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Recente recensies door SoggyMicrowaveNugget

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2.4 uur in totaal (2.1 uur op moment van beoordeling)
Very solid start to a excellent fan project. It doesn't feel quite as fluid as source engine games do and I'm sure that's partially due to the frame-rate really struggling because well... Unreal Engine, first hurdle is making it feel LESS like unreal. My fps struggled and I have a pretty high end rig but I'm also aware that as a demo its not the final product.

Pros:
Really high quality Environment design, slightly stylized similar to Half-life: Alyx while still showcase some beautiful Lighting

Ai is 90% to the way I expected them to feel, I especially love the Headcrabs using physics after they jump just like in Alyx.

Sound design was so on point that even after thousands of hours in Half-life 2 I struggled to tell if they were newly recorded for the game and on closer inspection there was a LOT of new stuff that felt right at home

The gravity gun feels like a powerhouse mainly due to how the engine handles physics impacts, Launching something heavy through a room of breakable wood objects feels way better than source imo.

The Physics of the movement is also Very close to HL2's Iconic movement but just needs a bit more polishing

Cons:
The gunplay and animations feel a bit robotic and lack luster for a modern shooter Especially with the shotgun having zero effect on camera movement making it feel very limp.

The zombies when they hit you cause you view to bounce around like you've been hit by a truck when is in stark contrast to the Guns where shooting the shotgun has zero noticeable effect

Despite all the work done on the physics to make them feel closer to Half-life's there is a lot of work ahead, in the Devlog videos they showcased a lot of advanced features that seemingly never effect the final result. Boxes feel like the same old boxes and you can launch a massive car engine at a zombie and they just stand there. Something a modern engine could really improve over 2004 source. Returning to the Gravity gun for a moment, when heavy things impact near you the screen should also shake like it does in HL2 so you feel a sense of impact through sound and sight.

All in all it does feel a bit odd to used an engine like unreal to force it to feel like another. On one hand unreal can look incredible but is this game going to even Use that level of fidelity when it struggles to run on a demo map?

Lots of questions I hope to hear answers from sooner rather than Later. People who don't understand how hard it is to make a game of this scope, ESPECIALLY through volunteering and through a pandemic are likely going to complain about this for not being perfect. But they aren't the part of this community I love, The Hard working team being creative and DOING something rather than shutting something down ARE the best part of Valves community not the people who ruin it with hate and constant complaint. Best of Luck to everyone at Icebreakers studios, Thank you for being some of the fans that DID instead of those that complain.

Edit:

After playing through the demo a few more times to double check some things I criticized I found the shotgun does in fact have recoil, which is weird as on my first runs through it definitely didn't (Possible bug) there is still something about it that makes it feel a bit limp though. another thing I would like to note is that the Headcrabs do not take physics damage while in their ragdoll state which really isn't great when trying to only use the gravity gun. as much as I would like to say the performance issues were on my end I dipped the settings down to medium and low Global illumination and with a 4090 and a Ryzen 7 I was getting about 70fps at 1080p... not particularly great and whats worse is as the level goes on it starts to settle around 40 fps. not sure what is causing this but I hope My input can help the team.
Geplaatst 13 november. Laatst gewijzigd 13 november.
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13.3 uur in totaal (1.7 uur op moment van beoordeling)
Recensie tijdens vroegtijdige toegang
I just wanted to thank the devs for making this excellent experience, Its been a hot minute since I had this much Fun with a friend in VR, I went in expecting very simple feeling game but was blown away by just HOW good the interactions felt, the feedback and impact it all has is something that I've felt most VR games flop at when it comes to melee. It feels like a VR rogue-like that someone really cared about and is exactly why I think VR needs more games in the Genre. Much love to Eric Thullen and thank you for making me Laugh, scream in terror and smile for an entire evening. when So much of the VR industry is disappointing, greedy and a waste of potential, This game great reminder that Indie devs like this are the True backbone of this Medium and you can't buy Love and a Soul.
Geplaatst 27 juni.
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1 persoon vond deze recensie nuttig
6,051.5 uur in totaal (4,125.4 uur op moment van beoordeling)
It's pretty good.
Geplaatst 9 december 2022.
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1 persoon vond deze recensie nuttig
3.5 uur in totaal
Inside is an amazing example of a story that tells itself without saying a word, The game gives you enough info To piece it together yourself... Play this game if you want a story and world to sit and think about for a while. Some Don't like the Ending, but Some people also don't like to think about things too much. 10/10 does everything it sets out to do.
Geplaatst 26 oktober 2022.
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2.4 uur in totaal (1.3 uur op moment van beoordeling)
Please Let Erik Wolpaw work on a real Portal game, I think we have enough Tech-demo's.
Geplaatst 4 september 2022. Laatst gewijzigd 5 september 2022.
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76 mensen vonden deze recensie nuttig
4 mensen vonden deze recensie grappig
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638.5 uur in totaal (626.5 uur op moment van beoordeling)
Not that anyone Care's but the OrangeBox started my interest in 3D art as a whole, Modding in the source engine was my first step into the art world. I spent years thinking Game development was like magic... Unattainable and something i'd never understand, but as I Do 3D art and work on my VR game with a friend I'm reminded that it's Valves Craftsmanship that made me even care about Art and Games in the first place.... With that out of the way Half-life as a series holds a special place in my Heart, obsessing over easter-eggs and lore and playing the games on repeat many times. Alyx Exceeded anything I could've hoped for.... after 14 years, and being in a dark place for much of that time, when the Half-life: Alyx trailer dropped it convinced me that there are a few things I want to see happen before I give up... and if Valve could make a game again after all these years maybe some other seemingly impossible things could happen in my life. This is less of a Review and more of a Note to the Talented people at Valve saying that this game means a lot to me and even Helped me stay around a little while longer.
-Thank you Valve I look forward to your future games
Geplaatst 24 juli 2022. Laatst gewijzigd 24 juli 2022.
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5 mensen vonden deze recensie nuttig
1 persoon vond deze recensie grappig
1.9 uur in totaal
What can I say about House flipper VR?

