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Reseñas recientes de BigBeanie

Mostrando 1-7 de 7 aportaciones
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Average Londoner experience.

But, for real though, if I could give an 'eh' review, I would.
This feels like it could be a great stepping stone for a incredible sequel.

I do believe this was a great attempt, from a small development studio, but this was honestly more tedious than horrifying. The unique areas and optional objectives were generally great and pretty unique and were pretty fun to go through. But the game is marred with some lack of extra thought and polish that would have turned it into an incredible experience.

TL;DR - I recommend this on sale with the basis above, and that it did have some good moments worth playing. More detail below.

The Problems
Let's list them off:
  • It's way too easy,
  • The melee weapons are annoying as hell,
  • The 'open world' is empty,
  • And the preset areas could be organised better.

"It's way too easy"
Let's go over this in more detail.

You're tanky as hell and can easily take a few hits before biting it, and the guard and parry system made any encounter super easy to deal with. Even the bosses can be parried, and it made most of the game a joke.

"But, uhh, Beanie" I hear you say, "The difficulty comes from the lack of resources, meaning that the limited ammo and healing supplies count for every mistake you make, making it harder and harder to stay alive"

Now, that is a great point, Mr. Strawman, however what you are forgetting are two key details:
You REGENERATE health
And you are INUNDATED with resources

Because of the above, for about 80% of the game, I had a full inventory of healing supplies, light sources and pipe-bombs (as is common in England).

And this isn't just a bit of self-glazing here talking about how good I am at niche indie horror games, resources are conveniently placed pretty much everywhere. So even if your aim is terrible and you have a 3-5 business day reaction time, you're never lacking. There are even numerous safe houses with respawning items for you to use and abuse to your leisure.

Since there is no threat in any encounter, there's no weight to the gameplay, nor any critical thinking you have to do on how to engage enemies since you know you'll come out perfectly fine.

This was on the standard, dev-intended difficulty, and to give credit there is a "impossible" difficulty instead, which might of helped with this. But seeing as the description for this was "even the devs couldn't beat this", I didn't particularly feel like having a vasectomy every five minutes playing the game. It's a delicate balance to get in these games, but this felt like a general lack of understanding on this concept rather than anything else.

"The melee weapons are annoying as hell"
Every melee weapon is the same, the only thing that changes is the damage. That's pretty lame.

The variety is great, you can use anything from hammers, blades, pipes and (my beloved) sledgehammer. The issue is that they are basically all disposable, there is no reason to chose one over the other unless you know it will take one less swing to kill something.

There is little difference in the speed, stagger and reach of them, excluding some unique weapons in hidden areas which are generally overkill on everything excluding a boss.

To be constructive, I think less time could have been spent on the variety (because it is impressive) and more time on the complexity of the weapons. Let me pick a knife up and know it will be quick enough for me to get in, and duck out before the counter attack, or let me grab a pipe or sledge hammer and have a slow but powerful weapon that can hit multiple things and stagger them, with the reach to stay away from the basic swipes.

I honestly think having the guns be extremely limited ace-up-the-sleeve type weapons would have been more beneficial to the game, unlike what they are in-game which is generally only useful for some enemies and bosses (and when you really can't be bothered to melee something). Plus, having guns be more limited would fit the setting far more, seeing as we aren't as over-saturated with them as are other counties.

"The open world is empty"
I think it's important to provide the distinction between strolling above-ground in "London" and going into the more interesting side-areas, as this issue does not apply.

One of the selling points of the game is that you can go where you please in this little world and it's up to you to choose where to go next. However, all you ever do above ground is hold shift and walk in a straight line to the next objective or side-area.

That's it.

"Erm, but there are anomalies to fight and melee weapons lying around for you to interact with!" I hear you cry.

My answer is: What's the point?
You get nothing from fighting enemies. The melee weapons you can find are generally all basic, hammers and pipes which are typically the worst in damage, so why would I do any of that? Just hold down shift and book it to the next interesting thing.

On a more annoying note, the anomalies aren't patrolling, nor can they be seen leisurely strolling around the streets to be avoided or engaged with. They literally spawn behind you, at random intervals. It felt like a beta feature that wasn't changed.

My point here is that it adds very little to the game, while also taking up a lot of dev time which could have been dedicated to polishing the experience and bug crushing (did I mention the game can be buggy? The game can be pretty buggy).

