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Recent reviews by Celcifen

Showing 1-4 of 4 entries
4 people found this review helpful
1 person found this review funny
1.3 hrs on record
Phantom jump is a game of harrowing leaps ,precision platforming and careful timing. Its a game that challenges you to be better than you were seconds ago and constantly asks more from you as you keep playing and making small changes to your strategy and optimize your paths. Not for the faint of heart but absolutely addictive if you have the drive and revel in the challenge.
Posted 9 December, 2017.
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No one has rated this review as helpful yet
25.7 hrs on record (20.7 hrs at review time)
Mashed a button 800 times for a purple cape.
Played soccer minigame and got nothing.
Hugged walls for 24 hours.

Then did it again for ng+.
Feels good man.
Posted 6 April, 2016.
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1 person found this review helpful
3.0 hrs on record
(the following is an review based on experience in PvE co-op modes)
The game features at the very least well implemented third person shooter mechanics forming the bare minimum of shooter staples. and the free to play model is implemented decently.
Where the game completely and utterly sh*ts itself is in the design. Heres an example you walk into an enclosed room and are forced to fight a big boss enemy which occasionally summons meat shields to soak up your bullets. The boss himself is also a massive bullet sponge. however the boss room has absolutely no way to replenish your ammo so even though you managed to get so far you can’t even finish the job until someone dies and respawns with ammo. The boss fight itself boils down to evading an attack running around in a circle around the arena to kite it, and turning back around to shoot it. The fight lacks any sort of creativity and feels like more of a grind than anything.
Another instance of poor design came from another boss in the area who would spawn enemies in phases and become vulnerable for only a short time. The fight boiled down to me and my friends running around in circles on the edge of the arena, as the summoned mobs had no way to deal with that, and occasionally dodging projectiles. Once the boss was vulnerable we just unloaded everything we had at it. The process does not get more fun after running in circles for the twentieth time.
Speaking of exploiting mobs inability to deal with running targets, entire sections of missions can be circumvented by simply running through the enemies and kiting them to the objective. This effectively is a cheap bypass for a majority of areas i discovered only 20 minutes into the game. This really doesn't help given that alot of the areas tend to be linear corridors.
The enemies themselves really only boil down to: random jobber, projectile guy,guy with shield, small guy, flying guy and big guy. So thats not too horrible an amount of variety; however, fighting against these enemies ends up with the player just putting as many bullets down range as possible. This tactic is the most effective iin just about any occasion causing all of them to be rather boring to face off against.
This lack of variety in the ways to deal with enemies really puts a hamper on the games horde modes as you will feel naturally inclined to camp a defensable position and shoot anything that comes into sight. The horde mode itself though has a few redeeming features by offering some traps players can activate with points they accumulate from killing the horde or even buy a mech suit to completely trivialize any form of resistance from the bodies throwing themselves into your sights. These differnt crowd control options add a little bit of variety to the otherwise bland encounters.
Also despite having cover mechanics i find that alot of the time i have no good reason to stay in cover as a majority of the enemies only have melee attacks or aim so bad i can just run circles around them. Having an entire mechanic become basicly useless screams oversight and would seriously have me doubting why they would bother with it if the game didn't have a PvP option. But for PvE there is basicly little to no reason to use cover other than to serve as the crouch button that doesnt exist.
The biggest offender in the horrible design category is the way that players can completely circumvent the respawn system in the co-op modes. Each player is given only 3 respawns at the start of each round and once you run out you can no longer respawn until the end of the wave or until the boss is defeated. but even then you dont get those 3 extra respawns back, i assume this was to facilitate the f2p model so people would buy respawn tokens. However this can be entirely circumvented if a player simply leaves the game and re-joins. Simply re-connecting thus defeats the entire purpose of having such a system and leaves the player only slightly inconvenienced.

To conclude(aka the tl;dr section):
ZMR is a fairly standard third person shooter which seeks to capitalize on 3 popular enemy motifs of our genration. While featuring servicable cover based shooter mechanics thats really just about all this game gets right. It is marred with design flaws which make the PvE aspect of the game feel more like a chore than a compelling experience. If you were thinking of trying out this game for the PvE co-op I suggest you look elsewhere.
Posted 20 September, 2014.
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No one has rated this review as helpful yet
6.3 hrs on record (5.5 hrs at review time)
Sometimes you get that itch. That itch to lock on and fire every missile you have in a glorious display of destruction and carnage. At other times you just wanna feel like you're flying a cool mobile suit.

And thats where this game comes in. You can shoot the missles and be a cool mech while watching the devastation you caused unfold as all the missle trails make their mark and explosions litter the screen. Its a good feeling.
Posted 6 August, 2014.
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Showing 1-4 of 4 entries