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Reseñas recientes de literally me

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Mostrando 11-20 de 74 aportaciones
A 1 persona le pareció útil esta reseña
24.1 h registradas (10.6 h cuando escribió la reseña)
There's a great game trying to escape under some horrendous technical issues around matchmaking and anticheat

Update: I have been unable to login or unable to join a game for 4 days now

20/02/2024: I am logged in, and now staring at my ship unable to leave or progress the intro cutscene. Was this patch QA tested even once?

20/02/2024 - 2: Re-logged, got in, crashed after trying to connect via quickplay.
Publicada el 17 de febrero de 2024. Última edición: 20 de febrero de 2024.
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32.4 h registradas (16.4 h cuando escribió la reseña)
Reseña de acceso anticipado
Besides the obvious meme, streamer, flavour of the month appeal there's a pretty decent framework for a game.

Solid performance and graphics (nothing mindblowing).
Decent designs and artstyle.
Solid core survival crafting loop made fresh by the exploration and automation aspects.
It's just a pretty good game.

Only issue that stands out to me is that I can tell that late-post game content is non-existent even though I'm not there yet. By exploring the map and checking ahead on the tech tree I can see there's not much, and even though there's mechanics to turbo optimise your pals I have my doubts that it will be needed until there's some content updates.
Publicada el 21 de enero de 2024.
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A 2 personas les pareció útil esta reseña
1.0 h registradas
Reseña de acceso anticipado
Runs poorly (frequent dives to 60 fps on an RTX 3090 + 5950X, with horrific hitching), looks ugly on a technical and artistic front with LOD kicking in right in front of your eyes and generally ugly uninspiring environments with holes in the scenery you can peer under the map or inside objects and Z fighting.

Combat just isn't fun, is far too easy and enemy feedback on hit is incredibly lacking. It feels they wish to go the direction of higher level = higher dmg and hp bar for the enemies which feels incredibly dumb. Dying light allowed you to steadily progress until you feel like you are starting to dominate zombies as you can kill basic zombies noticeably easier as time progresses, wheras every time I entered a new area I just found a higher number on a zombie and knew it would just be another damage sponge as it matched whatever new weapon I had even if I got it in an area of the same level.

Parkour feels slow, clunky and pointless compared to the power of just jumping on the correct rock that enemies cant slide (because they have no animations sometimes) onto. Plus deciding to make a parkour zombie game with slow clunky parkour and barren open terrain feels like a misstep. Note that when dying light made barren terrain was in the expansion they added a car to cross said terrain.

I feel that fundamentally the game is flawed. Parkour just isn't suited to boring medieval environments, and the zombies seem to only be able to get to the heights you can if the horde grows so large they start sliding at rapid speed until they clip onto the terrain you're standing on. They should've focused on a horde based medieval zombie game OR a parkour zombie game, the whole package doesn't mesh with the current environments.


Also the inventory "system" is unusable. It's just full of crap in no useful order. Combine that with awful looting where items have to be highlighted a horrendous green just to be seen, with you having to really search every nook and cranny to find everything and you never want to hit I to view your inventory or enter a home to loot it.


Beta 0.1 is a very generous version number, this is a pre-alpha for a concept at best and should not be on steam. It should be on the cutting room floor still being developed and worked away on to produce a strong vertical slice instead of this shallow borderline asset flip. Developers have for sure bit off more than they can chew and I wish them luck. If they're looking for more staff I recommend an animator since faster, more fluid animations would do a lot.
Publicada el 21 de julio de 2023. Última edición: 21 de julio de 2023.
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0.3 h registradas
Reseña de acceso anticipado
"workshop" sucks total donkey ♥♥♥♥ and crashes your game or quietly fails to load, which is sad because it's a necessity for it to work flawlessly when content is this sparse.
Publicada el 25 de mayo de 2023.
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A 2 personas les pareció útil esta reseña
24.4 h registradas (15.3 h cuando escribió la reseña)
Reseña de acceso anticipado
This will be a positive review full of negativity at the end, because I really enjoy this game HOWEVER it has pain points that I would love to see the developers handle. Let's start with the good (and some VERY good things).