Honestly, pull a Yakuza and reuse the map for the next game, but add more interesting events and objectives to the top-side map, like notes and lore, collectables, secret stashes, or add really difficult enemies patrolling so you're fighting for your life to get to the next """safe""" haven inside.

The preset areas could be organised better
Some minor spoilers here, reader beware.

To cover the path I made, I went to The Theatre -> The Church -> The Weapons Facility -> The Hospital. The rest are set in order.

My main issue with that is how some of the areas were treated, and others were not. I think it was clear that the Hospital and the Theatre received the most amount of dev time as they were the most interesting, but the other areas were lacking in... polish?

The Hospital was a clear step towards a more horror focused section, with few enemies and a couple of unique, miss-able scares, which were fantastic. While the Theatre had a semi-unique setting, theme and anomalies (albeit very annoying ones). These were clearly more horror focused and had a much better atmosphere than the others.

The church, which honestly could have been a fantastic setting, was both pretty bland and over in five minutes (the horror there is that it mirrors my love life). And the factory was longer, only due to the map being larger, with even less things to do.

The odd thing though, is that the Hospital serves as a great starting location, due to the low amount of enemies, and even serves as great introductions to certain anomalies you'll see through-out the game, however for some reason, the Theatre is recommended as the first place to go? Just feels like a bit of a miss-step.

You will always have this issue with the freedom of choice, however I think its a proven recipe in horror games to have more control over the direction the player takes in most cases, the idea is neat, but a bit flawed in execution.

Summary
Finally wrapping up my thought dump after finishing this, I think what someone else wrote sums it up pretty well:
"The idea is neat, but a bit flawed in execution.
Not sure who wrote that, but he seems like a great, handsome guy who writes way too long steam reviews that no-one is going to read.
Publicada el 3 de noviembre de 2024. Última edición: 3 de noviembre de 2024.
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3.6 h registradas (1.6 h cuando escribió la reseña)
She Psycho on my Pomp till I GOLD.
Publicada el 25 de octubre de 2024. Última edición: 25 de octubre de 2024.
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12.5 h registradas (11.3 h cuando escribió la reseña)
Fantastic.

A (not) short positive review to push the algorithm.

The bar was pretty low going in to this, seeing that the reviews were either raving about how incredible the game was yet all I saw on the store page was anime bait for virgins. Turns out I was totally wrong, excluding that last part of course.

TL;DR
A 10-ish hour long experience with rewarding combat, well voiced and entertaining characters, a decent story and plenty of laughs. If you don't mind the art style, this is a solid recommend.

Combat
The combat is a pretty simple, but it has those high-skill opportunities like Perfect Dodges and Parrying so you can flex on the monsters in style. That all feeds into the Elemental Fist and Deathblow attacks which are your bread and butter of dealing big damage.
I didn't get what the negative reviews were saying with the combat; there were complaints with monsters attacking off-screen, which was solved with, you know, using the camera, and there are only a couple of monsters which can block, and some parry, your attacks, which you'll get hit by once and learn to do better.
Also, the bosses were really fun, which I was not expecting from such a small team, just learn the timings and punish.
Another big thing was that the social aspects of the game have a real tangible impact on the gameplay, with each social level gaining upgrades to abilities and passives. It makes it so that the social links are worth doing outside of just learning more about a character.

Overall, the monster variety was pretty good for the length of the game, and they are all pretty well choreographed to show you what they are doing, before they do it. A well-done combat system.

Story & Characters
I'll keep story discussions brief since I don't see the point in spoiling a game you should play, especially since other reviews spoiled the ending for me, however the story is nothing ground-breaking or revolutionary.
The stakes are set well in the beginning and you know your mission throughout, it's more about the characters and their story arcs which is done pretty well. Another note to point out is the stellar voice acting for the main cast, there wasn't any point where I felt that the dialogue fell flat, and it has some genuinely funny moments with your responses which were very well done.

Certain aspects could have been expanded more, and bigger story moments were lacking in gravity as the music wasn't hitting those beats to give it more impact.

Another surprise for me was that I actually really liked the characters, bar one romanceable partner. They show actual growth across their social links and the social aspect provides direct upgrades for the dungeon crawling, which is something not many games do and deserves praise.

Overall, a serviceable story which gives room for the more important aspect, the characters.

