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21–30 из 78
1 пользователь посчитал этот обзор полезным
37.9 ч. всего (28.0 ч. в момент написания)
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Concept could work, but nearly every part of it needs serious rethinking. Right now I would say it's overall not a fun game. It's like a mish-mash of gameplay elements from popular titles poorly sewn together.

In Valheim, ore that would propel you into the next item-tier prevented easy fast travel. Having a single leaf in your pocket will prevent fast travel in this game. And there's no carts or vehicles to increase your haul on your return trips. You have your tiny inventory and god-awful stack sizes and that's it. Don't forget that managing all of your resources is done in the classic 2010 survival game's hundreds of random chest method. I would ask that every dev that is going to implement resource management into your game plays Terraria with the Magic Storage mod. You'll never consider this terrible outdated method again. Stop it with the f*cking chest. Idiotic.

The amount of resources it takes to craft the next tier of gear is also unreasonable. I cleared out an entire large silver mine with about 40+ enemies in total. I received 5 (shiny new tier item)s, and I need 8 to craft ONE piece of gear for a net +3 gear level improvement. That's not including the second crafting component, which is in an entirely different region in the opposite compass direction and has a rewarding drop rate. And actually I need 16 of each because I'm playing co-op. It's tolerable early game. But quickly scales into ridiculous amounts. Compound the amount of items you need with the increasing return trip times and you quickly become disinterested.

There is ZERO build diversity. You might attribute this to a lack of content from the game being in early access, but lets take the spell trees, which are fully fleshed out. All of the spells are very similar in function. None of them are different enough to change the way you play. You have a damage projectile, a dodge, a shield. At their core, THIS is what you have. Like I said they all do slightly different things but that's what they are fundamentally across all the trees of magic. Back to the pigeon-holed gameplay: you and your clan mates will be dressed the same, use the same weapon and ring, and likely the same spells. There's an easy to discern absolute best in class for each of these and there's no alternative. There is ONE unique craftable weapon in the entire game. It is only unique in that it gives +x to (number) and +x% chance to (another number).

The most tedious part of this game is running back to your castle for the literal 10th time in an hour and a half session. I actually deleted my prior negative review because I learned there were horses that can travel faster than the alternative: wolf form. However, this only made the trip from one connected region to the next bearable. When I inevitably completed the bosses of the region containing horses the pain of hauling a relatively minuscule amount of resources returned compounded by the increasing cost per recipe and the decreasing stack sizes.

You can dominate servants and send them out on missions. These are mobile-game style harvestings. They can take 8 hours of IN-GAME TIME to complete. I literally am still waiting for my FIRST EXPEDITION TO COMPLETE. I cannot stand when devs take the time to create something then make it unusable within it's confines.

Speaking of creating useless features, you can learn different forms to transform into. One of these, is the bear form. It's special attack can essentially deal explosive damage, which can destroy two gates in a single encampment and damage large resource depos. Destroying the large resource depos in this manner will not yield any resources. Needless to say I've never used it since clearing that camp. What ♥♥♥♥♥♥♥ clown implemented this? Did it really bother you that a player might have an easy time farming a tier 1 resource copper deposit instead of having to carry an expensive explosive charge from his base to the depo because he can't teleport while holding the charge? You realized this might invalidate explosives and it didn't occur to you that maybe the meta you've created is arbitrarily difficult and tedious? You're fixing a symptom of your bad design instead of the cause, essentially.

There are already some mods for this game so there's a good chance they save it. But I said the same for Valheim, and look where that game is. I think people are enjoying a slightly new take on the survival RPG genre, and those same people probably never finished the second tier of items. There's a lot more to knock on but hopefully you get the gist of this game.
Опубликовано 4 июня 2022 г.. Отредактировано 12 июня 2022 г..
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33.7 ч. всего (20.8 ч. в момент написания)
Kinda feel bad not recommending free software, but it simply doesn't work for me. I'm using an Index, 2 Knuckles, and 2 base stations in a room-scale setup, and it can never properly track my forward orientation. I don't think my setup is doing anything strange or special but, yeah. I've adjusted my forward orientation and all that, but 15+ minutes later it'll be inaccurately representing where my cord is.