It's a very evenly polished game... but not well polished
all the little things I liked about the Pancake version are just missing,
VR's strong suit is emphasizing details and this game seems to have paired back the details in every aspect.

it would still be a fun if not WAY more limited experience, if it weren't for the games biggest issue... Controls

The controls offer no real option other than teleport, which is awful for a game trying to immerse you in its charm, the wrist watch for the menu is so buggy and unresponsive you start to feel like you're actually at work and you need to make a call but you have no reception. VR buttons suck, the controllers have buttons for a reason.

I was going to refund this but I will most likely wait and try again after the (Frankly) BROKEN menu controls

The saddest part is that The easy route of just porting the pc game over feels like it would have been much more fun. the interaction in this game is less fun than the pancake game and not interactive enough to be fun in VR.

It sucks but... Hard pass until they update. I'm only keeping my copy to support the devs.

I hope this helped ward off any unnecessary disappointment.
Geplaatst 5 november 2020.
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Een ontwikkelaar heeft op 6 nov 2020 om 0:32 gereageerd (reactie weergeven)
48 mensen vonden deze recensie nuttig
23.4 uur in totaal (18.8 uur op moment van beoordeling)
Was good software until the Devs ditched it to go for the subscription route. They had the opportunity to build on something that was good in the first place but.. Nope just ditch it and start copying adobe and other art software that crush creativity and expect you to be rich just to regularly use the program, For this reason only I can't recommend buying.

At the very least you CAN use it for free, but have to be a payed user to export, Like how you can learn Maya as a student and then get cold booted into the real world and are expected pay every nickle to your name. :/

I get the thought process, "You'll make so much money off of our tools that we need a cut" but we all know plenty of smart talented people that will never be paid a cent for the art they make.
Ultimately the idea to monetize like this only benefits those who get lucky and end up paid for their work and the studio who make bank off artists hoping to hit it big.
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A slight bright side is the Monthly payment version lets you use it for non-commercial use for free. Not exactly as good a a One time payment and let you use the software you Purchase. Unfortunately that is the way this industry works, Teach people how to use your software for free the ring every dime they can out of you when you need it. I had hoped this software was different.
Geplaatst 16 december 2019. Laatst gewijzigd 10 juni 2023.
Was deze recensie nuttig? Ja Nee Grappig Prijs
Niemand heeft deze recensie tot nu toe als nuttig gemarkeerd
56.6 uur in totaal (0.4 uur op moment van beoordeling)
The game itself is the first time I played a game in VR and didn't come away thinking "Man I wish there was a full game here".

Its obvious that the devs put all of there focus into the Gameplay and level design meanwhile the story feels closer to an easter egg hunt than a game, like say Portal 2.There are expertly crafted sequences and fun physics puzzles, arena modes and lots of reasons to replay the story.

There is so much I could say about the game but at the same time this review serves more of a description of what you're getting.

You are getting a FULL GAME in VR not a 4 hour demo but a legit full 12+ hr game game with replay value, It doesn't hold your hand if you get a little sick, it doesn't blind you with comfort options.

Melee is all physics based, so you can't flail around a sledgehammer like it's a pencil, as a result your character has grounded limits and advantages.

Complaint time,
The intro (Tutorial) area is really long and expects you to be VERY impressed with the player character being Physics based, it's Literally an entire museum trying to throw shade at other games for not being as cool as Boneworks, This coupled with devs on twitter also Throwing Shade games with Floating Hands... Like Half the time the body in this game is in the way of movement and hinders you, it's not flawless and several games feel better for NOT putting a Jank body in the way. This game does it better than most, but it has plenty of it's own issues and I for one DO NOT want every game to have a full physics body.

For as many pages out of the Valve book of game design Stress level zero took
I wish they had done more to make You involved in the story, The universe is incredibly in-depth but the only time 'story' is told to you It's through Live action people on Monitors, they basically waffle on about back story the game hasn't even explained and it expects you to be interested, It's a classic telling instead of showing issue. That is my only gripe but a pretty big one. Hopefully Stress level Zero can focus in on story telling rather than the backstory nobody gets to enjoy unless they play an ARG.
Geplaatst 10 december 2019. Laatst gewijzigd 24 juli 2022.
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1 persoon vond deze recensie nuttig
260.2 uur in totaal (115.0 uur op moment van beoordeling)
Recensie tijdens vroegtijdige toegang
The only VR game that has kept me coming back again and again.

This game that is always in a state of improvement, If you are a gun nut this is an absolute must buy, with the gun variety constantly increasing near weekly. There is no other game like it.

Accurate and impressively detailed gun physics simulation that can be used in a variety of game-play modes and it does it all with a great sense of whimsy and humor

Want well paced stealth rogue-likes?
Want Slow paced scary and charming survival horror?
Want terrifying and heart pumping horror rogue-like?
Want last stand horde modes?
Want Totally not Metal gear boss fights?
Want a variety of range shooting scenes?
Want a singleplayer recreation of TF2 and simulated ‘real life’ versions of its Iconic arsenal?

That and much more I’ve missed are all there.

The Devs are amazing and always give this fun community more than they deserve
If you don’t like this game you either don’t like fun or haven’t played it.
Geplaatst 26 november 2019. Laatst gewijzigd 10 januari 2021.
Was deze recensie nuttig? Ja Nee Grappig Prijs
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