58
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350
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Recent reviews by A Bad Influence

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Showing 41-50 of 58 entries
3 people found this review helpful
1 person found this review funny
31.0 hrs on record (17.6 hrs at review time)
Seriously, Stay away unless you are a years-long veteran of Pathfinder or are ok with reloading saves for encounters that come out of nowhere.

This game takes all the frustration of a new DM who knows nothing about balancing encounters and wanting to show off the new monsters they found in the back of the book, with the rigidity of a CRPG and the inability to balance encounters to party composition.

Oh, you don't have any aoe spells? Congrats, you're fighting spider swarms that you can't wound with weapons. No restoration? Over 20 Dexterity damage from a 1 minute poison from a giant centipede. Used all your spells because the dice would never give you any 50% hit chances after several turns? Well spend 5 minutes walking out of the dungeon because of arbitrary resting locations, and another 5 to walk back in.

The game pretty much forces you to rest after every encounter and/or replay sections or play with the guide open due to random difficult encounters that you have no way of preparing for.

Overall, if you want to play the game like a table top session from A to B, play a different game.
Posted 14 November, 2020.
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1 person found this review helpful
43.0 hrs on record (30.0 hrs at review time)
Its a solid used-to-be-flash game and now is just an enjoyable experience.
Posted 10 November, 2020.
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1 person found this review helpful
23.2 hrs on record (13.1 hrs at review time)
Early Access Review
When the game was in early access, i gave this game a good review. But like many games on steam, they released it before it was ready to be called a full game. This game still feels like it is in early access and deserves no increase in price because of it. Devs just felt like they needed to make more money from the game it seems.

There are still few strings that aren't filled, virtually none of the animations in conversations are animated yet, and the loot goblins mechanic was still offline even after it came out of early access.

*Below is mostly my previous review*

With that said, 5th edition is a system that very few games have actually done, and this game does it perfectly. This game runs better than every other AAA title i've seen even years after launch.

Full party customization, down to their voices. You can pick one of three voices, and give them personalities based on background and class, which change the way your characters interact with each other in conversations. Its so amazing how much detail went into the conversations, which lets be honest, are always the weakest link in cRPGs. Solasta ties in 5e's social mechanics so well in a cRPG i don't know if i could go back to any other system.

The combat is exactly what you'd expect from 5e. And in my opinion, 5e's combat was designed for a cRPG, so it just works. Some abilities are broken, such as feats, at the moment of me writing this review. But hey, everything is there.

This game takes the basics of 5e and applies them in a way i feel 5e was designed for, but you can't do in a table top. Jumping over gaps, climbing, pushing etc are all things you need to consider and will actually help you in and out of combat. Strength virtually never saw the light of day on the table top, but here it shines.

The game is good, but get it on sale because the game isn't complete yet. It will be a great game when it is, though.
Posted 24 October, 2020. Last edited 19 July, 2021.
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3 people found this review helpful
50.8 hrs on record (50.5 hrs at review time)
Worked on table top, but the execution is just very poor.
Very little apparent attempt at balancing the game.
Very little effort spent on movement ai, as they always crash into each other and seem to stray into other ships when told to engage at 13.5k range.
Enemy ai do the dumbest things, especially the Tyranid Ai. They just charge your ship and kill themselves, with half of their fleet so your Rank 4 battle cruisers+ die...?

Game was ♥♥♥♥♥ on launch, but hey, most games are. I heard they fixed coop campaign, which they did. I heard they fixed the insane number of invasions in campaign, which they did. Did they fix the strength of the invasions? No. Did they fix how engagements of larger than your max deployable point values? No. If you have 3k and they have 1k, you both deploy full armies and get your ships blown up. Oh, you both have 3k fleets? You'll still only deploy 1k so your ships die horrific deaths while fighting endless waves of enemies.

Very fun game, very poor execution. They know they're the only game like that in the market so they don't care enough.
Posted 8 August, 2020.
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4 people found this review helpful
44.8 hrs on record (35.5 hrs at review time)
Turns out i forgot to rate this steaming pile of garbage.

The district system sounds fun until you realise you don't have space to do most things like build improvements, doubly so if you're near water.