I really like the idea, and you can bet if that single issue were fixed it'd be an easy yes. Sorry mate, gotta be honest though :(
Опубликовано 3 июня 2022 г..
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1 пользователь посчитал этот обзор забавным
0.5 ч. всего
Good list:

Pretty good handling. You hand isn't stuck to the grip of a sword, you can mordhau. Sword swipes felt like they were going in the right direction.

Hub is alright.

Your forearms have collision.

If you drop your weapon in the arena it will float up and be given a blue aura thing to let you more clearly see it. Eventually...

You can telekenis your weapons to your hand instead of having to grab them.

If you punch your fist goes slightly past where you are actually punching in real space. Your body moves forward before coming to a stop. Actually a really nice feature. Now that I'm aware of it I'd like all games to have more wiggly player avatars.
--------------------------------
The bad:

Unclear progression. You smack the orb in the hub and your next stage is presented to you, can't choose where to go, nothing to do but accept. And you're bouncing back and forth between 3 maps at seemingly random.

Extremely annoying red flash when taking damage. When near death there's a red vignette that won't go away unless you heal.

Overused drab and dark colors everywhere.

Game started off at 0.8 resolution scaling and looked terrible. Switched to 1.0 and it still looked nothing like the screen shots.

Can't use enemy equipment. You have what you've purchased and whatever else is laying around the arena. Can't take a bow and quiver from enemies and use it to deal with subsequent ranged scum. If you brought melee you just gotta deal with it.

Cringe down-pitched narrator: "That's a lot of blood!" "Not Bad!" "Double Kill!" "You're not the only tough guy around here!" "Wow not a scratch!" "You're so good at this!" Doesn't shut up holy♥♥♥♥shutupjesuschristshutup. No menu option to turn off narration. I can adjust the music or the game sound. That's it.

Very bare bones options menu.

Not true physics based combat. Swords can phase through each other. Also you're not actually parrying attacks. If your sword and the enemies's sword touch mid swing, he'll flinch backwards, embarrassed that your phalli touched. At least I can turn that behavior off in Blade and Sorcery (RecoilOnParry I think in the brains files).

There's a horrible jpeg air woosh that trails your sword swings. Not transparent enough or at all. Distracting and annoying.

Very inconsistent sword play. On one hand, you can decap just by hitting the head (you don't have to hit the neck from the side). On the other, you can't stab unless that hit would of killed the enemy (?) regardless of how good the thrust was.

Slog fest combat when fighting non-trash enemies. It's numbers, not your swordplay. I bothered to keep playing I bet my starter weapon would eventually become useless because of whatever damage number is attached to it.

It's hard to tell if you're hurting some enemies. No reaction or visual indication.

Trash enemies aren't fun to fight. They hardly ever swing at you. They just strafe around you and wait for you to hit them the majority of the time. Oh wait no when you try and attack them they dodge backwards and force you to chase them. Again, and again, and again, and again until he's dodging into the arena wall. I hope you like dodge rolls because the enemies do it all the time, forcing you to turn 90 degrees each time. When they just so happen to not be endlessly dodging they die in one good hit. The trash enemies didn't even try to stop my swing coming for their neck. Fine for a trash enemy I suppose but it quickly becomes a chore.

Ranged Units spawn across the arena and force you to chase them down. They'll get at least one shot off before you can reach them. Pretty sure you can only carry two weapons. You can deflect arrows with the flat of a blade, it's not unfair, just a chore.

