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Recent reviews by BossaNova

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Showing 11-20 of 78 entries
6 people found this review helpful
6.4 hrs on record
Focusing on the hard gameplay updates we need, such as:

ALLUSIONS TO REAL-WORLD HATE GROUPS

CHARACTER SEXUALIZATION & AGENCY

RACIAL SENSITIVITY

This is good for America
Posted 28 June, 2023.
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6.4 hrs on record
You know what you're getting with this one. Uncomplicated beautiful action, and it delivers. It's stable. It plays as you'd expect. I did stop playing the side missions after the second one so consider the 6 hour playtime an average Very Hard playthrough.

Excellent sound, visuals, and gameplay.

I don't know how but please give me this game in VR.

I'm glad stealth was almost never forced.

You already know the story is a shallow sideshow. Really wasn't expecting that backrooms crossover. Despite having the least combat that Soviet Base isn't my least favorite. It was a decent horror sequence. I appreciate wisely keeping things quiet.

Besides fuller-auto and burst pistols the weapon customization is pretty whatever.

Only the second to last boss fight really felt appropriate for this type of game. Just about every other boss was just a bit of a bullet sponge chore. The final fight really captures that horrid Dark Souls "die-until-you-memorize-it" attack pattern recognition which I so hate and While removing some of your abilities definitely up'd the challenge it also severely limited your options during combat, which on Very Hard lead to just over relying on cloak during the mob phases and just i-frame sliding the boss attacks.

Non-human enemy design kinda reminded me of Typing of the Dead. I am glad the basic zombie style enemy only ever shows up once though. It was really boring to fight.

Probably about half of the arenas in game could of used some more spawns.

Flashlight could be brighter and wider.

I wish empty guns would despawn after a while.

Only performance issue I noticed was a stutter after tabbing out for along period. Fixed on restart.
Posted 21 June, 2023.
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34.4 hrs on record (5.6 hrs at review time)
Early Access Review
At $15 dollars, I'd be lying if I said it's not worth it, but it's no where near perfect. Best thing about this game is being able to drag downed people around and local voice.

The more people play this game and figure out what's best, the less fun it becomes. The way most maps are designed, the caffeine-fiend armed with his Kriss has a very easy time sprinting from house to house clearing out people playing the tactical shooter game. The houses are very close together, meaning less time in the open, and just by the act of holding his SMG, he is extremely fast. Tagging him isn't enough, he can regain speed very quickly. Sometimes it seriously feels like my opponent and I are playing entirely different shooters with the TTK difference between us. It's like I'm playing Halo and they're playing Counter Strike. The more I think about it, it might just be go for headshots or go home. The more bullets you can fire at their block head in 0.75 seconds the better.

I know for sure that this game allows you to turn on a dime while sprinting, making for some highly unnatural movements. If it doesn't already have it, the curve between standing still and full speed sprint should take about 2 seconds. You have stupidly tight air control. You can hop out of a third story window and circle back midair to catch the second story one. All the more reason to lean towards a super-light all times sprinter loadout.

The worst thing I'd say about this shooter is that it's one of those confused shooters. Are we tactical Q:E lean with quick time-to-kill? Or are we arcade-y sprinters with lots of time to react to incoming damage? This question is currently defined by whatever gun you're holding. That is to say: the balance between guns is bad. An LMG that slows you to around 75% of the max movement speed has much longer TTK than the 100% movespeed (maybe more) SMG the bunny-hopping halo-corner-jumping monster-energy-consuming twitch.ttv name is holding. Why? Because you probably have to reload the SMG after every kill I guess? Not like you'd want to reload the LMG anyways as you'll be sitting nearly 10 seconds. You're forced to setup an ambush, and EVERY action you perform will be animating much slower than the aforementioned kidney-stone pisser. That guy and you are playing entirely different shooters. Personally I think with the leaning, harsher than normal recoil, and comparatively slower movement this game should play more like Intruder.

There are still a surprising amount of static objects that can't be destroyed. Calling them "near-fully destructible maps" is a stretch.

I know in some games you can spam crouch but it won't immediately orient your model to that state to prevent insane movement. While I think that specifically is in the game; swiveling your view around back and forth, jumping frantically and sprinting makes you extremely hard to hit, as long as you aren't holding that slow LMG that is. Honestly you'd think in a game like this you could maybe lose your balance and ragdoll if you were shot while hopping around like a madman.

