11
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reviewed
260
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Recent reviews by Beevin

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Showing 1-10 of 11 entries
No one has rated this review as helpful yet
51.6 hrs on record (26.3 hrs at review time)
What a nice refreshing gust of wind for the franchise!

I've had a blast playing this game from start to finish. The combat is a huge step up from where it has been and the raw energy of the battles is something to behold. Killing thousands of peons never felt so good.

The choice to turn it into a pseudo-JRPG was a decent direction, but definitely needs some fleshing out. Lots of potential in the bonding system they have.

As for the story, it's the Three Kingdoms before they full establish themselves in the three way war. It's a cool time period and seeing Zhang Jiao and Dong Zhuo become compelling villains was a neat change.

Tons of returning tracks making up an amazing soundtrack. Though, I do like some of the originals more.

While the game isn't perfect, it's definitely the best Dynasty Warriors game I've played. The gameplay on the field just feels fantastic.
Posted 5 February, 2025.
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No one has rated this review as helpful yet
554.2 hrs on record (139.9 hrs at review time)
Early Access Review
Damn is POE 2 fun.

Damn POE 1 is at the end of POE 2 and it takes a lot away from POE 2.

Pros:
Combat feels real good. Melee with controller, and WASD for range. It's absolutely a blast.
Combat difficulty for the first three Act feels right.
Aesthetic of this game is fantastic. I love how everything looks with the sense of measured depravity.
Soundtrack is fantastic. Act 1 boss was very memorable as a result.
Weapon swapping is a great system

Cons:
POE 1 is still around, especially around endgame.

If you build your character right, chances are Acts 4-endgame will be a breeze. Running along blowing things up. Blowing up bosses before they do a mechanic. Totally defeating the purpose of even designing bosses to begin with.

Map design is 90% corridors and tight spaces. It really gets in the way of having a methodical combat.

On-death effects range from reasonable tells to "lol how the ♥♥♥♥ was I suppose to dodge that." This problem is made worse when the walls block your view.

Mobs can be fast af later. You either kill them ASAP or they'll swarm you and stun you to death. If your build isn't good, you'll know just because of the amount of times you get ganked.

Ascending sucks. Sometimes it's hilariously easy, other times it's stupidly hard. Being able/forced to brick your own run feels terrible.

Attribute cost is insane. Weapon swapping is a neat trick, but don't expect crazy combos due to how much stats you need for your primary weapon/armor.

Mapping is boring, especially if you wanted more engaging combat. Since it devolves into POE 1, you're back to clearing maps super fast (in terms of kills, not movement) and killing bosses before they knew they were a boss. You're also back to dying instantly too.

This game has a primer/detonator system that's SEVERELY underutilized. IMO, they need more interactions with all the skill types to provide more variety. It's a fantastic idea that's waaaayy too limited.

Damage needs to be cap. There's no way in hell you can continue POE 2's initial combat without some sort of limit on damage. Either you balance towards current system, turning it back into POE1 AND making builds even more limited, or you cap off damage in favor of those cool interactions i mentioned above.

Stop having Magic Find on gear. If you absolutely *need* that stat, keep it on either the belt or amulet. Currently, it's too good to not have. It also punishes anyone who doesn't have it.

For having souls-like combat/difficulty, it doesn't adhere to having checkpoints right outside the boss for a lot of the meaningful content. The trials, the Atlas bosses, and the maps all have an extreme punishment for dying and severely lack the souls-like philosophy of learning through trial and error. It's there in campaign, and that's it.

I absolutely do not want this game resembling the absurdity of POE 1 when the beginning of POE 2 feels so damn good, but the way you can power up your character as is, will pretty much always devolve into POE 1.

Time will tell which direction they'll take this game, and I hope it's more of what they did during the campaign then whatever is happening at endgame.
Posted 22 December, 2024.
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1 person found this review helpful
559.6 hrs on record (48.5 hrs at review time)
It's like SOSE 1 but better and with more flavor per faction.

This a great start for SOSE 2. The game runs extremely well, even with massive battles going on. Each faction is more unique than they once were, and seem to easy to balance and change. I assume the DLCs will add quite a bit of options and things to do similar to how SOSE 1's DLCs did.

The first issue I have with the game is the art direction. Say what you will about AI art, but the art direction just isn't there. The modern plain UI makes it hard to understand, despite how powerful it actually is. Ironically, having unique art per upgrade adds too much noise to the tech tree. It would have been better to have a central idea and add a little bit of context as opposed to totally different artwork.