Negatives
Not many to list:
  • There were a couple of bugs where I successfully parried a monster, but it didn't build up the Deathblow meter, which was annoying seeing as that's the main reason you want to use the mechanic,
  • There was one character, which design wise was definitely my vibe, but her social link about learning to be more passionate in life ended up making the rest of her content before that feel pretty flat,
  • The Dungeons each have a unique style to them, but ultimately felt pretty empty in-between the obvious fight rooms and puzzles,
  • This is pretty minor, but the UX for the game is inconsistent in it's style and quality. There were aspects that had some style and flow to them, while the rest was very basic. Again, a serviceable but bland mix.
  • I liked that the game never dragged at any point due to bloated content, but in terms of overall game length it felt like it should of had one more dungeon, or potentially another character to feel more of a complete package,
  • Finally, there is a general lack of QA a lot of indie games have, minor hiccups which were negligible but annoying when they accumulate.

Now that's out of the way, here is some classic back-tracking on my negative points. The main dev team appeared to consist of 3 people, and while there were some minor complaints I had, knowing this going in I really could not care less about the issues I encountered as they clearly spent their time well in making a realistic and focused product with the limitations they had.

Final Thoughts
This is a huge success from a small main-dev team, clearly a passion project made with love. A high recommend.
Publicada el 28 de enero de 2024. Última edición: 28 de enero de 2024.
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Reseña de Acceso anticipado
Positive Review to push the algorithm.

Intro
Lunacid is a King's Field-like, which if you aren't aware is the early work of a little known developer called FROMSOFTWARE before they moved onto their small, niche games called "Dark Souls".

But you already knew that, duh.

TL;DR
Buy the game ♥♥♥♥-head, it's stupid cheap for being such an great passion project by talented devs.

The Good
The game itself is actually great, and nails the atmosphere of exploring some godless (well... kinda) pit filled with all the scum and demons in the world, of which is very much my vibe being godless scum myself. This is done through the superb art-style and incredible music which really is bar-none in setting an aesthetic.
To me, the main draw of this game is exploring it's interesting world and picking up on the lore and world-building.

The combat is simple, and it serves it's purpose of being a resource drain in either health or mana in-between save points. Things to note are that many of the weapons gain experience as well as your character, and they can be upgraded into better tools.

On that topic, magic is good fun, and there is a good balance between the spells as more powerful spells cost more mana / health, in addition to being hidden in the world. There are also some... 'interesting' spells that have some questionable effects, but can be used in creative ways.

The (Not So) Good
Sucks that I do have some issues with this game because it is still well, WELL worth buying.

The enemies in the game are super tanky, and are quite repetitive in nature. No matter their design, strength or weaknesses you engage them in the same way every time: Holding the 'S' key.
Yeah you can dismember parts of their body and it affects how they fight you, which is awesome, but that still literally means whacking them with the Level 3 Bonk Stick, baiting and attack, and repeating.
Ultimately, this is still a minor gripe as the enemies are varied enough in design so it always feels like it's new even though you're really doing the same thing.

Continuing on that, there is no balance on the weapons at all. Once you acquire the upgraded Bonk Stick there is no better weapon, excluding on certain foes. This is almost entirely because it can be upgraded to a third level, which other weapons cannot. I think this is an easy fix as you can add another level for some weapons so they can compete; but that isn't to understate the work needed to create another cool looking weapon model to go with it.

Finally, now this is real nit-picky, the NPC designs, particularly a certain adorable demon, don't really meet the vibe and aesthetic the rest of the game does; this isn't to say I dislike their design but the game does literally go from:

Inching your way through a desolate, pitch-black crypt of an cult who worship a mysterious entity, and then having to fight your way out through the puppeted corpses of it's now deceased and disfigured members
To
Cute Demon girls who most certainly have the unwashed masses of R34 artists hard at work

Worth it?
Yeah of course it is ♥♥♥♥-head, did you read the review at all?
The Pros massively outweigh the Cons, and this game even in it's unfinished state has given more more entertainment than games 20 times it's scope and price.
Put it this way, you a doing a disservice to yourself, and the devs by not purchasing and playing this game.
Publicada el 6 de noviembre de 2022. Última edición: 7 de noviembre de 2022.
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Short Positive Review to push the algorithm;

Project Wingman is one of those niche arcade jet-fighting games your dad would play as he fantasises of the life he could've had shooting down terrorists while breaking the sound barrier, instead of fathering some goober who is spending their time reading reviews for a game that is clearly very good and well worth playing.
Publicada el 24 de julio de 2022. Última edición: 24 de julio de 2022.
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10.5 h registradas
This is what I love about Video Games, it appeals to the male fantasy

Tower Defence? Check
Beat 'em Up? Check
Gigachad Protagonist? Mans literally called "Alpha"
... Doggos? You're ♥♥♥♥♥♥♥ right there are

TL;DR: Game is simple and clean, not difficult, but a blast to go through, would recommend

"No Spoilers (Or Dog Puns)"

Gameplay
You can pet the dogs. This is important enough to mention on it's own.

