new aircraft is via races. I'm ok with that but many people found it frustrating, especially because those planes can be very useful at times.
-Some minor bugs but nothing too bad.


In the end, i think Sky Knights managed to shoot down all those bogeys. It has a very high potential and updates are pretty frequent and well thought out.

I give Sky Knights a nice 8/10.
Posted 9 May, 2018.
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13 people found this review helpful
3.8 hrs on record (1.3 hrs at review time)
Army Gals is a Visual Novel developed by Dharker Studios.
It has been a pleasing surprise to play this game.
Let's see the

PROS

+Very well made characters. There are few, but they all have their distinct characteristics.
Trust me, especially the three gals, are rendered astonishingly well, and you will end up loving them because of how they are more than how they look.
+Very well written story, i actually enjoyed the story a lot, especially because of a very big secret and surprise that i won't spoil you. It'd be a crime.
+Good character art. Definitely liked the art style for the three gals.
+Lots of endings, some good, some bad, and you really have to keep trying to get the ending you want. Trust me, it won't always go like you planned.
+Realistic? Yes. But they throwed up a few nonsense stuff inside that... Well... You have to see it...
+The dialogue feels good and quite real, actually. These gals won't ♥♥♥♥ you randomly just 'cause you asked. At least, two of them won't.
+The uncensored patch is a must. Bonus points for keeping it free. Noted.
+Well written. Only two grammar errors spotted. Unless you're really paying a lot of attention, your brain will skip right through them.

So, there are a lot of pros. But what about the

CONS

-The backgrounds are reused way too often. There could've been more of them, especially because they get reused in the same scene pretty often.
-There is a particular scene being really awkward, where a night conversation will take place in the wrong location. Probably a dev oversight, but it won't be easy to fix, as the game would need another entire night to be added.
-Would've liked a bit more choices that could influence my reputation with the girls. Sure, the choices are solid right now, but sometimes they ask something and you're railroaded to one answer. Not a large issue, and went unnoticed for the first runs.
-Less H-Scenes than how many there actually are, leaving those to text description.
Since the patch is free, tho, i'll give this one less points.

------------------------
Verdict


Army Gals is a very good VN, and i whole heartedly recommend it.
You' get affectionated to the characters, and the story really picks you up.
A few hours of great fun. And, good luck getting all the endings!

Score: 7.9/10
Posted 22 August, 2017. Last edited 3 September, 2019.
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9 people found this review helpful
1 person found this review funny
335.0 hrs on record (230.4 hrs at review time)
CS:GO Review
Ah... I've been long waiting for this moment... CSGO.
The latest installment of the legendary Counter-Strike franchise.
A great game, full of competition and with the potential to be the most competitive shooter ever created,
let's take a look at the

PROS
+Full of well balanced firearms. There's a lot of guns, and each fits a specific need.
Each needs to be learnt very, very well to be a good player.
+Strong competitive-oriented gameplay, rewarding skill and punishing a lot errors. Precise planning can often lead to overwhelming victories, but watch out for the enemy plans aswell, or everything will start going wrong.
+Strong player interaction and communication.
+Good hitdetection, and very good lag compensation.
+Mid-level graphics.
+Very identifiable sounds, surround is a must, and WILL save your life, granted.

But with so many strongpoints, why did i give this game a negative review?
Let's see the

CONS

-Salt WILL flow. People will rage. Swears will start flying like missiles.
-The game is sinking in bad updates by valve, not caring about the community and literally doing whatever they want,
They keep adding skins, while the game still has a lot of work to be done.
-A ton of cheaters. Too many of these ♥♥♥♥♥♥♥. VAC isn't helping a lot, creating a very bad experience
-Smurfing is common. Way too common. Very bad for new players.
-Good game, bad technical aspects. A lot of bugs around.
-The game doesn't run that well, and especially after the last updates,even started lagging. This is bad, especially because the graphics didn't change much.
-Valve eventuay releases random stuff that either ♥♥♥♥♥ up the game, creates exploits for nooby silvers to use, absurd stuff that breaks the game etc...
-The game becomes a cheatfest and noobhouse everytime there's a sale.

------------------------------
Verdict.

CSGO is a good game. If it was an high-end indie game.
But since the developers are Valve themselves, i was to expect a MUCH better game. The game works? Barely.
Because of so many small issues here and there that really frustrate me everytime i play. The game usuay leads to rage and salt, and not fun. Valve isn't doing any better by grabbing as much money as they possibly can, ruining the actual game with useless updates that add stupid, useless cosmetics instead of what actually matters.
Posted 21 August, 2017.
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