First boss ragdolls to the ground, I bop him. He can't get up because I'm bopping him. But he's not dying. I switch to murder stroke to deal blunt damage, I hope. A minute of me wailing on the helpless skeleton on the ground does not appear to be doing anything. Guess he still has HP! I can't stab him to reach the fire in his ribcage, my stab is blocked by an invisible force. Let him back up maybe?
Let him stand up. He does damage to me just by standing next to me after he does his little "flare up" ♥♥♥♥. When I die in four "flare up" ticks I am put in a full black box that has a "YOU DIED" message in spooky blood on one of the full black walls! Wow this really is a horror game alright!
I try again. His first sword swipe phases through my sword block and hits me. I've seen enough here.
Опубликовано 1 мая 2022 г..
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4.8 ч. всего
Don't expect more than you see in the trailer and on this store page. The variations don't past that.

I was hoping for tomodachi life interactions between the dogs. But it's pretty much just between you and them. Any dog on dog interaction is superficial and meaningless. They wander around mostly at random, eat, poop, wiggle, then die. Sometimes they sneeze. They can have a few natural personality traits but it's nothing game changing.

Getting the minimum and maximum size body parts is funny the first few times. You can mutate them to the point they physically cannot walk and need to be literally given special "care". I really like that giving your dog long needle legs actually effects their movements. The physics simulation in relation to body parts is the most interesting part of this game.

Zero menu hotkeys? Nothing obvious at least.

Building pens is restricted to one level? Multi level pens would lead to some seriously cool setups. Give me ramps and at least two floors to build on per pen. You can already manipulate game objects in all three planes.

Fun for a bit. Feel like there are a lot of missing pieces here to make a memorable game.
Опубликовано 29 апреля 2022 г..
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8.5 ч. всего (1.3 ч. в момент написания)
Molto Bene

Would love to see VR support or a standalone VR game out of this. Understandable if it never comes around though.

Опубликовано 27 апреля 2022 г..
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Пользователей, посчитавших обзор полезным: 14
12.5 ч. всего (2.6 ч. в момент написания)
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This is definitely gonna be one of those VR games to keep an eye on. Maybe don't buy it now if you dislike anything mentioned below, but I would understand this game being a few people's current favorite VR title. For 20 bucks, it's certainly not going to give you too much buyers remorse if you end up not enjoying it's current state, and I'm willing to bet the finished product will be generally fun to play. I'm really hoping the gameplay turns out like Stranglehold, one of my childhood favorites. Or like Max Payne, if you never played Stranglehold.

From best to worst:

The enemy ragdolls are the most fun to interact with out of any VR title I've played. You can do things like using your forearm to push the barrel of the gun out of your face, something painfully missing from other physics based VR games; the ability to use the thing connected to your wrist. You can do some restraining martial arts moves and joints will bend exactly like you'd expect. Once they hit the max amount they can bend and you're still applying pressure, they'll go down, following your momentum. I love grabbing wrist and locking elbows against the shoulder's natural rotation. I do wish they bodies had more weight to them but I understand why they don't.

Perhaps the best climbing of any VR game, and a very natural feeling rope/chain swing. Can't grab corners and climb like B&S but it's still excellent, visual hand placement is great as well. It was pretty remarkable how natural the little standing gym set felt compared to real life.

Damaging enemies is very visually rewarding. This is the only game I can think of where blunt strikes make peoples face puff up, just like they would in real life. And it's accurate to where you're hitting. Lips get bruised and swell up, cheeks and noses too. It's great. Also if you unload a mag into someones face, the impact point starts to crater inwards, and their eyes will pop and leave a hollow eye socket. Absolutely brutal.

The dive/jump is almost great. On the Index, you press the center touchpad dealio and you'll jump the in direction of your momentum. That little touchpad doohicky is SEVERELY underutilized in VR titles, and it feels like a pretty natural application. However, when you jump, it's VERY floaty. You have very little control once you're in the air and you can't combo it into anything like a flip, or slide. You can actually walljump, but it's that same floaty jump again, and only once before you have to touch grass again. I'd like the ability to change the angle of the jump based on where my hands are pointing, and additional movement options (dive roll, flip, etc). In the VR game Sairento you can initiate a flip by putting your hands above your head and jumping. While at first, quite nauseating, it's a seriously awesome feature. No exaggeration, I would not of played Sairento for more than two hours without this feature. I ended up putting about 30 in.

