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Recente recensies door WyrdNexus

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2.3 uur in totaal (1.0 uur op moment van beoordeling)
Recensie tijdens vroegtijdige toegang
Aces. Clean. Money. And...

@$&@!#$% f'kn CHEAP!!! NOOOO! (that's good)
Geplaatst 4 december 2022.
Was deze recensie nuttig? Ja Nee Grappig Prijs
Niemand heeft deze recensie tot nu toe als nuttig gemarkeerd
3.2 uur in totaal
It's honestly a really great game... if you're gonna treat it like you're trying to go pro.

Unfortunately completely ruined by poor matchmaking, and team-stacking munchkins.

It's no fun to play when the other team is a combined 5x your teams levels. It doesn't just happen a little. It's constant.

To try to combat this, the game has a noob corner, but guess what. There's always one or two lvl 100+ in there. Did I mention that higher levels also unlocks much more powerful equipment.

Great game, that meets the rule of fun in every way but the one that matters.
Geplaatst 5 november 2022.
Was deze recensie nuttig? Ja Nee Grappig Prijs
2 mensen vonden deze recensie nuttig
0.5 uur in totaal
The game's actual title is, "Missed Opportunity." Possibly dropped due to covid. Possibly a failure of direction and leadership. I've got a great way to fix it...

Atmospheric Walking Sim - NOT survival crafter

The Good
It's beautiful. Probably one of the most beautiful games I've seen, up there with Firewatch, and Solus.

The Bad
Numerous. Mainly, it's not a game.
It's trying to be both a game, and an atmospheric art piece... but the game elements force your attention from the art, and are entirely lacking in balance, so it fails at both.

Looks like they couldn't figure out how to make it work, and gave up. Or maybe Covid got the better of them.

Nov 2021 - game released, 4 patches all the same month, then nothing.
Latest game version is clearly a pre-alpha version: 0.5.41

Biggest gripes
1. Game/Beauty Split.
2. Crafting/Collecting.
3. Die at night.
4. No plot.

1. Game/Beauty Split
Look at the horizon. Everything worth looking at is on the top half of the screen. Everything you need to do is on the bottom. See the problem?

SOLUTION: Adjust auditory/visual focus.
1. Use sound and peripheral direction/distance glow to direct player to threats or very near things of interest (collectibles), so their eyes don't need to stay on the ground.
2. Add a plot/exploration mechanic which requires attention in the distance... get the player trying to look through the fog EVERYWHERE at once. Unusual shapes, lights, shadows, movement, etc. (More in the plot section.)

2. Crafting/Collecting
Either be a soft crafting game and remove inventory entirely, or be a real crafting game. For this game, I'm in favor of the light version. That said, if you must, then you'll need to give players basic tools quickly, and allow them a means to create their own buildings, chests, backpacks, etc. Collecting and crafting needs to be a completely free experience, not a constrained one. It shouldn't take 7 in-game days of exploring everything within a days walk, to collect the materials needed to build a crafting bench.

This should probably be a soft crafting game:
1. There's no need of inventory management or storage. Let it all be packed away in an invisible bag of holding.
2. Even with a soft crafting game, you should make it possible for the player to set their own location for a new cabin, and have a couple other building types: lookout tower, campsite, rope bridge?
3. Farming and seeds: just let the seeds be permanent. Allow the player to focus on exploring and building, not micromanaging food and crops while hunting for seeds.
4. Add to the ambiance and slow the pace: crafting takes a moment.
- Making an axe? Carve the handle while looking out the window.
- Out and about and found a bunch of fiber for your rope-bridge? Build a campsite, sit on a stump, and watch the sunset through the trees while rolling that fiber on your leg.

Resource locations really don't need to be so sparse. I assume this game has done it that way to use the materials as a mechanic to force exploration. Again, that's counter-indicated for a crafting game as it makes a chore out of both exploring and crafting.

3. Die at night
Possibly the biggest missed opportunity of the game. A nighttime forest is one of the most beautiful things in our world, and it cannot be captured on camera. Seriously, if you revisit this game, start here:
Take your whole team on a 5 night camping trip in the mountains in May. The first two nights: no light allowed, to flashlights, no fires.
. Warm clothes and handwarmers in pockets. Sit with the dark until you can see the moonlight filtering through the trees. Now that your eyes have adjusted, go for a walk.

Nightime should have fireflies, and spots of glow-worms in places in the shrubs. Moonlight filtering through the branches and the fog. The milkyway like you've never seen it before. And occasionally... something bigger glowing and moving beyond the fog.

4. No plot
I'm not saying this needs dialog or a complex story. In fact, I think it would be much better without any of that... but it still needs a plot. Something to give it feeling, a crescendo. Something to turn the players into wide-eyed children in awe of the world. My suggestion: dragons. I know... I know... just stay with me a little longer.

