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Menampilkan31-40 dari 78 kiriman
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Tercatat 0.0 jam
Arms Race: Boring and a waste of time in game,as well as a waste of Gearbox's development time. Will never be officially made into something fun, although with a few major and more minor tweaks I could see it being quite fun.

4th Skill Tree: BL1 levels of blandness. +Gun Damage if put skill point here kind of ♥♥♥♥♥♥♥♥. Some of the default skills in the original 3 trees at least have some really cool synergies and applications. One of the few positive things about BL3 versus the previous installments, actually. Half-Baked as it stands now, though I'm glad that the potential for new skill trees to be modded in is now more possible than ever.

Types of updates we're getting now: Cosmetics and more EMOTES oh BOY just WHAT THIS GAME NEEDED.

They've abandoned ship here, they're completely focused on their new Tiny Tina game. They milked it enough and left it to die. You know within 2 years you'll be able to get all of this for 5 dollars. Will it be worth it even then? Maybe not.
Diposting pada 9 Agustus 2021.
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Tercatat 0.5 jam
Ulasan Akses Dini
Yah know, I see a grappling hook, I'm immediately interested. Things like grappling hooks need to be in every action game. But the ways in which you can use it are very restricted and baby-gated. Want to use it to climb higher? Use one of our pre-determined lion's head things placed throughout the level. I don't know why you would want to climb higher though when you're just fighting zombie men. Also when you are in transit after hooking something there's absolutely no deviation, no FREEDOM. Want to hook an enemy? Sure, but you'll only be able to pull yourself to him to get a free hit of damage. In some situations I would of liked to hook and enemy and had the option to yank him to me or to the floor instead of throwing myself in the mosh pit. If this is how the grappling hook is going to function for the entirety of this game's development I'll probably never touch it again. I hate being restricted with a tool that SHOULD make me feel free. Also the range of the grapple is extremely short. Like the difference between the Hookshot and the Longshot in OoT, with this being the Hookshot and your expectations being the Longshot.

Being able to swap between your arm shotgun and grapple mode by turning your hand palmside up or down is a fantastic utilization of the freedom VR gives you, and more games need to make controls like it. Right now it's pretty finicky but I can see it feeling fantastic with some range tweaking. I was having a particularly hard time getting the shotgun to come out when I needed it. The little pellets that come out of the gun are just for show, the actual aiming is extremely aim assisted, which I suppose makes sense but I'm not a fan of THAT much assist. Also the damn thing toggles every time I twitch my arm and makes a noise that gets very annoying after the fiftieth time.

I don't like the weightlessness of the sword fighting. It's not sword fighting actually. It's just swinging as fast as you can into a meat shield that can absorb a ton of damage. You aren't parrying or blocking anything, you're Dark Souls style running away everytime you see an enemy startup a swing. It's your only option. It's drain-the-number-bar combat. It's all about numbers. Again going back to the freedom that VR gives you I think melee action games should rid themselves of this ancient health bar trope and make each swing of your sword really feel like it can do some damage. Make the window of opportunity to land a death blow small and difficult, but let landing it be devastating. If I can land a good swing with the sweet spot of my sword on his jugular give me the win. And make me have to avoid swinging into his armor. If I hit his armor I lose sharpness and do nothing, maybe weaken it a little.

This game is definitely going for very fast and loose movement, but I find myself preferring to sticking to the ground every time I get into a fight. There's no reason to jump around except to dodge and chase people down. Once I get to the enemy we just swing at each other. How about you ditch fighting a bunch of small enemies and give me a large enemy that makes me use my grappling hook and arcade-y jumping to reach his weak spot. Attack on Titan style. It's like, "Ah yeah we got really fast movement and super responsive jumps and a fuggin' grappling hook, lets make an arena brawler with restricted movement."

Why do I have to walk from one arena to the next with nothing to do in between? A game like Alyx has you looking for supplies and solving puzzles between fighting. There's really no reason to make me traverse an empty hallway.

Why's the pottery so damn loud when it breaks. ♥♥♥♥♥ Christ you're going to blow out my Index Speakers.

Why do you feel the need to have an annoying archer ♥♥♥♥♥ that runs away the second you get close to him. It's not like I can't chase him down but all of my options are close ranged. If he's just stand there and man fight me once I got on him I don't think he'd be as annoying as he is. And I'm constantly trying to get the damn shotgun to activate, thrusting my arm back and forth palm up and it's just not staying out.