Second worst: there is hardly any pizzazz on this game. It's about as flat, bland, and non-dramatic as it gets. The most impressive effect I can remember is the muzzle flash lighting up the space around the shooter. Other than that the sound is absolutely horrid. It's like this game was developed in a fictional country where they aren't allowed to sell a game with realistic ballistic sounds for fear of setting off someone's PTSD. It's without a doubt the worst sounding war-game I've ever played. The default sniper seriously sounds like playdough being tossed at a wall. Getting hit by an RPG in a vehicle sounds like hitting a pot hole. Grenades sound like shards of pottery hitting a tile floor, not to mention extremely slow to throw out and have moon-physics.

While there are an impressive amount of options to configure, there still aren't as many as modern battlefield games would have. Most annoyingly you have little teammate pips that show through walls at all times across the entire map and seemingly can't be turned off, yet. Surely the option to set a max range to see teammates through will be added.
Posted 20 June, 2023. Last edited 4 July, 2023.
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1 person found this review funny
147.7 hrs on record (141.5 hrs at review time)
wahh im a multi million dollar company and can't let you aim with your mouse if you start with a controller plugged in waaahhhh
Posted 20 February, 2023.
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No one has rated this review as helpful yet
21.8 hrs on record (12.1 hrs at review time)
Early Access Review
This is a very solid start and is worth buying at full price. It definitely recaptured that spark of creativity that's missing from pretty much every modern video game with it's unique combat. The non-combat features feel incomplete, but I'd bet there's not a single feature that'll remain the same by release. That's the short of it.



On combat:
Like I said it's definitely unique, quite fun to learn, and is enjoyable in it's current iteration. With that said there's tons of room and potential for improvement. I'll start with actual problems and go into what I'd like to see:
  • At times the enemies would charge in for a quick kiss and shove my character backwards. When it worked it felt like a feature, but more often than not enemies would get in my face and not want to leave. When stuck like this they'd sometimes throw out attacks insanely fast while finally backing up, all of which did nothing thanks to great foundation the combat has, but it's was awkward. Enemies don't seem concerned with keeping you within THEIR weapon range. Also I wondered if I could do this same maneuver to the bots, but never figured it out. And no it wasn't just kicking. Maybe it was just the physics of them charging into me at full speed?

  • Related to this, the movement speed cap is far too high in my opinion. Or at least the minimum difference should be lower between opposing fighters. Like they could only roll stats within a certain range of your team's average or something. That may well be already in place but it felt to me like that sort of stuff is tied to fight level. Could we do both?

  • A lot of weapons have an undeniably "best" attack. One that comes out fast enough, has great coverage/length, and is easiest to deal meaningful damage. That's not unrealistic, but preferred attacks are so broadly applicable to any match-up that you can go a whole bout without using anything else. The double-sided battle axe is one of these. An excellent right side horizontal swings, and pitiful left-side attacks. The left sided attacks looked like they were meant to be pommel strikes, but if you bend your character torso around far enough, you can still touch them with the axe head, and deal an unrealistic amount of damage for such a short travel time. Two-handed swords felt the best to use due to all angles of attack being a full swing, which really allowed the combat to shine. With the axe I was stuck with in several of my runs as a god tier heirloom (a terrible design choice), I had no problems winning, but also devolved into only using half my available attacks. All angles of attack should be a full swing when fully charged, and pommel strikes should be controlled like thrust/overheads or low power (not fully dragged out) quick strikes.

  • High-stat enemies show just how insane you can get your character to be. Some of them must be at the stat cap for their weapon, because they swing at lightspeed for full damage and expend very little stamina while doing so. I hope the upper limit for these things are brought down.

  • AI spearmen are the worst. And by this I mean incredibly hard to beat. I think it's to be expected that a spear thrust is hard to block without a shield, but the rate at which these little fugs can pump out decent damage if they want too is horrific. I know if I gamble on a 1-v-Many fight and see three enemy spearmen coming out the gate my line is over. I think it's fine that this is a somewhat boring but incredibly strong combo (spear and shield), but the previously mentioned lack of useful attack angles turns this from a challenge to frustrating slog. I feel like I should be able to block an attack, dash in close, and rip away the shield for an opening. The move speed and attack angle issues hurt most in this situation. Also since this is such an easy and strong combo put a cap on this class entering a single bout.

  • Speaking of shields there should be a cap on max shield allowed in a single bout or more ways to deal with them (give better attack angles).