The good:

Performance is great for a good looking modern game, I'm glad red barrels have ignored the status quo set by the AAA industry and have decided to not use DLSS as a crutch for a poor performing title. The game looks good and runs well for most people. I run the game at the highest settings which by most games standards means high framerate with terrible 1% lows as it hitches all the ♥♥♥♥♥♥♥ time; not a single hitch in all my hours. Add to that the game install is small by modern standards, doesn't need to be put on SSD, the technicals of this game are spot on.

The game is gorgeous. I'm not talking graphics I'm talking art direction. While some enemy designs are a bit uninspired and a lot of the shock is a bit played out, the locations feel detailed and "lived in", making them feel plausible with just the right amount of "game-y" shortcuts and stuff jto make them actual levels. Bar the second mission, the levels are pretty spot on with a great feeling of escalation of challenge brought by the map design.

Multiplayer is 90% quiet people having fun, with a good amount of talkative and NICE people having fun. As unlike a certain other multiplayer horror game with a lot of running away, working together is incredibly beneficial and the levels also work to give a mix of encouraging you to split up and encouraging you to stay close but ALWAYS to work as a team.

The story and atmospher are well crafted and work with the gameplay on a meta level. I never thought a live-service style of game would be able to come along and make me enjoy the story it tells AND work it into the structure of the gameplay but they did. It's not some subtle masterpiece, but it's very enjoyable.

The bad:

The worst issue is the loadouts, there is no variety. You get a choice of 4 rigs, 16(I think) pharmacy drugs and 3 amps. The 16 pharmacy drugs (basically skills) can all be unlocked by the time you finish the story so they aren't really a choice, but they do really empower you by the end game and mostly work well with the co-op aspect so whatever. The amps just seem to be less meaningful than the skills even though they cost more to unlock and you can't equip as many.

To extend upon the previous points, the 4 rigs (active skills) are horrifically balanced:
-Stun: Reliable staple good for clutching objectives. It sounds good, it's even better than it sounds. Stun enemies, they stop moving, easy peasy.
-Heal: Reliable free resource generation for you and your team. Unlike stun it's strength is very non-interactive and impossible to go wrong with. All it really ends up doing is letting you know you can waste limited resources. Perhaps a necessary evil at the top difficulties where even basic enemies can two shot.

These two rigs are incredibly strong and are LITERALLY the only rigs you will see or should get. The following two are comparatively awful and never seen.

-X-ray: I have seen one player use it and that player is me. It lets you see through walls for a short time when un-upgraded and the upgrades give it some incredible uptime while also regenerating your night vision. Sadly night vision is already very easy to keep topped up and the game already gives you sound queues for nearby enemies. It's good for finding posters, avoiding wasting lockpicks on trash like batteries, finding important loot in a clutch and doing stealthy plays. Posters just give XP, no loot behind locks is essential, loot in general is a bit meaningless other than antidotes and stealth only is a sub-optimal play style that you use situationally between running away. It's honestly not that bad but compared to stun and health it's just mediocre, without any benefit to multiple people coming with it unlike stun or heal.

-Blind: I have never seen it, not even once. I have beaten the game and never seen this used by a single player. I might update this review when I finish levelling my amps and inevitably go for blind after because I like funky play-styles.


A lot of the horror between the levels relies on the same topics to get a reaction. Partially this ties into the story getting desensitised to the horrors as part of your brain washing as a sleeper agent which is actually an awesome way to work the gameplay loop into the story. However I still found that within my initial play through of each level there weren't many moments that made me go "Wow that's incredibly ♥♥♥♥♥♥ up and creative" and I'm not a horror guy either. It relies on a lot of fairly generic gore like taking faces off, child abuse, sexual abuse such as the nun animation in that level load cutscene it just needs some more variety. This sort of ties into the environments being fairly expected horror locations but bar the second level the flavour that the game and story bring tends to elevate these fairly expected environments.