Speaking of expected range versus actual range, the tip of my sword would constantly go right through enemies. I'd have to smash the middle part in their face before it'd register a hit.

Why do you have all these supposedly different swords but they're all just ♥♥♥♥♥♥♥ swords? Oh one does arbitrarily more damage than another sword. Cool. I like loot but not only are they're all just swords, plus they all look the same in this sand coated washed out environment.

I'll keep my recommendation as a Yes for now, only because I think these types of action melee games could be perfect for VR, and this game feel very early on in development. It's got room and time for big changes. But if gameplay stays the same up until release, it's a definite No.



Diposting pada 6 Agustus 2021.
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Tercatat 372.6 jam (Telah dimainkan 31.6 jam saat ulasan ditulis)
Let me tell you the story of Tobias, Paulette, Sage and her loyal dog Leila.

Of course we start with a crash landing. Unfortunately the ship chose to break down right over a tropical rain forest: an always hot, overgrown hellhole, teeming with ferocious fauna that love feasting on unprepared colonist. With some clever use of the natural geography, our three friends are able to effectively barricade themselves in a small crevasse, eventually placing roofing, bedding, the essentials. By the time this was all done though, their emergency rations were almost spent. We'd started crops, of course, with the rain forest biome considered to be summer year round and all. Though the crops were close to done, they still had a few days till they were ready. Close to starvation, they decided on a risky move, to go beyond the safe zone and deep into the forest in search of food.

So, our most effective forager, Sage, was sent beyond the barricade to forage berries for the team.

*ALARM*

A group of three raiders saw the split up colonist and jumped on the chance for some easy slaves. Tobias, skilled with his rifle, immediately ran to protect his friend, with Paulette close behind with a revolver. Sage, favoring close quarters, drew her knife and fell into a ready stance. Tobias started sniping from a distance, landing a few solid hits on two of the raiders. Paulette, less skilled in the combat arts, drew her magnum with shaky hands, scared but ready to fight for their survival. Leila the dog rushed to also defend her master, but ran straight into heavy crossfire, intercepting Paulette's magnum round meant for one of the raiders. It was a solid hit, instantly downing Leila and causing severe hemorrhaging. Death within two hours if left untreated. Sage dropped her survival knife mid-swing against one of the brutes and picked Leila up off the rainforest floor, taking multiple blows from the enemy, but managed to get away, cradling Leila back to the barricade. Tobias and Paulette dealt with the the remaining raiders with superior firepower. Tobias rushed to catch up to Sage and Leila to heal their wounds, as he was formerly a doctor before this disaster. Paulette was left to slit the throats of the horrible scum that caused this mess.

Back in the barricade, Tobias is stitching up Leila as fast as possible, but Leila is looking worse every second. Sage looks on, unable to do anything other than tend her own wounds best she could. 10 seconds until death from blood loss. Nine, Eight, Seven, Six... Tobias manages to stitch the last wound just in time, stopping the bleeding. Leila is looking like death itself, but keeps on living for the moment. Nothing to do but wait and see. Sage huged Tobias and thanked him over and over. Tobias, social awkward, tentatively accepted the thanks.

Now that the worst had passed, the crew could focus on rest and recovery, using the pemmican looted from the dead raiders. During this Paulette managed to get a Nutrient Paste Dispenser, Woodfire Generator, and Air Conditioning built inside the ramshackle barracks. For a month nothing as deadly as the last raid took place, and they were able to avoid notice by the predatory fauna. During this time, they flourished, harvesting the first haul of crops and finally making a metaphorical profit on their food war. Tobias had even dug into the mountain and carved three separate bedrooms for everyone. Sage even managed to get Tobias to open up and become lovers. Shortly after, he proposed and the two were scheduled to be married. Things were finally looking up.

