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Recent reviews by drewww

Showing 1-10 of 10 entries
No one has rated this review as helpful yet
5.5 hrs on record
Gorgeous artwork and a really tight + novel tactical combat system. Difficulty can be a little spiky at times.
Posted 1 October.
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2 people found this review helpful
48.2 hrs on record (12.2 hrs at review time)
Delightful tone, deep tactics, and as-challenging-as-you-want-to-make-it level design.
Posted 24 August.
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1 person found this review helpful
16.2 hrs on record (7.9 hrs at review time)
Early Access Review
Incredible combat feel. The weapons and abilities feel very crunchy and meaningfully different. Playstyles between characters are cool. Enemy diversity is good. Lots to recommend it!

The metagame is still evolving and needs some work. But the bones are very solid and I expect great things from the game as it moves towards 1.0.
Posted 8 July.
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No one has rated this review as helpful yet
29.5 hrs on record
Early Access Review
It's Hades, but new! Interesting new enemies, weapon types, worlds, and characters. I was skeptical I needed more but there's enough novelty in all those areas for it to be worth it. Early Access is totally a viable full game, and the full release will clearly be quite a bit larger than Hades 1.
Posted 23 May.
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3 people found this review helpful
73.4 hrs on record (47.7 hrs at review time)
The vibes are immaculate. The way a piece of the hull gives way slightly when you release the last weld holding it in place. The "oh ♥♥♥♥" feeling when you lose track of what you're doing and accidentally open up a pressurized compartment. The inertia while you slowly nudge a giant piece of a ship towards the furnace. Clearing a path to the reactor and gently pulling it out of a reactor sized hole from an otherwise intact ship. Like nothing I've ever played.

This is a weird pull, but honestly it feels a bit like "Papers, Please" in the sense that your actions are somewhat repetitive but you develop mastery over them as you play. The core loop mostly repeats, with some embellishments over time. But you're not here to save the world, you're here to get your job done. Both these games nailed that feeling.
Posted 27 May, 2022.
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No one has rated this review as helpful yet
3.7 hrs on record
I clenched every muscle in my body for every minute I played this game. I'm going to be sore tomorrow. 10/10 no regrets.
Posted 20 August, 2021.
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2 people found this review helpful
101.8 hrs on record (50.7 hrs at review time)
Early Access Review
Incredible in so many surprising ways. The material simulation of the world isn't just a cute trick, it makes the world feel so real because of all the ways you can interact with it (and how it progresses on its own without your interaction). The music is incredible, the wands are fascinating, and combat controls are great. Plus the GIF generator means your dumb mistakes will be memorialized forever.
Posted 12 January, 2020.
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No one has rated this review as helpful yet
61.7 hrs on record (17.8 hrs at review time)
Mechanically tight and rich wargame, without the usual impenetrability.

Compared with UoC1, less about solving the puzzle and doing big breakthrough/encirclements. You have a lot more varied tools for solving problems which is super fun, but a little overwhelming and under-explained at the start. Once you get over a handful of those questions (for me, it was "how exactly does supply work?" and "remind me again which specialist steps enable which special options?") it's a treasure.
Posted 18 November, 2019.
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No one has rated this review as helpful yet
56.4 hrs on record (9.4 hrs at review time)
Early Access Review
Mechanically dense with an exceptionally well thought out UI to match all the underlying systems. The level of craft and care on display here is really something. I'm still picking up the basics and don't have a successful run under my belt yet, but I'm learning quickly and enjoying the journey even though this is my first really traditional roguelike.
Posted 20 October, 2017. Last edited 6 December, 2022.
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42 people found this review helpful
2 people found this review funny
23.1 hrs on record (15.2 hrs at review time)
There's obviously lots of games in this general category -- company of heroes, men of war, and prior entries in the Wargame series all have a bunch of the core elements that are in SD:N. One major axis is size of the battle space. In order of small scale to large scale: CoH, MoW, SD:N, Wargame. In terms of pace, SD:N is slower and less micro-intensive than basically any other game on that list. Units don't really have special abilities tha tneed to be targetted. The only real "special" move is smoke; otherwise units make reasonable choices about what weapons to use against which targets on their own. You don't need to, like, press the "shoot bazooka" button if you want your AT-equipped infantry to shoot a tank. There's also relatively little game-y ness that plagues something like CoH. You don't build buildings that produce troops, you don't magically heal or replinish squads. You don't repair tanks on the battlefield. There are concessions for playability for sure (plane/AA interactions, limited but readable penetration models for armor, etc.) but they're not super glaring.

I find that particular mix pretty compelling. You're operating at a nice level of abstraction where combined arms really shines. You have to make meaningful choices about where to deploy different units and how they're going to work together to achive something. There's enough micro around armor to feel satisfying but not so much that if all you're doing is driving your precious tank. Definitely worth a look!
Posted 23 May, 2017.
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Showing 1-10 of 10 entries