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Recent reviews by LarsInABox

Showing 1-4 of 4 entries
No one has rated this review as helpful yet
17.4 hrs on record (12.8 hrs at review time)
Early Access Review
Makes you feel cool for shooting at barely moving targets while constantly dashing & walljumping & 360-spinning & cycling between weapons at a ridiculous pace without thinking

Highly satisfying & tons of fun
Posted 3 April, 2021.
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No one has rated this review as helpful yet
2.8 hrs on record (2.0 hrs at review time)
The only gameplay you're currently going to get here is jumping around in one single map, where touching pads emanating beams of light brings forth another set of platforms and a new pad or two.

It won't take long getting to the final pad, which gives this game replay-value in the form of speedrunning.
Walljumping and ledge-climbing allows for some fun creativity, experiment, to find the fastest way through.

The game is easy to get into but does not last long per session. Still, it's fun to open up from time to time.
Posted 28 November, 2017.
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No one has rated this review as helpful yet
12.2 hrs on record
This game has so many minor flaws that I struggled to enjoy my first playthrough. Yet, only after it could I appreciate it.

- The map allows unnecessary backtracking (Similiar to Resident Evil 4) so you can return almost to the beginning even in later stages. This, combined with some difficulty identifying where the correct path has opened up, lead me more than once backwards, assuming it was the right way, but eventually ending up in a dead end, wasting plenty of time and losing motivation.
Fortunately, there is an upgrade which allows quick-running outside of combat, as well as a map that shows where you have been, but not where you need to go.

- Getting into the combat system was fairly infuriating at first, when getting used to the controls (Which took me to the final few stages to find comfort with). The enemies and bosses can, and will step outside of melee-range on purpose, which leaves you open for attacks from other targets while recovering from your own move, that you missed. Some attacks requires lock-on on a target to be performed. And these attacks usually toss the enemy out of range. Meaning you'll have to get into range again. The flaw is that these moves are activated by the joystick used for moving. So more often than not, you'll end up with such an attack instead of the basic slashing.

- Coming from the newer "DMC: Devil May Cry" before I played this game, The ability to make combos is almost nonexistent, as you only have a few moves, and later on a few weapons, which can barely be used together. The trick for style-rank is instead to not get hit, while dishing out random damage. Not to look cool while doing so. (Check out combos in DMC: Devil May Cry.) The different handling in DMC4 forced a different approach in playstyle.
Trying to make use out of every ability/weapon I have is just a personal, preferred playstyle.

- The camera is locked, or semi-restricted in some areas which requires the lock-on feature to be used in combat. Enemies can often stand outside the camera's view, preparing a sudden ranged attack.
The dodge-ability requires lock-on active. Though its invincibility-frames seems shorter than the animation. So before the animation is over, before you can perform another move, you can still take damage and get stunned.

- The few soundtracks I got to hear while playing through this game did not redeem the game, but rather fuelled my fire.
The entire game featured one single track while in battle with common enemies. One somewhat monotone track, which often only last a few moments. Most, if not all bosses featured their own tracks fortunately. And are considerably better.
The ambient background-tracks were different for each "area" but got old really quickly, hearing the start over and over, as area-transitions restarted the track.

- The bosses all had very diverse abilities/playstyles each and that really shines a positive on this game. Though due to your own clunky abilities, It was all more of a dull grind to chip off damage while they backed out of range, and not have time to back away yourself due to their attacks rarely showing a visible build-up.

- The game features 5 different characters (2+2+1) in their own playthrough. And by playthrough, It's the exact same stages and bosses as the main story but without cutscenes. (Just one introductory cutscene).

Yet, there is one word to nullify most of this: GAMESENSE
Once you're able to avoid triggering the lock-on moves while locked on a target, things will go much smoother.
You'll be able to understand what to do during bossfights, when to retreat from incoming attacks.

Closure from finishing the main story was a pretty big deal. Especially with the hardships of trying to get used to the controls/abilities.

I would not call this game satisfying or worth getting. But it's not hopeless, and can be a fun experience after the first playthrough. Learning its mechanics is the replay-value of this game.
Posted 25 November, 2017.
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No one has rated this review as helpful yet
785.1 hrs on record (569.9 hrs at review time)
There's no limit to looting new guns every day in this Incredible game of vaults, bandits and a handsome person who is definitely not the antagonist... ENJOY IT!
Posted 25 November, 2013. Last edited 10 August, 2016.
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Showing 1-4 of 4 entries