*ALARM*

A giant broodmother spider had invaded the region, with an enormous clutch of brood gestating on her back. This meant trouble; perhaps the entire region being overrun within two spawnings. Something had to be done. Our colonist loaded up on medicine and what ammo they had left. Sage grabbed her trusty survival knife and nuzzled the now healed Leila one last time before heading out to protect their homestead. They stalked the spider to a clearing, rife with good spots to open fire upon the beast. Tobias opened up with a beautiful shot right to one of the broodmother's eyes. Paulette, equipped with her revolver, had moved into range, taking advantage of an abandoned hut and using it for cover while unloading her Tarus into the creature. Sage, knife in hand, waited behind Tobias, as they knew engaging this creature in melee combat should be avoided. The spider threw a massive bola of web at Paulette, entangling her and leaving her helpless. The giant spider started to close in on Paulette. Panicked, Sage rushed in to save their friend, Tobias unleashing devastating shots onto the creature. The beast spun another bola and ensnared Sage, and turned instead to her. Tobias, having emptied his first magazine, desperately reloaded his Enfield Rifle. The spider took Sage up with it's forelegs and spread it's massive mandibles. Tobias finally reloaded and took one final shot. Miss. The Broodmother clamped down on Sage, instantly crushing her head between it's jaws. Paulette cried out, still tied up on the floor. The spider turned to her. Tobias rammed the bolt home and fired as fast as possible, focused only on saving his remaining friend. The broodmother took Paulette up, ignoring the ripping bullets, and crushed Paulette's skull as well. Tobias shot the last bullet from his second magazine and finally downed the spider. He threw down his rifle and sprinted over to the carnage, but there was nothing to be done. His friend and his fiancee, gone is a moment.

Tired, starving, and on the edge of madness, Tobias started the trek back to the barricade amidst pouring rain and lightning. He'd been unable to haul either of his comrades back for a proper burial, that'd he had to tend to tomorrow. Suddenly, he saw a small creature dashing towards him in the rain. It was Leila, fangs bared and ready to kill. Somehow she'd known that her master had passed, and was seeking vengeance against something, anything. Tobias, aware that this would leave him all alone, solemnly raised his rifle one last time and pulled the trigger. Leila hit the ground hard, unable to continue. Tobias ran over and picked up Leila once more, ready to save her life a second time. A loud metallic crash boomed to his left, and he saw a young girl crawl out of her heap of an ejection pod, then lay still. He jogged over to her and found she still had a pulse, and was far less wounded than Leila. He looked at his fiancee's poor dog, tears in his eyes. Leila knew too. Gently he set Leila down and gave her one more hug. She licked his face knowingly, forgiving him. He hauled the girl up onto his shoulder and turned away from Leila, unable to stomach the choice he'd made. Another dead friend.

Back in the barricade, Tobias easily stitched up the young girls wounds with a practiced hand. She might even come to by tomorrow. Exhausted, he crawled into his now empty king sized bed, where he'd made love to his fiancee not but two nights ago.

And he broke.

So yes you should buy this game. Fantastic mod support, great stories, and only mildly infuriating colonist. I do kind of wish I could tell the exactly what I wanted them to do in an emergency. But that's part of the fun I guess. There's probably a mod for it anyways.
Diposting pada 30 Juli 2021. Terakhir diedit pada 30 Juli 2021.
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Tercatat 0.9 jam
Well, Proletariat Inc. decided that playing a 2v5 domination match would be preferable to waiting 5 minutes for a full match, and I might agree, if it didn't happen twice in a row, or the match could be backfilled during a round. Seems nobody is playing. This game isn't a failure simply because it's trying to be a battle royale in an over-saturated battle royale market, although I'm sure that's the biggest issue. The matchmaking is handled so poorly to the point where you can't get a 10 player lobby filled up, even with cross-play.

It's honestly depressing that talented game developers are so scared of making a unique game that flops that they instead copy the trendy formula of the past 5 years trying to replicate the success, which also flops because everyone is ♥♥♥♥♥♥♥ tired of the trendy formula. It happened with MOBAs, class based shooters, survival games, and now battle royales. This game would of been so cool as a Co-op Action RPG. Borderlands/Magicka/Valheim style. The element magic mixing is reminiscent of Magicka anyways. I remember the name of that game almost a decade later. This copy cat trend of the moment game will fade away unless it changes course. The potential is there, the art looks good, the gameplay could be interesting. They're even trying to unnecessarily squeeze in some story into a BR multiplayer game.
Diposting pada 24 Juli 2021.
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Tercatat 11.5 jam (Telah dimainkan 8.8 jam saat ulasan ditulis)
Seems Microshaft/Bungie/whoever ported these games directly from console, got them barely functional, then immediately released them for resale.

The only thing I really ever enjoyed from Halo in my childhood was playing through the campaigns with my brothers and friends. Extremely disappointed to find out that, somehow, in 2021, coop games over the internet are unbelievably laggy for anyone besides the host. Still. Nearly two decades later. This is why I say they are barely functional. Through the entirety of our Reach playthrough everyone but the host suffered through constant and sometimes unplayable levels of delay. And I absolutely mean CONSTANT, it NEVER got better, only worse. Even though everyone one of us tried hosting, and we all have good internet. Even the act of moving your mouse to change your orientation is delayed. Very annoying.