The guns are above average. I liked that I could pull a pistol's slide midair without needing another hand on it. You can do something similar with the pump shotgun, which I should also mention is the best version I've used in any game. You actually have to make a conscious effort to pump it. Most games the damn shotgun damn near pumps itself as soon as you shoot.
One thing I do greatly dislike about guns right now is that magazines do not actually have a physical box when they're loaded into the gun. That and the magazines are held at different angles from what I'm used to, especially the pistol magazines. Also when you rack the slide of a completely empty gun after inserting a new mag, a bullet still flies out. Minor nag.

Melee weapons were apparently pretty god awful before I played, but felt ok by the time I picked this up. Personally, I think they could use some more work though. I definitely felt that weapons weren't going where I felt they should every now and then, especially two handed. It felt pretty difficult to build up enough momentum with a blunt object to get a satisfying hit in, yet sharp objects cut and stabbed as easy as butter. I dislike both these things. But once again being able to manipulate the ragdoll by jamming a weapon between both their arms and twisting made me smile.

The sandbox mode has an impressive amount of features for an Early Access game. That's not really my cup of tea though.

A decent amount of options to configure the experience. Could use some more in my opinion though.

It seems bullets do actually have a physical presence and travel time (maybe?). It's strange that in a game like this you can't see the bullets in slow motion.

Speaking of slow motion, it's pretty terribly implemented. You press a button, it's on with no limit. You press it again, it's off. And if it's off you'll immediately want to turn it back on. The game feels pretty awkward to play at full speed. I just don't understand why games like B&S and this one don't have cinematic slow-motion. Controlling your own slow-motion is a pain and takes away from the experience. Sure give me the ability to slow time for a little bit to help the chain-kills get started, but don't make me manage it through the whole fight. Hopefully this is implemented better in the future. Killing Floor does it ok-ish, but copying that would still be quite lackluster in a game where it could really shine.

I saw a melee attacker in the trailer, but not a single one in my playtime, unless I disarmed them of their primary and sidearm. It's a real shame that everyone just shoots at you from a distance. The gunplay is alright but the ragdoll manipulation is better. I got real tired of having to chase down everyone. I wish they'd eventually run out of ammo for their big gun and move in close with their secondary or something like that. I could seriously just sit behind full cover and take out people one by one without any rush. Hopefully this is only an issue in Early Access.

Pretty annoying, crusty red vignette when you take damage in full-speed. Luckily it disappears when you are in slow-motion. Another reason to never turn slow mo off I guess.

And the worst thing about this game is performance and graphic quality, besides the ragdoll damage, which is excellent. And when I say graphic quality I don't mean it looks bad. When I started up for the first time, I was surprised to see that the game had automatically set the graphics to "Low". I turned them to "High" and started up a random map and default wave. I immediately noticed nauseating performance issues. After resetting the option back to "Low" the game was playable again. I now understand why that is the default. It's not my system, that's for sure. And for graphics, I didn't notice any difference between the High and Low settings other than performance. Bullet trails, muzzle flash, and bullet impacts look pretty terrible. The muzzle flash has no variation to it's pattern. The bullet trails form and disappear at once, are very fat, and have an extremely overdone effect. I suppose they are technically transparent but it's like there's a cloudy glass straw hanging there. I could see the bullet impacts being argued as a style choice, but the amount of sparks being thrown up are a bit much in my opinion. But the large kick-ups of dust are absurd and flicker in and out against certain environmental objects.
Опубликовано 7 апреля 2022 г.. Отредактировано 16 апреля 2022 г..
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124.5 ч. всего (10.3 ч. в момент написания)
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Workshop support please!
Опубликовано 18 февраля 2022 г..
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112.9 ч. всего (46.8 ч. в момент написания)
Good beginning, fantastic wonderful midsection, and mediocre ending. Feels like Techland had more plot points to touch on, but ran out of time. Development of some characters and elements that were shrouded in mystery felt hastily introduced when they were finally unveiled. Can't blame them, this is a pretty long game.

