102
Products
reviewed
470
Products
in account

Recent reviews by GrosPeters

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Showing 1-10 of 102 entries
1 person found this review helpful
43.2 hrs on record
I was bad. Didn't like the game.
Turns out it was just a skill issue.
Love the game.
Posted 23 June. Last edited 23 June.
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6 people found this review helpful
69.8 hrs on record (69.1 hrs at review time)
Early Access Review
Massive amount of content... But for what?
All classes feel exactly the same. Take the Paladin, the Mage, the Barbarian, the Arcane something, the Pyro something, or anything else, you'll have the exact same sensations. The game is about maths - and still poorly done maths with poor balance - I'd be playing graphs I'd have the same sensations. Complete lack of feedback and sensations: there are hundreds of spells, great, only all spells feel exactly the same - give me just one spell and fill my action bar with it, I won't notice any difference. Kinda the same for the maps, which are just reskins of the same map, no gameplay difference at all.
It's one very rare occurrence of a game where feedback/sensations are inexistant. And it's sad devs seem not to care about it: some other players have posted threads on the game's discussion page; we've asked for it, and no one dared answering it.
Posted 13 June. Last edited 13 June.
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3 people found this review helpful
1 person found this review funny
5.7 hrs on record
zzzzzzzzzzzzzzzzzzzzzzzzzzzzz almost fell asleep
Posted 3 June.
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1 person found this review helpful
198.5 hrs on record (1.7 hrs at review time)
It's the kind of game you just play 1hour and you already know it's a masterpiece. Monster Train 1 was excellent and I already feel Monster Train 2 has all the potential to outmatch it. Fully endorsed.
Posted 24 May.
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1 person found this review helpful
166.9 hrs on record (135.6 hrs at review time)
Absolute gem of a game. In 3 or 4 years of finishing lots of games, I can tell Grounded is one of the very best I beat along with Sekiro, BG3, Doom Eternal, Rimworld or CP2077.
The amount of content is massive, much more than it seems at first. It's full of surprises, twists, great exploration and hand-made locations. Base building is formidable, there are so many types of things you can unlock and build, and many of them have a purpose gameplay wise. The true spiritual successor to Subnautica.
Posted 15 May.
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114 people found this review helpful
3 people found this review funny
2
2
2
1
1.5 hrs on record
Your Roadmap sucks. Fix PERFORMANCE first FFS. The entire community complains about that and you decide to make a photo mode a priority. WTF?
Posted 15 April.
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16 people found this review helpful
45.5 hrs on record (45.5 hrs at review time)
Solid experience overall, pretty graphics and soundtracks, hindered by a lack of enemies variety and clunky platforming. Somewhere between 6 and 7/10
Posted 6 April.
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2 people found this review helpful
1 person found this review funny
1.8 hrs on record
overrated
Posted 6 April.
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2 people found this review helpful
35.8 hrs on record
it has some qualities: its melee combat system, it can be visceral, biking, the biker gang lore, it's sometimes beautiful, you can eventually grow attached to the main characters...
But that's it... I haven't played such a tedious game since Greedfall:
Fedex simulator
Walking sim in many cutscenes and missions, get ready to fall asleep
Verbiage/verbal diarrhoea sim, you'll end up feeling like it's Borderlands
Very poor voice acting probably because of a deficient voice actors' direction, but still, it's here.
Good sound FXs but audio mixing is substandard and awful, spatialization sucks, you won't know if zombies come from right or left, and my hardware isn't the issue here...
The scenario and the dialogues are terribly bad
Repetitive gameplay
The worst is probably the pacing, the lack of climaxes and the fact nothing happens for 66% of the game, the last 3rd is poorly written but at least it's the best segment of the game, and it'd probably would have been a positive review if the rest of the game was of the same quality (=decent).
You should really check Days Gone's subreddit to learn more about its flaws before getting it, because you'll really have to have a lot of time ahead if you plan on beating this interminable, unending game, and to be ready for a gigantic amount of pointless missions, dialogues and cutscenes.
In one word, Days Gone is more about quantity than quality, they wanted to make too much dialogues, missions, a game that's too big for its own good, and in the end it doesn't feel like an AAA but like a glorified AA- game.
Posted 24 February. Last edited 24 February.
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19 people found this review helpful
53.0 hrs on record (52.9 hrs at review time)
A game that's hard to explain and evaluate. A bit of Control, Clockwork Orange and James Bond.
You're trapped inside a spatio-temporal loop on an island, Blackreef. Everytime a day of 24 hours ends, you go right back at its beginning but your character remembers all of the info he gathered the day before.
The game consists of 4 parts of the island, for 4 moments of the day (morning, noon, afternoon and evening), therefore there are a total of 16 variants that you can visit.
However, each day, you can only visit 4 of these 16 variants: one location per moment of the day, morning, noon, afternoon and evening.
Obviously, you can go to the same place 4 times a day and see its 4 variants the same day.
Depending on the moment of the day you visit a location, enemies, danger and loot will not be found at the same place, and specific events will happen at different moments of the day (E.g. a shop will burn at noon but you can prevent that from happening if you do something specific in the morning). All these choices are spatiotemporally intricated with finding the perfect loop and finishing the game.
There are 7 visionaries, 7 enemies that you must kill to break the loop. Trouble is, that none, at the beginning of the game are in the same of any 16 variants of the island's places, and as I said you have only the time to visit 4 of the 16 variants (one per morning, noon, afternoon and evening) a day before it loops. Thus, you'll have to find solutions and ways to make them gather and/or leave their location for another, or to remotely kill them, so you can get all of them during a single loop, in other words, by visiting only 4 variants in a single day.
You'll have to gather info about these 7 Jamesbondish visionaries: where they are, what they like, what's their project on the Island and what could make them leave what they are doing for another part of the Island, at another time of the day, so you can kill all of them in a perfect loop of just 24 hours.
Overhaul it is a truly unique game, a flawed but good game, where you really have to commit and engage yourself to see the end of it. It has a lot of flaws, objectives are sometimes too cryptic, the UI could be better, there is some (a little bit too much) verbiage, there are too few types of enemies, and the game's sometimes not totally fair.
But in the end Deathloop looks like no other game and if you're enduring enough to finish it, it will leave a strong mark on you. It will make yourself ask questions about life and existence like few AAA games do, and in that sense Deathloop and its island could be seen as a philosophical fiction (EG: Is living in a loop where you can be anyone, better than the real life? What's the worth of life when trapped in a loop? Etc.). You will feel these questions grow inside you as you progress into the game and ultimately finish it.
The decorum of the game is great. Its soundtrack is alternatively exciting and deeply nostalgic, the art gives a sensation of both grandiose and despair.
I really liked the ending even though a lot of players were disappointed. I won't spoil but it's artistically and scenaristically coherent with the game: without spoiling it can be said Deathloop's lore is linked to other Arkane games. No wonder Deathloop's core gameplay is the same as in Dishonored.
The narration and world reminded me of Control and its bizzareries, left me with a David Lynch impression, crossed with James Bond for its 7 visionaries, and Clockwork Orange for the art direction and the regular enemies who are masked sociopaths, destroying stuff and tagging walls.
As I ultimately found the perfect loop and finished the game, I had the feeling of having solved a complex metaphysical puzzle. I can't say Deathloop is a perfect game nor one of my very favorite games of all time, but I won't forget it for sure, and it'll have a special place in my heart.
Posted 12 February. Last edited 13 February.
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Showing 1-10 of 102 entries