I bet you I could get a third party program to make Halo think that my buddies and I are playing splitscreen and we'd suffer no lag. Isn't that f cking ridiculous? Bunch of lazy c nts that don't deserve your money twice over. Consider other methods.
Diposting pada 6 Juli 2021.
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Tercatat 1.6 jam (Telah dimainkan 0.8 jam saat ulasan ditulis)
Ulasan Akses Dini
an absolute must try for anyone with a VR headset, and only a 150MB download

simple, easy to understand, yet extremely fun

only potential negative is that your lobbies will absolutely be populated by grade schoolers

at least some of them are raised right
Diposting pada 6 Juli 2021.
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Tercatat 24.8 jam (Telah dimainkan 23.6 jam saat ulasan ditulis)
Ulasan Akses Dini
Start up game after new update.

Not a single online lobby going on.

Holy sh!t these developers have killed this game almost as hard as Hyperscape.

Down and dirty details:

The shooting and gun interact feels alright; I'm getting a little bit sick of having to relearn where to place my controllers to ADS between H3VR, Pavlov, and this Onward though. I'd place this game 2nd place on gun handling, with H3VR in first place, of course. I don't remember having to fight my holster system too much to try and grab what I wanted.

Gun balance is alright, except for the LMGs, which somehow are the easiest to control in full auto. Should this game ever get back up and running again I assure you that you'll run into a little office chair goblin sitting up in the second story of a building just barely peaking less than half of his head over his window seat with his LMG bi-pod mounted in a single hand raining laser accurate full auto fire onto the attackers. How is this balanced you may ask? Well when he spawns in he has to gasp reload his LMG!

Trying to use burst or auto on assault rifles is usually a no go, it's just too annoying to use in VR. Recoil needs to be slightly brought down for rifles, and LMGs need their recoil bumped up, and for them to have horrible recoil when trying to shoot one handed.

Performance is horrible, I have a beast of a machine now that can handle any modern game just fine, but this game somehow finds a way to kill it's own framerate. It typically goes just fine for 10 seconds, then VERRP
a second of random frame loss. Repeat. I wasn't playing this game before the developers attempted to appeal to the phone VR crowd, but apparently this wasn't a problem before THAT update.

Speaking of trying to appeal to the phone VR crowd, can you imagine making a large, open snow map with lots of opportunities for multi-pronged attacks on a wide variety of objectives (a hanger, a mountainside bunker, a parking garage, etc) and long range engagements, then decide one update to restrict the boundaries to the center of the map thereby excluding literally every objective I just mentioned and only give players three wide-open, coverless lanes of attack and relatively (compared to the actual map size) close together spawn points? How the f ck does this even improve performance or appeal to the phone crowd? I don't know but apparently this change was introduced in the phone VR update.

That poor snow map is the worst example, the desert map and open city (not bazaar) maps actually play pretty well and don't attempt to arbitrarily box you in with invisible timed-kill boundaries.

Before this 1.8.8 update (where now I literally cannot find a single lobby to play) this game had some really awesome, fun, and immersive experiences when you'd find a lobby full of players taking the game seriously enough to coordinate an attack on an uplink: everyone throws smoke, a few teammates dedicated to covering fire, one person rushes in under suppressing fire and smoke grenades, overtakes the confused enemy guarding the uplink, and has a teammate read the arming code for faster input. The enemy rallies at spawn to try and quickly retake the objective and push the attackers out of the objective building within the time limit.

I like having day and nighttime maps but if you are playing on a night map you should be given NVG for free. Usually half the team doesn't realize they are playing on a nighttime map and has to commit sudoku to respawn with the right equipment.

You can easily see how this game could really be something special, but the developers are really killing their own game. Not focusing on existing major issues, and adding new ones.
Diposting pada 6 Juli 2021.
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Tercatat 0.0 jam
These new Skill Trees are about as boring as the ones in BL1. What a joke.
Diposting pada 3 Juli 2021.
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Tercatat 94.1 jam (Telah dimainkan 2.3 jam saat ulasan ditulis)
Borderlands 3 easily has the best gunplay, gameplay, and endgame build crafting of any of the previous Borderlands. Though it outshines the prior games, there is so much missed potential in all of the aforementioned areas, and when compared against other games of the same type, it definitely falls short. The content necessary to make an RPG you'd spend thousands of hours experimenting with is HERE, but it's not been welded together properly, and there's a lot of sewage to slog through.