Imagine PvZ, but Crazy Dave is now an average Sigma Male™ and proceeds to piledrive the zombies back into the grave himself.

Let's be real here, you get to play a grid-based tower defence game, where the towers are actually turrets piloted by dogs, and you get to play as an absolute chad on his quest to protect all the doggos in the world by applying direct head trauma against anyone who would do otherwise. What more could you ask for?

Game takes about 8-9 hours without skipping anything and getting all the dogs, stars and side-quests.

Game is responsive, has plenty of different towers and passive skills for different builds, and varied gameplay segments to break up the constant Tower Defence levels along with a simple story to follow. This game is not difficult, but it doesn't need to be; I'm a vet when it comes to TDF games, but I can see even someone new to TDF can cruse through the game no sweat.

Difficulty
Expanding on that, the difficulty seems to be a main point of contention about the game, and I can understand why.

You can basically solo the game regardless of your towers because you can kill most of the ads before they even reach your walls; when you add in special moves, like the shoryuken, and the fact you can stunlock enemies with well-times combos even the """tougher""" ads go down in seconds.

I stuck with the first few towers I unlocked and never once had to change my classic PvZ layout; if I'm being honest I only did that out of habit, and the sick satisfaction I get out of having a clean looking layout, rather out of necessity. You could honestly just do anything and probably breeze through no-sweat.

I, personally, have no beef with this; not every game needs to be ball-crushingly difficult out of a misunderstood interpretation of Dark Souls' design, it's kosher if a game wants to just be a vibe with a great looking stylised art style and slamming beats; the issue is that it means all of the towers are nearly interchangeable and really provide no real benefit over another, along with the fact the ads will already be a read smear on the pavement before they get to the defences.

It just feels like its wasted potential on what could be a great mix on both of the genres this game juggles where you have to prioritise the right ads, maybe some could be resistant to the Alpha's attacks such as flying enemies, etc., and you'd have to make sure you had the right towers or elements to deal with them, and some need intervention from the Alpha to make them take more vulnerable to your towers, of which these are already present in the game in the form of shielded ads and tanks.

Regardless, it's pretty pointless speculating what a game could be rather than discussing what it is, the game is a beat-em-up first and a TDF second, hell maybe even third, that doesn't mean it isn't enjoyable, just don't expect any big-brain strategy moments.

Visuals / Sounds
Barely need to discuss this, you can see from the screenshots and videos on the store page that the game looks great with a crisp visual style and I can confirm that the soundtrack slaps beginning to end, enough said.

The Finale
The game is fun, looks great, sounds great, is reasonably priced along with having bundle options, and most importantly has a ton of good puppers, give it a go!
Publicada el 19 de junio de 2022. Última edición: 19 de junio de 2022.
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11.4 h registradas (7.8 h cuando escribió la reseña)
Reseña de Acceso anticipado
I did not expect that I would actually care about this janky game, but its got so much heart put into it that I started the game on a whim and did not stop till I reached the end of the latest chapter; eagerly waiting for more.

Game literally goes from:
Cute Dungeon Crawler with a good sense of humour to
Waxing philosophy on what it means to be a sentient being, and what rights do they deserve to
HORRIFIC LOVECRAFTIAN BODY HORROR, EXISTENTIAL DREAD AND THE DEATH OF BILLIONS
And that's only the first few chapters

You go out, kill literally everything that moves and slap its carcass in between two pieces of bread and chow down, inheriting more powers. System is pretty well done with lots of synergy for every build.
The combat is similar to Terraria, with some bullet hell segments thrown in.

Story is great, with a lovable cast and interesting lore that you learn more of throughout the game. Has some real tug-at-your-heart-string moments in there.

See that big thing that says "EARLY ACCESS", yeah? It comes with all the fun that brings as well, but the Devs seem pretty intent on doing their best, so give them the benefit of the doubt.
Publicada el 10 de diciembre de 2021. Última edición: 16 de diciembre de 2021.
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