The second issue I have is that the in-game mod page is lacking information. It's a bit on the person who uploaded the mod, but also the devs for not automatically adding information. One map I downloaded just said 10 players random, 2v2v2v2v2. Sounded cool, but it was... 200+ planets, which would have been nice to know before downloading it. Search function is a bit weird too.

That's kinda it so far, and both issues are easily patchable and not a core problem.
Posted 1 September, 2024.
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1,758.1 hrs on record
Play this game with the UI mod and Vox Populi from the civfanatics forum and you'll have a blast (Maybe even 1700 hr worth). Base game is neat too, but the mod is phenomenal.
Posted 20 August, 2024.
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68.9 hrs on record
This game is like a poop sandwich where the bread is some top tier french baguette, but the chef thought it was an exotic idea to shove poop in the center of it.

The presentation of Helldivers 2 is probably the best part of the entire game. Getting into that hellpod, shooting down with an epic theme going, and landing makes you feel fantastic.

Until you start actually playing this game. For whatever reason, the developers of a horde shooter thought it was great idea to make the difficulty scale with annoyances instead of the horde.

They say it's about performance, which is getting worse as the games goes, but they add a bunch of blinding gas effects instead of things to shoot at.

They wanted to buff some things, but proceed to nerf them in the most annoying way possible. Making secondary guns more accurate, but add more sway to offset this. They could buff a gun you wanted to like, but nerf it's ammo count or reload speed. They have this constant need to "balance" everything, even when it's a supposed to be a buff to get the thing up to snuff.

As the difficulty gets harder, it becomes more of a disability simulator than a frantic horde shooter. They blind you with fogs and stuff that turn off your radar. The sway and movement are sluggish. There's less ammo. Enemies begin to more frequently hardlock you into certain loadouts. The only thing they don't do is stop you(me) from complaining.

The developers actively try to make this game not a fun frantic horde shooter, and I have no idea why. Maybe it's because they see those solo players on difficulty 10 and want to punished everyone for their skill level.

The thing is, all this game be fixed if the developers choose to do so. There's still a path towards a better game, but for now, it's just annoying to play.
Posted 4 May, 2024. Last edited 21 October, 2025.
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No one has rated this review as helpful yet
100.3 hrs on record (67.8 hrs at review time)
After 100% this game, I can say it was one hell of ride.

Do you like going ridiculously fast? Do you like testing your own ability to clear missions as fast as possible and taking as little as damage as possible? Do you like the idea of testing out dozens of builds and weapons for the fun of it? Do you like blowing up multiple targets like you're the main character in an Anime, only to get pummeled by a big o'boss?

Then this game may be for you.

My only serious recommendation, even if you don't want to collect all S ranks, is to actually beat this game 3 times. Once the credits finish rolling, the game throws you into the next NG+ state. If you want to get your money's worth in value I HIGHLY recommended doing NG++ and the mission variations.

If you do that, I wholeheartedly recommend this game.
Posted 10 September, 2023.
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1 person found this review helpful
1,071.7 hrs on record (772.2 hrs at review time)
Probably my favorite co-op melee/shooters of all time. We got chonky melee hits, gamer slides, devastating gunplay, lots of 40k flavor, and one banger of a soundtrack. The ability to clutch absolutely bonkers situations has not be matched by any other co-op action game I've played.

There's tons of options from melee weapons, range weapons, classes, skills, etc. to further fine tune your heretic murdering ways. Want to be a crazy knife hobo that can kill everything it sees with that knife? Want to be big man who smashes enemies with pickaxe the size of a person, shoots explosives, and throws a funny rock? Want to control the field with a space magic bubble, fire an explosive magic missile, and send a shockwave through hordes? Want to prove your mettle as a Imperial Guardsman with the obscene firepower of a plasma gun or boltgun? It's all there, and much, much, more.

The only thing is, you gotta get to level 30 before you get access to all your options, but once you're there, it's a grand o' time. Oh, and I guess you gotta get to 30 with all the characters if you wanna do it all.
Posted 6 December, 2022. Last edited 28 December, 2024.
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3 people found this review helpful
129.3 hrs on record (28.5 hrs at review time)
Do you like Left 4 Dead? Do you like to smash and shoot evil rats? Well this is the game for you.