  • There were times where I'd throw out a undeniably weaker than normal attack but still made a good connection with my sharp side on bare skin. These attacks almost always dealt no meaningful damage. I'm pretty sure this game is half-and-half on the physics based combat. Like the damage hurt box isn't as precise as to consider flat-side vs sharp side hits for damage. Could be something else but it was quite annoying.

  • In Many-vs-Many fights most of my kills would come from backstabbing people. I wish the AI did a better job protecting it's vulnerable areas. It's so easy to hit and run. They'll walk at you for a bit then go fight someone else, leaving their backside open again. It's too good not to do, especially when first starting out a run. I think the audience should hate those "dishonorable" kills and AI should change their target to you if you approach too close. Maybe give the cheer button a taunt to make enemies fight you until one of you is dead? Also they are too quick to give you a 1v1 even if you've been hitting both of them. Bots should be mean and dishonorable to the PC.

  • I wish you could like dash into your shield as it's connecting with an attack to send the attack flying wild and leave the enemy open. Like real parry. Maybe you can already do something similar but I'd like it to be a dedicated feature.

  • Low strikes get extremely floppy and can be impossible to read. There needs to be some animation fixing here.

  • Throwing weapons is awesome, but it's easy to lose track of or literally lose your starting weapon if you throw it. Maybe give your weapons a godray indicator and protection from being picked up by enemies for a few seconds? Also I'd LOVE to make a throwing-centric Aspirant, but there are currently no weapons with multiple things you can throw in one slot. Like a throwing knife belt/quiver of javelins or axes.

  • pleasemakerapiers
  • andworkshopsupport


Meta
  • Patreons hardly matter. Of course they will be receiving more content, but I think the issue right now is that there's no reliable way to garner favor with them. I don't know why who's hosting a match is hidden info, it shouldn't be. I really think this should be your main goal/focus outside of winning in combat. Getting in good with a Patreon. Patreons should make request during rounds to increase favor gain too.

  • Please immortalize successful characters in a hall of fame with top stats in their careers. Also don't just end the run after you win your story start; put character in an impossible fight to the death. This society is all about it's blood-sport sacrifice right?

  • Slave start should have earnings made outside of arena fights be exempt from the 50% tax.

  • Heirloom weapons should not exist as it is now. You can already invest in your next character. You shouldn't be able to pass down a top tier axe from one line to the next. It's trivializing things, and that's a very very bad honey pot trap for gamers. They don't even realize they're ruining their own fun.

  • Audience interest needs to be fleshed/matter out more. I like that they'll start throwing fruit at you if you piss them off though. Goes to show the creativity of this developer, and I have no doubt this and everything else here will be given more depth.

  • Would like to see training mini-games, or at least auto-buy needed equipment. Will be changed I'm sure.

  • Betting. Easiest way to lose all your money for only a 20% gain. I can get down with the high risk but there's little reward now. Make higher returns and more realistic goals. Again, will be changed certainly.

  • Gold on death should be invested automatically, maybe with outside factors increasing/decreasing gross amount like perks, patreon favor, etc. Very strange to do it by 1000 and 10000 for a 10% return.
Posted 21 December, 2022. Last edited 31 December, 2022.
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3 people found this review helpful
28.3 hrs on record (13.3 hrs at review time)
Alright I'm giving up on this game. I gave it more than it's fair shot.

It's not an Assassin's Creed game, but I really tried to enjoy it as it's own Viking themed open world RPG game. The fabric of what makes an Assassin's Creed game has been forcefully and clumsily attached and the product suffers for it. Gameplay, story, fundamental themes, all of it is at odds with itself.

The thing I was counting on carrying me through, the combat, eventually failed to keep me interested. I can't remember having a single fight that didn't have some jank to it. It was never satisfying. I'd hoped it was just me getting used to things, but I'm here to tell you now that it wasn't. It could be interesting, but it's mostly just i-framing around and left clicking; using adrenaline when you have it. I initially liked the light bow and hitting weak points into a finisher, but it's actually so much faster and reliable than anything else it became boring quickly. I made an effort to max my stealth/assassination damage in the hope of being able to use the not-so hidden blade in combat more, but landing a charged up stab, even from behind while in the smoke parry, never killed. In fact it would annoyingly knock them to the ground where I'd be forced to mash left click over them while they lay there. You'd think I'd be able to finish them. The insistence of using RPG "health bar to below or equal to zero" mechanics concerns the player with outputting more damage numbers rather than playing tactically. Sometimes you're forced to go loud, so forget about being...you know...AN ASSASSIN.

