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A 9 personas les pareció útil esta reseña
0.5 h registradas
please, make it free so those who have bought it could actually play it, otherwise online is too low. sell in-game items, characters, place ads for those who haven't bought a copy – just make it available to wider auditory. if it's not cross-platform, make it cross-platform.
Publicada el 24 de octubre. Última edición: 24 de octubre.
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9.2 h registradas
awesome game from awesome publisher. a bit short and easy, however.
Publicada el 17 de febrero. Última edición: 18 de febrero.
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A 30 personas les pareció útil esta reseña
3 personas han encontrado divertida esta reseña
15.3 h registradas
interesting concept, but it should have much more content: cards, enemies, buildings, classes, types of loops and so on. I've seen more than enought in the first 10 hours and I don't wanna spend more knowing that I saw 80% of everything and only grind left.
Publicada el 15 de febrero.
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Nadie ha calificado este análisis como útil todavía
12.8 h registradas
on the one hand, it's beautifuly made and carefully designed. every enemy stands right in the place to make your life harder, the picture is a pleasure to look at, but, well, I dropped it right after the first act. the whole gameplay quickly becomes stale, because every new mission doesn't offer much new mechanics, and then you realize: «oh, sh#%, here we go again», save and load for hours, yay. seriously, sometimes I played a mission for an hour, saved, quitted, then continued the next day (the same freaking mission), and then one more time in the third day. This kind of genre isn't engaging enough nowadays, even though it would blow my mind in my childhood, probably.

For a tactical gameplay, I'd settle with turn-based combat older fallouts style. If stealth is crucial… maybe «Hitman»? it's also full of scripted NPC behavior which I'm not really fond of, but at least you can make it fun any time you want when your cover is blown: not because I like action/shooters, but because it nudges you to improvise, especially if you play without saves. The combined option here is the excellent «Invisible Inc». In case of the wild west setting, we always have «RDR2» and, let's say, «Wierd West». Overall, I wish it to be a game in a different genre allowing you to explore this beautiful world in a realtime and don't plan every move you make. Or, if you remember the good old isometric game «Robin Hood: The Legend of Sherwood» (made by developers of «Desperados 2»), it could have alike metaprogress features to make your life easier in further missions by doing specific actions or earning the sheriff stars (they don't do anything here, kind of achievments). In the «Robin Hood» title of yore it was possible to build up your forest base, recruit followers and make them produce helpful items, just for example. What we have here, in «Desperados 3», well… you just want to trigger the end of your mission, no matter how, because in the next one you will have a specific team/pre-defined ammo anyways.
Publicada el 8 de febrero. Última edición: 18 de febrero.
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A 1 persona le pareció útil esta reseña
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9.9 h registradas (4.4 h cuando escribió la reseña)
it's great, I had fun, but just to balance all the positive reviews and make it useful for potential buyers, let me tell about its downsides:

1. Crazy colissions. Especially if you have grabbing hand, but in cut scenes too. Enemies become a mess and you just beat the $%@! out of this mess with another hand usually.
2. Could be longer for this price. I really expected that there would be at least one more city level to explore. Just for the record, this review is written after 5.5h of gameplay.
3. It would be great to have jumps or at least some upgrade that allows it. With an occasionnal slow-mo.
4. Not that many types of enemies. Mostly you'll fight with bugs and dogs. Bugs are too easy, dogs are fun to beat at first, especially mid air. All the others are rare and your tactics won't change much.
5. As for tactics, I found the grabbing tools make it too easy. Till the end of the game. Just grab and throw at the others or into traps. Maybe it's about difficulty overall, because you can make a pretty overpowered build pretty soon without much efforts and nothing will challange you.
6. To summarize the previous two points, I wish it had more bigger enemies with human pilots. Some sort of generated ones: with always changing weapons, upgrades, perks and fighting tactics against you. For example, imagine an enemy that uses nailgun: everytime he does it, you should manually take the nails out in order to move. Or the grabbing stuff, you name it.
7. Yeah, I wish it had more weapons. Maybe there is more (I saw like… 6, while some of them were advanced copies of each other), but even if it has, once again, it needs more types of enemies to make those weapons useful. Otherwise, it doesn't matter, just grab and throw, grab and beat them off.
8. It could be visually better for PCVR. Sure thing, it should look this way so players could run it on Quest 2 or something, but it's steam and PCs are much more powerful. Just wish there would be more textures and details to look at. FYI, the releases for both platforms are the same 1.7gb.
9. When you lose your hand, I wish you could plug it in back once to get like the last 5% of HP.
10. More robotic sounds? You know, robocop style.