Seriously though, all the core game mechanic come from L4D but lemme tell ya, the execution is where this game defines itself. it's a damn blast to cleave though rats. The level design may seem a bit confusing at first but it all makes sense after some time. The atmosphere/setting gives the perfect glimpse into the terror and disarray the Skaven bring upon the realm of Warhammer: Fantasy.

Oh and if you felt L4D was easy-peasy this game will tear you a new one. Blocking, dodging, and using all the supplies you have will be a consistent theme. Gutter runners (hunters) zip through the air like ♥♥♥♥♥♥♥ jets. Globadiers (spitter with gas clouds) should be in the NFL. Packmaster (smoker) drag you away from you teammates and hang you as you watch. Ratling gunners shooting down everything in front of them to kill you. And the ogre (tank) leaping from 100 yards away to smash you and your buddies. Oh and the hardest difficulty? 3-4 little slave rat hits and you're done for.

Aside from the glorious destruction of rats, this game does have its problems. Optimization is terrible, making most people run it on low. There are plenty of strange glitches, most not being game breaking (some definitely are). Clipping is an issue. Either you get stuck on a small ledge, or the rats hit you through an object.

So does this game need some more polish in the technical department? Yes, but that's not enough to stop me and most people from kicking rat ass.
Posted 25 October, 2015. Last edited 25 October, 2015.
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No one has rated this review as helpful yet
28.9 hrs on record (23.4 hrs at review time)
Early Access Review
Pick a song on your computer, and then ride your music to sweet victory.

If someone else has played the same song and in the same game mode, you can watch their score progression as you collect your points.

With the workshop, there's additional game modes and themes. If you like Audiosurf, Audiosurf 2 is same but with more.

It's definitely all cool and stuff.
Posted 3 October, 2013. Last edited 7 May, 2015.
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No one has rated this review as helpful yet
575.3 hrs on record (568.4 hrs at review time)
This game was like watching a dream slowly die and I couldn't do anything about it.

So I have about 500 hours on steam. This disregards the 100-200 hours I put into the game before it was on Steam.

When did I start? I started playing since the second and final closed beta access weekend. I then became a $50 founder. I spent an additional $30-$50 after that. I have a Braton Vandal as a result (unless they released that as an event weapon… Not many people have it).

When did I stop and why? When melee 2.0 came out. I had enough of grinding for a game that did nothing but add more weapons/warframes that were slightly better/worse than the old ones over and over again. Never did they add any significant gameplay improvement or change that forced players to think or be skillful.

This is the tale of an early access game before that term got thrown around everywhere.


Many of the OG players requested some form of end game but knew it took time.

So we waited. Each update gave us another powerful weapon to decimate the joke of an enemy we fought in game. Each update had promise and something we all could criticize. Yet we desperately needed a threat to fight, not more weapons or Warframes to kill things that died in split-seconds anyways.

The problem with Warframe was imbalance of our power vs the enemies’. If you’re a veteran grinder, there was nothing to do but grind for materials to build more weapons that grinded slightly faster. Nothing could stand a chance against you if you were a smart/fast player. The top tier warframes were just flat out better than other warframes.

Eventually optimal grind gameplay was figured out. Take the warframe Nova, Frost, and Trinity. Go to a defense mission with the materials you needed. Grind endlessly for materials and EXP because literally everything else was a waste of time. There were no reason to change missions unless it was to grind for other things like weapon/warframe parts or money.

A small story, and a sign of the future…. When the void was introduced, the drop rates for keys was abysmal. .01 to 5%. Then the blueprints in void had the same drop rate. It took literally 8 hours of back to back grinding in the void to get the complete Latron Prime blueprints. You know what the kicker was? Those keys to the void was supposed to expire the moment you used them, but there was an easy glitch to ensure you could repeat going into the void over and over again without losing the key. They noted their mistake two days after that. If the glitch wasn’t there in addition to people looking at the game code for the drop rate, they would have never changed it.

When melee 2.0 came out, it also came out with low drop rates. So more grind. I gave up. I no longer believe the developers were ever going to change the game from a being braindead game to a game that promoted actively paying attention. The grind was too much.

It’s a shame too. I think art team is phenomenal. The presentation keeps getting better, but the game…. The game needs to be re-organized.

I could talk about the developer drama BS that happened with the more vocal and harsh founders/players, but it’s all pointless. We’re all gone.

So I can’t say this is “all cool and stuff,” but I can say…

Warbros #1
Posted 4 April, 2013. Last edited 7 May, 2015.
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Showing 1-10 of 11 entries