There are some legitimately interesting skills in the progression tree, but that's only about 1/3rd of the tree. The other 2/3rds are uninteresting and bland. "You now passively generate adrenaline" Wow. Amazing high tier skill. And nevermind about the good ones I mentioned, they actually don't work half the time you're counting on them.

Battleground Bolt: throw a slain enemies weapon. Cool, sounds awesome. Too bad it's on the same key as carry body and it takes priority. Not like there isn't already a secondary action button we could assign here.

Counter Roll Mastery: dodge roll into a heavy attack to do a hidden blade attack. Wow awesome. Too bad you end up just dodging past the enemy still half the time. Also don't react as quickly as you can or it doesn't count.

I could write a book of gripes but I think I'll leave it here and try Black Flag instead.

Also I was stuck on CTDs at a few points and had to troubleshoot myself how to get out of the loop.

-------------------------

To the help desk response: I'm quite familiar with the basic troubleshooting steps and I've already done them. It's not on my end. It's the application.

I'll tell you what did help: Capping my FPS to 60 and going from the automatically selected Ultra graphics to the step below it, although I'm pretty sure that the FPS cap was the real fix. There were two instances were I would consistently crash mid-combat. I was able to bandage this by leaving the area then coming back.

What I'm going to take away from this response is that there's no mega-bug fix patch planned for the future, is there? I can think of plenty of instances of strange NPC behavior and graphical issues that can easily be recreated simply by walking around.
Posted 17 December, 2022. Last edited 19 December, 2022.
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A developer has responded on 18 Dec, 2022 @ 10:40am (view response)
No one has rated this review as helpful yet
12.5 hrs on record (0.5 hrs at review time)
Excellent premise and foundation to build on here. That's not to say there isn't enough content for you 5 dollars worth. There is. An easy casual recommend.
Posted 15 October, 2022.
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1 person found this review helpful
1.1 hrs on record
This game feels like a step back in the visual department from MHW. It was astounding how barren the starting area is compared to World. I suspect they removed a lot of visual fluff that pleases the eyes to allow this game to run on the Switch. I also cannot stand the equipment design, it's plain ridiculous to me. I'd say over half of World's armor design looks practical and themed around the monster it's from. The only theme I'm seeing in Rise is Japanese and Anime. Even your "tank" armor is skin-tight for max sex appeal. That extends to the monsters as well. So many of them glow, and it's never subtle. I'd call the designs of the new monsters uninspired. For me, the art direction as a whole of World just clicks. In Rise, I feel things are clashing.

If I could stand the visual vomit assaulting my eyes, I'm sure I'd love the new gameplay mechanics. Wirebugs are a great idea and I hope they stick around, along with the nonrestrictive wall climbing. The possibility that this innovative gameplay may not become a mainstay for Monster Hunter saddens me. I'd love a new MH game with the same art style as World with the mechanics of Rise. In fact I dream of games like that.
Posted 30 July, 2022. Last edited 30 July, 2022.
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No one has rated this review as helpful yet
73.3 hrs on record (30.8 hrs at review time)
I'd describe the overall feel of this game to be Team Fortress 2-esque. There's quite a bit of room for character expression with lots of flavorful chat wheel voice lines. The armor variety might be described as lackluster but it's not confusing or out of place, yet. Between the excellent sound, ragdoll physics, and spectacular feedback response to player actions, it's extremely satisfying to play.

This the most balanced PvP game I've ever played. The hitboxes are amazingly accurate, which allows for all sorts of amazing duel interactions past an infinite loop of block, swing, block, swing. And there's no dodge roll. Halle-f*cking-lujah. If the sword hits your player model, it's a hit. If it just the tip just misses, it misses. Being able to count on the hitboxes really opens up a whole new avenue of advanced gameplay. It's not impossible to kill high skill players or defend yourself from more than one attacker. In the words of Ziggylata, you can face three enemies in front of you, but not a single one behind you.

One thing I hate about this game is the horrid party system. I've read there's a party cap of three, and it can be quite frustrating trying to play with a friend. It's always eventually worked, but it's taken upwards of ten minutes of troubleshooting trying to get a party sorted. I'm going to guess that implementing crossplay into the game probably complicated the deployment of quite a few features you'd take for granted in a game like this. I have complete faith that they will fix this issue, and once you do get to playing with your buds it's a blast. Even with this issue I whole heartedly recommend this game.

ZOUNDS!!
Posted 15 July, 2022.
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Showing 11-20 of 78 entries