Mostly excellent story telling and sub-par gameplay. I would call it great but not a masterpiece.

Worth your time and money, I'd say.

Love me Aiden,
Love me Hakon,
'ate me ending,
simple as.

Biggest Gripe:

The most tragically underdeveloped character in this game is the main antagonist, Waltz. I can't believe how generic and cliche his struggle ended up being. He's the tragic mad scientist sorta guy, trying to save his daughter at the expense of the literal last of mankind. This conflict isn't grand, and you have all of the details of the conflict dumped on you right at the end.

He's needs to put his daughter on extreme life support,
which requires a super military bunker to be receiving power,
which also starts an automated doomsday missile attack on the city that,
if aborted, also turns off the super life support?
and also whoops, cannot be aborted anymore because we broke the key after activating the bunker.

Why doesn't Waltz just power the bunker, complete his research/operate on his daughter then immediately abort the launch? Because, after Waltz was discovered performing illegal experiments on abducted children, the people of the city, understandably, got a little upset with him and his organization, and inadvertently destroyed his research towards a cure while revolting, which he was pretty sure was almost complete. So ♥♥♥♥ 'em, being wiped out is a bonus to "saving" his mostly dead daughter. He values the life of his daughter, and even tries to bargain with Aiden. He's not without morals or insane. He even admits that it's not right to kill everyone in exchange for Mia's life, but then goes, "then she must never know!". Weak.

So you can kinda see where he's coming from. Extremely selfish but powerful man at the wheel. It just feels so petty compared to where I thought we were going with Waltz and the whole game. The influence Aiden wields grows as you progress in the game, who just started this whole ordeal trying to find Mia. He's sitting right up there with the leaders by the mid portion. The whole time Waltz is mysteriously moving his Inhibitor addicted Renegades to perform task that don't really add up when you can't see the whole picture. And when you can see the whole picture, it just feels weak. I can really see some parallels with Handsome Jack and Angel here. But where as Jack's two goals of charging the vault key and keeping his daughter alive just so happened to align, Waltz's entire conflict is centered around keeping Mia alive. There are many, many tragic character deaths in this game, and Mia's no exception. And just like Borderlands 2, I really think you could easily justify Waltz nuking the city if you accidentally killed Mia while trying to foil his plans. God that would of been so much more heavy. You would've had a double tragedy, inconsolable parental rage, and a whole new network of dramatic issues arise. Without the petty, "you guys were ♥♥♥♥♥ so I don't care if you die".


Other Points:

Absolutely wonderful cutscenes and voice acting. Top notch. I can't believe I'm saying I liked cutscenes, but you made me.

Wonderful sidequest, but terrible indication that you have a main sidequest available. Stupid "challenges" share the quest icon and you have to parse through the rewards to tell what is actually meaningful.

The middle portion of the game where you are climbing the VR-whatever tower with the peacekeeper squad is absolutely one of the best storytelling experiences I've ever had in a video game. I loved every second of it. The intensity, the tragedy, the triumph, my god man. This was without a doubt the greatest section of the whole game by lightyears. This alone made it all worth it in my opinion.

The faction and (most) individual character development is fantastic. This at least, was well thought out. Except for you Waltz and Mr. Butcher.

Hakon's is the big homie. I love him and his story. You'll love him too or you're wrong.

Gameplay is alright. Enemies feel spongy compared to DL1. Personally I loved that your weapon was a sort of last resort in DL1 until the late game. Because using the environment, traps, and movement manipulation skills were so much more effective at dispatching enemies. In DL2, it's possible, but not optimal or easy. You're expected to swing away at enemies throughout the whole game. Grappling is still king but mostly for the head stomp combo. They were really trying to get parkour combat to be how you played, but it's almost impossible to get a good combo going. Mirror's Edge had great parkour combat. I'd of liked to see that in this game. Right now it's too "sticky" and situational.

The zombies "feel" worse. I can't really describe it perfectly; it's just not as fun to interact with them. The models don't look as sharp, don't respond or react in a satisfying manner, and there seems to be a lot less of them in areas. Also specials are introduced but rarely seen. The anomalies are fun the first time then a chore afterwards.