Certain enemy types such as the imposters or whatever the ♥♥♥♥ that disguise as you have ♥♥♥♥♥♥ up AI that seems to follow you in the dark frequently despite your stealth, they suck and are also easy to spot so never end up catching you off guard in the intended way. Worse than that are the screamers. They stun you borderline randomly, sometimes not stunning others in the exact same situation. Screamers are awful and need to be made consistent as they are currently an un-fun gamble on whether they will even trigger and whether the trigger will end up even stunning you. To make things worse they can also often stun even when you can't even hear the scream or see them.

Finally, the final level. I will try to avoid spoiling it but cannot do so entirely. I was one of the first 200 or so to clear this and I wish I wasn't so I could rely on some tutorial to cheese it. You are forced to play the tutorial level backwards alone on a server (so you can't pause), in my case with X-ray which sucks balls, with a randomly generated object you have to find that can be in some very weird locations and with randomly generated resources that can sometimes make the layout incredibly hard. Also if you start again you have to start from the beginning, no checkpoints, watch all the animations again. It plays differently from the rest of the game in the worst way, with its cramped linear layout, unclear objectives, horrid patrol paths, RNG and lack of co-op aspects. If I have to complete this level again to "prestige" for the second time I'm just not doing it, it's miserable and frustrating. By the way, the open area with the night vision guy that's hard to hide from is easiest to complete if you bait him back to the light and dodge the door camera instead of stealthing as the devs want you to.

To sum up, the game is very good with a few big pain points that are possible to iron out with patches mostly around the balance. The flaws aren't fundamental but they do hamper an otherwise great experience.
Publicada el 20 de mayo de 2023.
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Nadie ha calificado esta reseña como útil todavía
21.1 h registradas (10.2 h cuando escribió la reseña)
Reseña de acceso anticipado
Rough around the edges, but a strong enough concept to carry you through it.
Publicada el 24 de abril de 2023.
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1 persona encontró divertida esta reseña
0.0 h registradas
Yeah it's more expensive, but until another company comes along and makes games like Total War (and in particular Total War: Warhammer) there's not exactly anyone else to benchmark the value against.

The new race plays interestingly both on the campaign and battle map. The focus on playing tall compared to the rapid expansion most factions seem to gravitate towards is nice.

You know your price, I'm happy to drop £20 now and again for more content.
Publicada el 13 de abril de 2023.
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A 2 personas les pareció útil esta reseña
36.2 h registradas
I enjoy the gameplay, everything surrounding it I despise.
Publicada el 1 de marzo de 2023.
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A 2 personas les pareció útil esta reseña
6.8 h registradas (3.9 h cuando escribió la reseña)
Reseña de acceso anticipado
Pretty sure everyone has said the things that suck about this game already, such as the janky netcode making you hit nothing at all or otherwise pretending an enemy is moving one direction when they went another, the insane amount of snowballing due to lack of comeback mechanics (that can be seen at least), farm and level seeming to be unimportant (unless you're the Nasus/Poppy fusion) as it will never let you get on the same level as an enemy who just went around the map racking up kills on your weakest teammates. Furthermore visual clarity is absolute garbage with all the effects on screen and the game looks ugly as sin (TURN MOTION BLUR OFF, MAKE IT OFF BY DEFAULT) which when combined with abilities that are anywhere between difficult and impossible to dodge it just turns fights into a big stat check. Overall its an unbalanced mess where games drag on for 30-40 minutes despite having so few towers although that's likely due to players being unexperienced with MOBAs. Also it has a flashbang character that makes it impossible to see clearly for 20-30% of a fight so have fun vs that ♥♥♥♥.

Notably though they ripped off literally the worst part about League of Legends, the items.