As I said before all of the CONTENT needed to make what could be the best RPG of it's generation EXIST. To put it in metaphor: They have enough building material (AAA studio funding, massive prior success) to make a Skyscraper, but the foundation (old RPG/Borderlands tropes and disorderly game design) they plan to build on is misshapen and cracked. Nevertheless they plow ahead and build their Skyscraper (♥♥♥♥♥♥♥♥ out 4 DLCs in a year), and surprise surprise the end result is slanted and barely stable (poor performance, imbalanced endgame), and no one wants to revisit the Skyscraper after having been there once or twice (very tedious after your second run through), mainly because you have to take the stairs (a 15 hour long story) every time you want to reach the top because the slant of the tower doesn't let you install an elevator (insistence on making you experience the drawn out story every playthrough).



The most unforgivable, worst crime Gearbox has commited with this game: they think they are master storytellers after having heard people cried at Tiny Tina's Assault on Dragon Keep DLC, so they focus on making a game that's 90% dialogue, cliche story, and celebrity voice actor, only giving 10% focus the gameplay loop. There is absolutely ZERO replayability for the 4 DLCs. The main thing you are expected to do in these DLCs is enjoy (ha) the story. There's not a SINGLE ♥♥♥♥♥♥♥ ARENA to quickly refight DLC enemies and acquire the DLC loot IN ALL FOUR OF THESE DLCS. Not a SINGLE CIRCLE OF SLAUGHTER. After you are done with the DLC, if you really want to, you can slowly refight the bosses in the same way you first encountered them. Or maybe do a sidequest that rewards you with a garbage aftermarket weapon that you will either sell or put in your safe after trying it out for 5 minutes.

The base game at least has a few circle of slaughters to just zone out and push your build to the limit in. They aren't particularly rewarding but they can be difficult.

They are doing the same thing every other AAA studio is doing right now, and that is making MOVIES instead of a GAME. This must be an unfortunate side effect of video games becoming more mainstream. ♥♥♥♥♥♥♥ hollywood simpletons are discovering this medium and injecting their basic ♥♥♥♥♥ ♥♥♥♥♥♥♥♥.



I'd bet good money that whoever is in charge of balancing content has no base metric to help them decide what stats to give a weapon or skills. Whenever the community cries out that a weapon/skill feels weak or too strong, Gearbox always seems to give the "problem" a flat 200% damage buff or 50% damage nerf. Instead of examining the entirety of the meta and what makes the "problem" good/bad, they just slap damage boost/nerf on whatever is performing poorly.

Best example I can think of is Iron Bear a few patches ago. Totally useless ability in the endgame, only existing to activate your anointments and maybe give you a few i-frames. Obviously a bad thing; sorely in need of rebalancing. So they buffed it with flat % damage and HP buffs. Feels pretty good in the endgame. But for anyone playing through the early levels, it totally trivialized the experience. In one usage of Iron Bear you could kill a boss/mini boss, clear entire areas, and run through anything and everything. The base damage wasn't the problem, but the level-by-level scaling.

Making a fair endgame for an RPG Shooter is understandably a very difficult line to balance on, but it IS the type of game you are trying to make, so please take the time to do it well.



Legendaries and (very rarely) Aftermarket/Unique equipment are the only rarity you can rely on in the endgame. I heard this quote about video game design philosophy about Hearthstone somewhere but the same applies here,"Legendaries should be cards that, when compared to others of their cost, actually under perform STATWISE, but have very niche and unique situations they excel at dealing with." Unfortunately legendaries in this game are flat out better than any purple you could compare it with.

There are so many useless legendaries clogging the loot pool that you lose the excitement getting a legendary drop, in fact in the highest difficulty some legendary drops are less valuable than the ammo/grenade/health that might drop from the enemies you kill.

By making legendaries strictly better than any of the other rarites, you've effectively thrown all of the guns from Purple on downward in the trash. This is WASTED WORK EFFORT. You are invalidating a part of work you've done on your game. LITERALLY WASTING EFFORT. THINK GEARCOCKS THINK. ♥♥♥♥♥ ♥♥♥♥♥♥♥ CHRIST.



Why does Lilith call me on my Echo to tell me to talk to her, only to be sent down to same map after we're done talking? So they can load the next version of the map sneakily. There are far better ways of doing this.

Why is Lilith located on the opposite side from the Fast Travel in Sanctuary? Why can she suddenly fly at the very end of the game? I know, it's to cut into the stupid super hero theme that's plaguing American pop-culture.