However, despite all the stuff above, I really liked it in its core. Great, exceptional concept that really works in VR. Make the Underdogs 2 with more parts/options, maybe interchangeable legs, gameplay-noticable-different cabins that change height, for example. Also, how about a first person human control in-between of the fights, to feel the difference how is it to be outside of your machine, helpless? And yeah, as everybody said, with multiplayer, it would be a banger.

upd2: In addition to the second point, I'd say it would be better not only with another city level, but with a new type of arena in the first place. Maybe some vertical map, like «King of The Hill»? Like, you need to stay on top of the place the needed amount of time with unlimited spawn of enemies. Just a random idea, but the thing is that it needs to be harder and a little bit different/refreshing by that time, because of all the buffs you already got. Also, a harder «New Game+» and/or «Endless Mode» would be appreciated. More random ideas for the modes: «get no damage or lose money/addons and try again», «start with one hand», «kill N amount of enemies in N minutes; like a bomb planted in your cabin», «fight until you fill some pit with the enemies' junk», «two bosses at the same time», «earn N amount of money in N days or lose the run», «fight with generated bosses one by one in a row with an ability to install arms of defeated opponents; see point number 9» etc.

upd: I also imagine it would be a crazy good experience to climb some skyscrapers or a really big mecha emenies in such machine. In a sequel of course.

ps.
changed to «positive» after couple of weeks. the devs are going to add new stuff to the game, also they just seem like great fellas!
Publicada el 25 de enero. Última edición: 17 de febrero.
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Un desarrollador ha respondido el 26 ENE a las 1:04 p. m. (ver respuesta)
A 2 personas les pareció útil esta reseña
132.2 h registradas (17.9 h cuando escribió la reseña)
Freelance is refreshing, make more updates for it. Not just lame paid cosmetics for your house. Personally, I'd love to have an option to pay merces for some weapon I already have to prevent its disappearing in case of failed missions, at least X times. Also, failing to kill the main syndicate target shouldn't lead to losing all the gear, if you got out alive. On top of that, I had a bug that didn't allow my ammo to refresh (some SMG had only 20 bullets on start of a mission which is frustrating, and it didn't change from mission to mission). Overall, freelance boils down to earning merces to buy new weapons, but it's a loop without any meaningful end. You can choose the same type of compaign that you like the most over and over again and have no reason to try something that is more demanding in terms of your time.

Gameplay wise, it has gross AI. I wish NPC's reactions to «action scenes» were different. Some should just lay down, some should beg for mercy. Overall they could be a lot more alive and reactive to your actions. If you take out a gun out of a blue, they should be immediately surprised, taken aback, especially if you aim at them. When running away from you, shouldn't they fall down, like stumble, from time to time? Well, this is what makes this game bad overall.

Also, I miss newspapers from «Blood Money», reviewing your mission from a reporter perspective. It's so easy to implement, come on.
Publicada el 1 de diciembre de 2023. Última edición: 15 de diciembre de 2023.
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Nadie ha calificado este análisis como útil todavía
614.7 h registradas (193.3 h cuando escribió la reseña)
first, let players choose maps/modes they prefer, so they'll play with players who like the same. if player thinks 4vs4 is better than 2vs2, let him/her play 4vs4 if enough players with such preferences are looking for a match at the same time. is it a hard thing to implement, really? so obvious step to make the game much more enjoyable.

the second, bring back physics/hitboxes or whatever like it was prior 1.6.x.x version. now everything feels worse and more arcade-like, in a chaotic way with no room for actual skill.

third, consider making a mode where every round starts with a new map, it was the fun part of gang beast.