The plot, never expressly communicated to the player, is that they are here to find proof that dragons are real. It should take the player a long time to discover that fact. A journey up the mountains, across ravines, into another valley, an up to a mountain-peak cave. Occasional glimpses of a big shadow just beyond the fog. A small flame streaking through the sky at night. A sudden burst of flame in the far distance lighting up the morning mist. Signs of something big and curious having visited your campsite in the night.

Add all of that, flesh it out, and you'll have yourself a legend of a game.
Geplaatst 2 oktober 2022. Laatst gewijzigd 2 oktober 2022.
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1 persoon vond deze recensie grappig
24.9 uur in totaal
TL;DR: Skip it. The devs did.

Looks like the game got 90% completed, then they just stopped. Which is honestly made more painful and disappointing when you play through, because you see and feel what the game was supposed to be.

The game, the story, the mechanics, all great... honestly the first 10 hours or so shows the beautiful potential of this game. Then the cracks start to show.

Changes needed to take this game from meh to 9/10:
  • Fix quest bugs.
  • Fix ending (add one main quest line, and a good boss fight, finish with the vision made real).
  • Reorder skill unlocks. Best skills should be at the end, not at the beginning.

For 10/10, make mods unlocked through side-quests, and add a chain-gun, a couple melee weapons, and flamethrower.

GOOD
  • Great customization. Between skill sets and mods, there's many combos for several different play styles.
  • Graphics. Beautiful.
  • Mechanics. Smooth and fun, with awesome super powers!
  • Story. Interesting, cool, and engaging post-apoc invaders on another planet.

BAD
  • Every quest is the same (I've found 2 somewhat unique ones, out of about 40 or 50 I've played.)
  • Many Quest markers and gates are bugged, have been known for over a year, would be 30m of work to fix each bug, but they've just been ignored. In many cases, these bugs mean dead quests you can't finish.
  • Mechanics are good, until they're not... and you're on fire trying to roll to put it out, but it's the same button to jump over cover, so instead of rolling you're playing hurdles while on fire in the middle of a dozen guys shooting at you. (for example)
  • Super powers are awesome at first, but then you realize all the others you unlock are less powerful, and act more like handicaps if you equip them, leaving you stuck with one set of moves you'll be repeating the whole game.
  • The story ends abruptly, and anti-climatically. It's essentially a non-ending against a rehashed boss, that completely ignores the rest of the story.
Geplaatst 28 augustus 2022.
Was deze recensie nuttig? Ja Nee Grappig Prijs
1 persoon vond deze recensie nuttig
29.3 uur in totaal
A rare gem. A work of art. A truly awesome game.

Fantastic and well balanced mechanics, that put several new spins on space combat, and make for extremely smooth movement and chained superhero-like combat maneuvers.

Customizability that lets you chose a style, without breaking the mechanics, controls, or balance.

Really good story and writing that might just redefine the, "redemption arc."

Fishlabs, and Deep Silver deserve awards to be thrown at them for this one. To the makers: THANK YOU!


If I must be critical:
● I noticed two minor (easily bypassed) quest bugs.
● Bouncing. It's a problem.
● Random pop-in quests quickly get repetitive.
● Timed dodge mechanic gets a bit... tiresome.
● Couldn't tell when the "10-seconds of unlimited power" was active.
THAT'S IT! Can you think of the last game you played where the worst issues were barely noticeable and could be counted on one hand!?

In Chorus!
Geplaatst 30 maart 2022. Laatst gewijzigd 30 maart 2022.
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5 mensen vonden deze recensie nuttig
1.6 uur in totaal
:steamsad: :steamfacepalm:

This game had a lot of potential, and is the kind of game I really want to play, and like.

SKIP IT
This one isn't worth your dime, or your time.

Customizing your own units and factions? Tweaking unit and building frame, loadout, weapons, bonus skills? Combine your technology in new and interesting ways to define your own tactics for how you want to play?
YES TO ALL!!!

This isn't that... it could have been.

The game is playable enough to see how fun it almost was. Unfortunately, dozens of little unfinished details leave the game lacking in every possible way.
* Campaign isn't fun because the AI sucks, and the missions are often unclear.
* Customizing isn't fun because it's all fairly linear, and locked down unless you trudge through missions against uninteresting AI.
* Controls are clunky, unit behaviors are horrible, forcing you to micro everything.
* Tech tree has enough to be interesting, but it quickly becomes clear just how sparse it really is, and how much more it was supposed to be.
* Progression and unit customization is the only thing here that is fun-adjacent... if only using the units were fun for more than 30 seconds the first time, that would at least be something.

When publishers drop games early, or discontinue titles entirely, why can't they just give us the code, so fans can have a chance to turn it into something great? Oh yeah, when fans are successful, the publishers see only the lost revenue that never could have been.