Everything is linear; Tech, Culture, Production, etc. Why would i ever build a production district so i can spend 120 production so i can get +1 a turn? Madness. Want to build new Cities? Now your builders cost 120 production to give you, you guessed it, a +1 bonus to a tile.

Like most big titles in the recent years, they completely 'forgot' about certain exploits that render the game... stupid. Check Spiffing Brit's channel if you don't know what i'm talking about.

Cost is astronomical. 3 years after a mediocre early reception the game is still 80$ CAD. And now it has 35$ worth of dlc, when its 72% off... For stuff that doesn't really add much to the game.

TL:DR i'll be sticking to Civ4 and Civ5 for games that are just plainly better than Civ6.
Posted 22 May, 2020.
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No one has rated this review as helpful yet
32.7 hrs on record (8.6 hrs at review time)
Gang Gang.

Rating yes for Gun related Puns.
Posted 27 March, 2020.
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1 person found this review helpful
19.9 hrs on record (3.6 hrs at review time)
Bethesda Strikes again.

Don't get me wrong, this is still a great game when it comes to gun play and most aspects that we saw in DOOM 2016, but the things they get wrong, they get so bloody wrong.

First off, why the hell is DOOM Eternal a platformer to this degree? Ok shooting baddies while jumping around sounds fine, but there's so much unnecessary out of combat platforming with arbitrary solutions. One jumping puzzle I solved before I realised there was a hidden way forward (the official way), but because they didn’t like my solution there was an invisible wall. If you’re going to let us do platforming, let us do platforming. So many times I find myself just looking for the actual way forward because the map design is pretty ♥♥♥♥.

Gunplay is a side-grade. Some aspects are fun, and are improvements over the previous system, but why on earth would you give us such low ammo capacity and infinite chainsaw? That devalues chainsaw to the point where you just use it every 15 seconds and values the weapon swap perk too largely due to the constant need to swap weapons because you run out of ammo. I put two upgrades into ammo capacity, and some weapons get a 50% stack of ammo capacity, but the shotgun gets +2? Wtf. Needs a rethink.

And for the story components, They’re cool I guess. The cinematics that take you out of First person are an unwelcomed change that made DOOM 2016 unique. The level design forcing you to see the action happening while still in full control of Doomguy was what made the game feel so raw and destruction. Now it just feels like most other commonly produced FPSs. Not to mention Doomguy never bows down to anybody, and they made him do it within 20 minutes of the start of the game.

Level design was actually impressive in the first game. Made it fun to search for the goodies and easy to fight in. Now I can barely look at the screen without wondering “Who the hell built this? Why would they do this this way?” The number of times I ask myself “where am I going?” is just proof of poor level design. I don’t play this game for more than one minute without looking at the map for one reason or another. I come to the end of a cliff-side and just look around for a good solid 30 seconds before I have a glimpse of where I go, then turns out I’m wrong, having jumped onto (yet another) invisible wall or ledge that can’t be stood on.

In sum, I feel like Bethesda moved DOOM Eternal away from why I bought DOOM 2016 in the first place. The game was such a unique piece of art, but DOOM Eternal felt like Bethesda copying DOOM 2016 in crayon.

TL:DR Damn Bethesda Sucks, DOOM Good.
Posted 26 March, 2020.
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No one has rated this review as helpful yet
27.4 hrs on record (27.0 hrs at review time)
Don't lewd the Hat Loli.

Or do, i'm not your mother.

But the FBI will come for you.
Posted 20 January, 2020.
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No one has rated this review as helpful yet
74.4 hrs on record (15.2 hrs at review time)
I've beaten this game like once, and each run is 15-30 minutes. You can do the math.
Posted 30 December, 2019.
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1 person found this review helpful
314.2 hrs on record (226.6 hrs at review time)
TLDR: game started going downhill when they added pirate.

Unfortunately a level up in 5 minutes game now, where the MMO was put back into the MMORPG game. Used to be about beating enemies and smashing mobs with balanced abilites, now is about how fast you can clear maps. Used to be going to lvl 30 took a few weeks of game time, and you never had a multi hit ability until 30. Now if you get to 140 in less than a few hours you "suck at the game." A shame, really. Still play it, but it never gives me the same enjoyment as it used to.
Posted 30 December, 2019.
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Showing 41-50 of 58 entries