Electric Stone: Stattik Shiv (RIP)
Broken Watch: Actually original
Guardian of Haileen: Randuin's Omen
Shortsword of Decay: Mortal Reminder
Spirit's Teardrop: Demonic Embrace/Liandry's
Embodiment of Vengeance: Nashor's Tooth
Mutant Po: Sheep Stick (Scythe of Vyse) from Dota 2
Blacksmith's Scissors: Original
Emergency Rescue Unit: Sterak's Gage
Victorious Footstep: Shurelya's Revelrie
Bells of Purification: Original
Shock Energy Battery: Deadman's Plate
High Priest's Consolation: Mikael's Blessing
Chain of Unity: Knight's Vow
Ghost Axe: Chempunk Chainsword
Sage's Whip: Morellonomicon
Malodorous Spray: Original
Spirit's Armor: Phantom Dancer
Dual Moon: Frozen Mallet (RIP)
Fanatic's Dessert: Shieldbow
Mana Black Hole: Force of Nature
Vamp Sword: Ravenous Hydra
Ekidna's Trick: Pre-Rework Archangel's Staff
Gloves of Jealousy: Lich Bane
Miter of the High Priest: Locket
Greatsword of the Hurricane: Black Cleaver
Ice Spirit Gloves: Frozen Heart
Carbon Alloy Crossbow: Original
Spirit's Fang: That bruiser AD item that slows in an AOE that garen goes, I forgor the name
Clawed Storm: Youmuu's Ghostblade
Witch's Shoes: Luden's Echo
Berserker's Helm: Original
Merchant's Jewelry Box: Blade of the Ruined King
Flares ID: Original
Frendera's Flask: Original-ish, Kha'Zix passive as an item
Vitality Lenses: Shadowflame
Cultist's Blow: Original
Sweet Life: Original
Pendant of Confinement: Iceborn Gauntlet
Archon Gospel: Original-ish, pretty similar to Riftmaker but gives vamp instead of true dmg when stacking
Superior Immunity Booster: Edge of Night
Bone Crasher: Old jungle items + Smite in one item
Elkima Blaster: Void Staff
Swamp Cloak: Original
Healing Nano Machines: warmog's
Artifical Gravity Inductor: Randuin's omen again
Dekima Cannon: Serylda's
Marauder's Watch: Navori's Quickblades
Holy Relic of Osyne: Mercurial Scimitar
Setar Chainsaw: Lord Dominik's Regards
Mini Moda: Rylai's Crystal Scepter
Fruit of Greed: Original
Trea's Band: Spirit Visage
Emergency Treatment: Maw of Malmortius and Bloodthirster fused into one, original I guess
High End Armor: Ninja's Tabi/Plated Steelcaps (literally the exact same damage reduction of 12%)
Gemstones: Flash but as an item
Mathematician's Intro to Architecture: Original
Witch's Vial: Original
Ximmia's Toy: Old Sunfire Aegis before they re-reworked it to be like the original
Blue Heart: Banshee's Veil
Zinc's Claw Barrier: Thornmail
Margot's Stone: Zhonya's Hourglass
Treasured Sword of the Kingdom: Infinity Edge, even the build path is the same
Rampaging Toto: Rabadon's Deathcap

Jesus christ grow an original bone in your body and don't just copy league because it's successful, maybe these items don't fit the flow and balance of your game as much as some original ones would.

Right now every game feels decided at 10-15 minutes but will drag on for 30-40 or more regardless, don't bother and go play a fun MOBA like Dota 2, League of Legends or even ♥♥♥♥♥♥♥ Heroes of the Storm. Smite is probably better than this too.
Publicada el 10 de diciembre de 2022. Última edición: 10 de diciembre de 2022.
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Nadie ha calificado esta reseña como útil todavía
22.9 h registradas (0.7 h cuando escribió la reseña)
Reseña de acceso anticipado
ignore hours played, i decided to uh "try before i buy" and ♥♥♥♥♥♥♥♥ this game is awesome. 10 hours flew away and I nearly missed an appointment.
Publicada el 30 de octubre de 2022.
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Mostrando 11-20 de 74 aportaciones