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Recent reviews by Mooneri

Showing 1-5 of 5 entries
1 person found this review helpful
50.0 hrs on record (45.7 hrs at review time)
Early Access Review
This is not PUBG, or does it even try to be.

Now that's out of the way, this game is fast paced FPS Battle Royale game. Movement is fast and accurate, looting is fast and ability to reload and loot at the same time makes this game more fluid, because you don't need to wait for animations to finish. No leaning or prone (mechanics which I've never cared for too much) and gun play is good. This game feels intuitive and familiar mainly because yonger me played a lot of Unreal Tournament. Games take approximately 10-15 minutes, thanks to dynamic circle which determines the size of the next circle based on the amount of players left. Sometimes this leads to frustrating situation due to circle's tendency to hard shift, and out running it from opposite side is hard. Good thing is tho, circle's advancing speed decrases closer it gets to the new border. Being outside of the circle is punishing, so be prepared to move, like, always.

As I said, looting is fast. Not only that you pick items faster with Interact, but also because of the amount of loot. Right now This game has two pistols, two submachine guns, two fully automatic assault rifles, one semi automatic assault rifle, one shotgun and two sinper rifles, of which one is only obtainable through a care packet. Attachments are: Red dot, Holographic, Advanced combat optics and gunsight (ACOG), 6x scope, 8x scope (care packet only). silencer for each gun type and a laser sight which increases hip fire accuracy. because of that, you don't need to waste time trying to find the perfect combination of weapon attachments to be competitive. Amors come only in one "level", but there are more armor pieces to be collected, and not finding say, Chest piece can be frustrating. You can collect armor for head, chest, arms and legs, and this game also has a personal shield, which negates damage from one or two bullets. healing items comes in two vaireties, small and large. Small heals you 50% and large 75% and large one is only available from drones when shot down. Only frag granades are available in game at the moment.

Maximum amount of nanomeds and greandes is limited to two of each, and two weapons at the start and later if you find exrta capacity unit, you can carry three of each. Ammo is always limited to 4 full clips, plus what you have loaded into a gun. Aaagain, all designed to make looting fast, so that you can concentrate on the business end of the game, the killing.

Killing is fun... and fast tho, so is dying. Time to kill (TTK) is short, very short, and I must admit, I'm on the fence whether it's too short. I don't know. Often when I'm surprised by an enemy, I wish I'd have just a little more time to something. But then when I'm the one sruprising an enemy, I definitely not wish more time for the enemy to try and kill me. So, I guess Define Human could throw a test patch at some point with longer TTK and see how players react. Currently opininon of TTK seems to be 50/50.

Squads work just like in other BR games. you, or someone else, invites others to lobby, everyone hits ready and off you go. You fight, you down players, players down you and revives happen, if you have nanomeds. No nanomeds, no reviving. Good thing is, that downed team mate can drop their nanomed for you, so that you can revive them. This also something I'm not sure about. I think for this one, they could have a base revive time which gets cut in half if you have nano med. Some have also argued that, depending if you use small or large nanomed, it should affect how much health revived team mate gets from revive. This is an interesting idea which would make players think about risk versus reward. There's a real risk of revealing your location when shooting down a drone, but large nanomeds are so useful, that often it is worth it.

All in all, this game works fine. There are bunch of Quality of life suggestions that I have, but this isn't the place for them. Biggest gripe I have with the game at the moment is the circle. Dynamic circle makes it some what unpredictable and the hard shifting from one side to the other should be toned down. 3D Audio desperately needs work, at the moment it is impossible to say if some one is above you or not.

Other issues like TTK and revive, I can't say for sure whether those should be changed or left as is. I guess we need to get to test them with different values to see what works and which player base prefers. Those are, after all, signifigant parts of the game so fine tuning isn't easy.

That's about it what I have to say about Islands of Nyne, a BR game which showed me that I do like BR after all.
Posted 20 July, 2018. Last edited 1 August, 2018.
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No one has rated this review as helpful yet
1.8 hrs on record
As Cyberpunk movies go, this is one of the standard setting classics. I saw this movie first time twenty years ago and it was an experience I never forget, tho sometimes I do wish I could forget, just to experience it again.
Posted 8 September, 2017.
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9 people found this review helpful
24.6 hrs on record (12.6 hrs at review time)
I can easily recommend this game for anyone who likes fighting games and have been wanting a 3D fighter for PC, like me.

Basics are easy to learn, combat is fluid, each character seem to have a ton of combo moves, which I like, and the game runs very well.

The time I've spent in game have been in story mode. at first it was a little confusing, because characters and placeses kept bouncing around the globe, but that was because I wasn't following the dialogue, so it took me a moment to know what everyone was doing.

The thing I like, is the on-screen moves list which changes depending on your input so you can immediately see what you should be doing instead of guessing. This also eliminates the need to constantly pause the game to look at moves list only to fail what ever you were trying to do, and going back to moves list to check how it was supposed to be done.

Graphics. Oh boy, I know I'm rattling up a wasp nest but, what ever fidelity soft engine would bring, would most likely be nice-to-have instead of mandatory feature in order to be able to enjoy this game. Characters look great, textures on them are good, lighting is spot on, no unnecessary and distracting effects. Tho, textures in background objects could be of higher resolution, during cut scenes, in story mode.

To me, releasing a game that starts, runs and generally works great, is more important than features. Features can be added later, bad release is alot harder to fix (PR wise).
Posted 30 March, 2015. Last edited 30 March, 2015.
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1 person found this review helpful
9.7 hrs on record (8.2 hrs at review time)
Very addictive and intense. If you like Ghost in the shell, you fall in love with Neotokyo's theme. I know I did.
Posted 12 July, 2014.
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No one has rated this review as helpful yet
24.4 hrs on record (16.5 hrs at review time)
Perfect example how to make a proper Sword play/Fencing game.
Posted 16 February, 2014.
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Showing 1-5 of 5 entries