last, but not least, fix throwing mechanic bugs. too often it just doesn't hit the aim or doesn't hit anything at all (no visible throwable). optimize it for local coop too.
Publicada el 20 de septiembre de 2023. Última edición: 31 de mayo.
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Nadie ha calificado este análisis como útil todavía
222.2 h registradas
do we live in the world where absence of microtransactions is already a reason to upvote a game?

if you think about it, it's a very time consuming game with not that many quests, not bad (but not great either) fighting mechanics, but very easy fights. I haven't completed it yet, but folks say that whatever you do with tadpoles it means nothing and it's frustrating. the way your party tries to romance is too in your face, you should actually dodge it, no good old friendship possible. as someone suggested here in steam discussions, it could be so many interesting options like some party member falls in love in another, some could mourn his dead spouse/wife so we could help them find peace or even actually help find\save them, someone could be asexual, or have some specific orientation, but instead they all are «playersexual» whoever you play.

the characters themselves are too flat and unrealistic: what are the chances that straight from the beginning you find a mage that slept with godess and has super unique atomic bomb inside, some devil's right hand who won wars with (also) super unique mechanic heart and magically low level as you, super unique vampire (at least I haven's seen any other vampire in 90hrs of gameplay). it just feels like some DND party made by 14 yrs old players who wanted their characters to be as cool as possible (in their eyes).

inventory is a mess. you can't sort items and leave them be: once you close the menu and open it again you'll get the same mess as it was. why it doesn't save the sorted inventory? and yeah, why camp supplies don't go directly to camp chest? why there's no button to loot straight to camp chest? I spent at least hours sending all kind of stuff to camp.

also, the journal is a mess too. when you see a quest updated with the hint to press «J», do you see the relevant quest notes right away? no. you just try to find it the best you can in the list with sublists, some are location based, some are your personal, the others are for your companions – no system at all. just show me the updated info right away and make a search field so you could find any quest by its name or its content. if it's location based, how about little pictograms or tabs? the same for your party members. or just alphabetically, for gods sake.

gold… well, I had almost no use of it. It was about 15k in the second act just by looting dead corpses, their armors and weapons. no pickpocket or unesessary violence at all.

and, yeah, as others already said, make the 3rd act as good as the previous ones, and it would make it worthwile. «Dragons Age: Origins» is still a better game by far: it had a tight and meaningful storyline without screenplay holes and with massive amount of battle mechanics like cast sleep spell → cast fear = nighmare etc (you could even create your own behavior rules, so your party could be autonomous the way you want them to be). I don't get the way critical misses work: in DND such kind of fail leads to, let's say, damage you deal to yourself. and the shot/spell accuracy: why can't you hit your own party member that stands on the attack line, if you miss? all these things were in «DA: Origins», tabletop DnD and many, many other RPGs. there's no such thing as advantage when an enemy is surrounded or hit from behind. it's just undercooked in so many ways, but, hey, you can customize your reproductive organs and have fun with bear – this is the next-gen RPG we all deserve, I guess.

upd: now, when I finished it… it has so many serious plot flaws and the most underwhelming ending ever. no major spoilers, but you'll just know. your romanced companion, for example, won't say nothing if you decide something… critical, let's say. the romance just don't have any ending. and if such companion wasn't in your party last fight, you'll just won't see her/him again, that's it. only the three party members will have their lines in the end. all the others… well, forget that you completed their quest, decided their fate in some way – you won't have any closure with them. needless to say, there's no fallout-like screens about all the NPC you met through the game, nothing about the decisions you made. and that Karlach patch that made her ending decent… well, if THIS is «patched» ending that «she deserves» (I remember the word «deserve» from the patchnote), then I don't have a clue what was the ending on release. regret wasted 200hrs.
Publicada el 27 de agosto de 2023. Última edición: 20 de noviembre de 2023.
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0.8 h registradas
the game to play high, believe me. the awesome voices, the idea, the soundtrack, oh my god. got «to the moon vibes» for some reason.
Publicada el 27 de julio de 2023.
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Nadie ha calificado este análisis como útil todavía
0.5 h registradas
It requires a lot of space and doesn't provide you an ability to move with sticks for some reason. All in all feels like turn-based/slow-motion duel which is unique, but not super fun at least for me. Haven't tried multiplayer.
Publicada el 9 de julio de 2023.
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Mostrando 1-10 de 58 aportaciones