Geplaatst 12 maart 2021. Laatst gewijzigd 12 maart 2021.
Was deze recensie nuttig? Ja Nee Grappig Prijs
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15.4 uur in totaal (14.5 uur op moment van beoordeling)
Fun, action-packed platformer/shooter. You'll get a lot of laughs out of this one, and it's got a fun story too.

Two minor drawbacks, but they're so minor, that it REALLY SHOULDN'T impact your decision to get this game:
1. There's A LOT of verticality to the platforming, so I was a little miffed when I encountered an invisible wall. It only happened once, but for a game all about jump-boosted flinging yourself up and around floating rocks, where you can fall to your death... an invisible wall felt REALLY lazy to me. Fortunately, it only happened once, and the game is anything but lazy. It's full of hidden gems and beautifully packed details.
2. More linear than it should have been. Again, for a game about flinging yourself about a chaotic jumble of floating rocks... I kept encountering progression walls. Can't go here until you get X upgrade... oops, can't get to X upgrade without B upgrade. It forces you to complete most of the levels in a very specific order, which really felt unneccessary to me. That said, every "room" and mission is unique enough, that I didn't really notice it aside from the few moments where I encountered an obvious progression wall: *sigh* really!? again!? Moving on... *forgotten, and back to fun*
Geplaatst 2 februari 2021.
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316.3 uur in totaal (33.4 uur op moment van beoordeling)
F'kn BEAUTIFUL game. Everything I ever hoped for back when I was playing tabletop shadowrun. This game has ALL THE THINGS! Absolutely best game in the last 10 years.

Bugs on release? Yes, but I've only encountered minor graphics bugs. Nothing irritating or game-breaking, just immersion breaking. Clipping. Plants render on top of everything when they're loading. Sometimes stuff doesn't render at all. Sometimes model movement is weird. Those are all the worst bugs I've seen. The missions and stories have all worked so far, without a hitch.

A few graphics bugs are a small price to pay for the MOST FUN AND AWESOME GAME I'VE played in a decade. People have gotten too used to whining, and getting offended by everything, and getting praise and validation for it. Don't listen the whiners. If you can look past the visual glitches, you'll love this game end to end.
Geplaatst 19 december 2020.
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1 persoon vond deze recensie nuttig
23.6 uur in totaal
Honestly a very good game. Don't get me wrong, it needs some work. Fortunately, in the last couple weeks the devs have been listening to the community and are making rapid improvements and fixes.

Choices really matter
Construction and research choices, as well as dialog choices, can seriously alter the game. Some choices can send you on a mission to destroy the very colony you built, or getting deleted, while others can flood the planet, while others can lead to immortality (for AMI at least).

Worth your time. Fun to play, with a really good story.

That said, here's my list of gripes:

Water, Food, and Colonists
It is very difficult to house more than 1000 total colonists. Most of that limitation is from water scarcity. Even after you have sections of your colony drown, you'll still be mining ice, and using it up, rather than doing any recycling. That wouldn't be so bad, but for two things:

1. your research comes from colonists so it takes 3 to 5 years to research higher level tech with 1000 colonists.
2. Half of a whole tech tree is dedicated to buildings that you can't use. Who needs to be able to build colonies that can support 1000, 5000, or 20000 colonists, if you can't even feed 1000?

Oxygen
Another issue tied to the tech-tree, and the story progression. You can't progress to techs to balance your oxygen until you're already over dangerous levels. Worse, it's gonna take a lot of time to research what you need to get the levels safe again. By the time you've done that, there's no need for the unlockable trees and animals... Trees would almost certainly spike your oxygen again, and it's much faster to research and finish teraforming than to research plants and animals.

Dialog
There's a lot of poorly ordered dialog. Make a new discovery, and 10 minutes later you get a phone call wondering what that discovery might be. Melt the ice caps, then spend the next hour getting multiple calls and thoughts about we might soon melt the ice caps. The worst one is near the end. A few good dialog and construction choices, and you can uncover the secret of a virus that is thought to have killed all the colonists of a previous mission (except it didn't actually kill any of them). Later, you find a dangerous thing, that does the same thing to your own colonists. Not only is this rather silly, but it becomes a serious plot point "if I had known what the danger was, I could have taken precautions." Worse, the fate of the colonists doesn't actually line up with the uncovered secret history on the origin of Carmine.
Geplaatst 15 december 2020.
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3.8 uur in totaal
Unique, beautiful, and complex. This is storytelling at its finest. The game tells the story of human origin by making you experience it. As long as you don't seek help online, you'll experience the journey that brought animals into technology.

What's more, it's a constant challenge of mind, awareness, and skill. Each little problem becomes a puzzle to solve that seems obvious once you figure it out. Figure it out, don't cheat, and you'll be rewarded.

Thank you for this work of art!
Geplaatst 25 november 2020.
Was deze recensie nuttig? Ja Nee Grappig Prijs
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