I really don't understand why there's an armor system. It's absolutely not relevant, and I bet you could easily go through the whole game without equipping anything and never realize it. The bonuses are slightly themed to piece small stat boost that don't actually change the way you play. The armor pieces all have unique models and you can Fashion Light to your hearts content. Pretty impressive I guess, but why?

Can you even be chased by Volatiles? All I ever saw were virals, except for story missions.

Pretty bad default UI. Super crowded, overly colorful, and strangely unstylized in spots. Who the hell though CHASE 1/4 was a good indicator? However you can turn a lot of the fluff off so that's good. What's terribly obvious is that the UI is clearly designed for max console compatibility. Someone get me a UI overhaul mod pronto.

Why are the infected given cartoonish looking blocky indicators while pinging with survivor sense? They have alright models, why not just highlight them? DL1 did this just fine. Was it for console performance?

Paraglider is great and all, but once you get it but the fully version is so good, it kind of trivializes getting from point A to point B. I think it should take a lot more stamina to use. Also vent boost probably shouldn't fully regen stamina. It's one of the things that feels so nice to have but actually takes a lot away from the game.
Опубликовано 9 февраля 2022 г.. Отредактировано 9 февраля 2022 г..
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368.6 ч. всего (364.5 ч. в момент написания)
This game has made many positive strides since it's terrible launch and I would love to leave a positive review saying I enjoy playing it.

However I have recently switched to Linux from Windows as W10 enters it's last year of support and discovered that BF2042 anticheat explicitly refuses to run through WINE/proton. Can't wait for some already well-known technique to bypass the intrusive malware-esque anticheat to totally invalidate and undercut this availability tradeoff and then for everyone pretend to be shocked.
Опубликовано 19 ноября 2021 г.. Отредактировано 22 мая.
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32.9 ч. всего (25.3 ч. в момент написания)
A solid start, but definitely not worth $60 though. Grab it on sale for about $25 and you won't feel cheated. The best part of this game is that the mid tier difficulty setting is actually challenging, so much so I haven't even touched the hardest mode. It's actually challenging enough that you will almost always fail if you play with three randoms, especially if you have crossplay enabled. Bots are horrible. They always end up getting stuck twitching on a bit of level geometry while you get gang-banged. I'm gonna guess the trash-can bots are why solo play is strongly discouraged and penalized.

I read that the devs aren't planning on adding workshop support, and I wish I had known that before I played over the refund time. No matter what garbage DLC/micro-transactions/cosmetics you release, this game will never last like it's predecessor L4D2 if you don't let the community improve your game. And the groundwork here is deserving of that community love, really.

The Cards and Supply Line systems are fantastic ideas. RPG style specialization that also gives progression to work towards outside of finishing the campaign. The library of Cards feels a little bit lacking as of launch, but surely they will add more card variety to the game with updates. I'd like to see legendary style cards: cards that you can only have one of in your deck that also give you an extreme pro and severe con. Something like +%150 Melee damage/speed/efficiency + both weapon slots are Melee, but you cannot equip firearms or offensive items. Something to give your deck a clear focus. Right now I end up with a lot of filler after I've put in my "x"-oriented cards.

I have no idea why they bothered adding in the ability to play as the Ridden if they weren't going to carbon copy versus mode in L4D. What were you thinking? I was quite disappointed when I discovered the versus is some restricted to some terrible small arena in a wave format. Literally played one round and haven't touched Swarm since. You even bothered to give Cards two different stat effects for Campaign and Versus.

It's so strange they bragged about being L4D's successor, copied and refined many game mechanics that made L4D great, then threw out what was perhaps the two most important aspects of L4D's replayability and longevity:
Modding and Campaign Versus. This really isn't a bad game, it's just not worthy of bearing L4D's torch in it's current state. I'd absolutely change my review to positive if even one of these two missing elements is added in the future.
Опубликовано 21 октября 2021 г..
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