Why does nobody break both of Ava's legs and jettison her from the ship? Why is Ava becoming a main character? Why is everyone on Sanctuary afraid of confronting a spoiled brat's selfish outburst towards the leaders of what is supposedly a formidable resistance and force of general good?

Why do the Player Vault Hunters cease to exist during cutscenes? Why are cutscenes still a thing in video games? Half-Life wisely did away with constantly shifting perspective decades ago, and everyone agreed it was a groundbreaking brilliant design choice. Valve is successful for a reason.

Why did you try to recapture the tragedy of BL2's Angel's and Roland's death by killing Maya but not using it to develop your two villains/story in any meaningful way? Why does nobody slap Ava upside the head when she starts lashing out at a bunch of people who knew Maya a lot better than she did. Again why can't I kill Ava? I hate Ava. Why does she and not literally anyone else on ♥♥♥♥♥♥♥ Sanctuary get the leadership position of the Crimson Raiders? When I say literally anyone else I absolutely mean LITERALLY anyone else. I'd ♥♥♥♥♥♥♥ take Claptrap instead of that miserable ♥♥♥♥.



There are a lot of problems but I do have to admit Gearbox have put a TON of patches out, at least trying (and failing) to do something about the poor balancing, nothing much can be done about the trashcan story. And that's really the only reason I'd say this game is worth buying at some point. Well, that and the fact that the modding community has already started working on fixing it themselves. Just like how Reborn made BL2 great again, I'm positive that years from now, there will be a wonderful overhaul mod that fixes most everything I've listed.

So maybe wait for a great sale that has the game and all the DLC for under 20 dollars, or for a groundbreaking mod that 1-ups all the idiots at Gearbox dragging this game down. It's not worth 60 bucks, that's for sure.

FYI you can delete the voiceline files off your computer and save yourself loads time and pain medication for any extra playthroughs.


I have somewhere around 600 hours in the Epic games version.
Diposting pada 3 Juli 2021. Terakhir diedit pada 9 September 2021.
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Tercatat 102.5 jam (Telah dimainkan 4.6 jam saat ulasan ditulis)
Ulasan Akses Dini
If you are looking for the classic COD cluster-♥♥♥♥ FPS, Pavlov is your game. You and the other little ♥♥♥♥♥ of varying autism can run around like headless chickens in in nothing but close quarters engagements. Personally I hate this ♥♥♥♥ so I recommend against it. In my opinion the only thing good about this game is TTT VR.

The simulated recoil is disgusting and feels wrong. Like 10 bullets into a mag my controller needs to be pointing towards the floor to try and keep it on point. Go play H3VR and you'll see what good VR recoil is. Not this jumpy ♥♥♥♥ that feels like I'm firing the gun with one hand. Extremely uncomfortable.

This game's gun handling functions much like Zero Calibur, which is a bad thing. Blocky, snappy, no flexibility, no haptic feedback, no freedom with your movement or input.


If you play the default modes, yes, I'd say this game is not fun. AKs and M4s are the meta and you'll see every tryhard carrying one of those rifles. They perform well at all ranges and out dps any other weapon.

And yes, the simulated recoil is not great, but has been greatly improved since the time this review was negative. The developers have also improved reload and chambering animations significantly. Shooting and reloading is actually pretty fun now; takes more effort.

However the biggest thing I'd overlooked about Pavlov on my negative review is that this game has SO MANY CUSTOM GAMEMODES. I absolutely love modders and this game has a ton of passionate creators that pump out FANTASTIC content. COD Zombies, TTT (Now part of the main game), Duckhunt, Clowns vs Farmers, WW2 era BFBC2 style RUSH with 20 players, old Halo maps ported over, Survival Island, and there's more. The server list looks comparable to a GMOD server list.

Fortunately, or unfortunately depending on how you look at it, this game is one of the only decent multiplayer experiences you can find for VR, so my friend kept dragging me back in though I had dismissed it. I'm glad he did. Any server that uses strictly WW2 weaponry is a blast and I'll play it 'till they switch to a sh*t map. I'd never of known that they added tanks that require a 3 man crew to full operate.

And ♥♥♥♥♥♥♥♥ I admit I look forward to getting home at the end of the day and starting up a round of Kino Der Toten with near full functionality. It's amazing to play CODZ in VR and I hope every map gets the same love Kino Der Toten has received.

Now I say that this game is an essential game to own for anyone with a compatible VR headset.
Diposting pada 15 Maret 2021. Terakhir diedit pada 8 September 2021.
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