31
Products
reviewed
155
Products
in account

Recent reviews by Retalak

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Showing 1-10 of 31 entries
No one has rated this review as helpful yet
40.0 hrs on record (4.1 hrs at review time)
Early Access Review
This game can be equally funny and scary.
Posted 8 March.
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No one has rated this review as helpful yet
55.6 hrs on record
Finally found the courage to beat this game after having to quit the first time because it was so nerve racking. The greatest non-horror horror game of all time.
Posted 15 March, 2024.
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No one has rated this review as helpful yet
5.7 hrs on record
It really felt like an official portal game. The ending was a bit abrupt and you only find out what happens after the credit scenes, but it was worth the play.
Posted 30 January, 2024.
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No one has rated this review as helpful yet
5.8 hrs on record (4.4 hrs at review time)
Good game to play on Steam Deck.
Posted 27 November, 2023.
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2 people found this review helpful
595.0 hrs on record (530.5 hrs at review time)
Unfun game on both ends of the spectrum. Play killer, get matched with a bully SWF squad and get 0-1 kills. Play survivor solo (or even duo for that matter), get matched with people who troll/give up on hook. The only people who have real consistent fun in this game is SWF survivors.

EDIT: Yea it actually just got to the point where I uninstalled and will not be supporting this game any further until they fix how unfun it is to play as a solo/duo or killer. There needs to be a feed detection system, and a way to FF the game while not losing any progress/items when someone DCs, kills themselves on hook, or otherwise does not play the game (I.E. hiding in lockers all game). Honestly the game is not meant to be competitive in my opinion, but since they are so hell bent on making it a competitive game - these kind of features are absolutely necessary for it to be playable (a SEPARATE ranked queue please???). The game was at it's best right before they added SBMM in my opinion. Also there needs to be, at the very least, a pinging system to allow better communication between players in solo/duo/trio queue. There is such a massive gap between the ability of SWF groups and the ability of match-made teams to succeed. I guarantee if the devs separated the survival rate of SWF and match-made teams, there would be a huge discrepancy. But currently they just see an average of 60% and say "Good enough!"
Posted 24 August, 2023. Last edited 26 August, 2023.
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2 people found this review helpful
29.2 hrs on record (15.8 hrs at review time)
Early Access Review
Really is a great game. Everything is really well thought out and the community is the opposite of toxic.

Only took some tweaking to get my sensitivity right, so I thought I might share it. Here are my recommendations if you are used to games like CS:GO:

1. Get your main horizontal and vertical sensitivity right, either through what feels right - or converting from another game using online conversion tools (mouse-sensitivity website)

2. Set your vertical and horizontal ADS sens to [X * (FOV/60)] where X is your main sens you found above and FOV is the FOV you have set. I.E. if your main sens in Battlebit is 22 and your FOV is 100, then 22 * (100/60) = 36.66 - so round up to 37.

3. Set your scope sensitivities as follows:
1x = 67
2x = 100
3x = 117
4x = 133
6x = 100
8x = 89
12x = 127
15x = 125
20x = 144
40x = 89

These are the same for all sensitivities because these scopes have static FOVs when zoomed in (provided the ADS sens is set via the math above). The numbers here ensure that the sensitivity is as close to linear as possible in relation to the FOV of that scope (I.E. 2X scope sens is 1/2 normal sens).

If you are curious how I calculated these numbers for the different scopes:

For the 2X:
Sens for 2X to be 1:1 with hipfire is 200
2X reduces the FOV to 45, regardless of the player's FOV.
Using (45/90) = 0.5
So 0.5 * 200 = 100

This will reduce the relative sens by (1/2) when zoomed with a 2X scope. Using this math as a basis for the others, we can calculate the numbers I listed above:
(X/90) * ONE_TO_ONE
Where:
X is the FOV when zoomed with that particular scope
ONE_TO_ONE is the sensitivity for that particular scope to be 1:1 with hipfire.

So:
1x = (60/90) * 100 = 66 & 2/3
2x = (45/90) * 200 = 100
3x = (35/90) * 300 = 116 & 2/3
4x = (30/90) * 400 = 133 & 1/3
6x = (15/90) * 600 = 100
8x = (10/90) * 800 = 88 & 8/9
12x = (~9.5/90) * 1200 = 126 & 2/3
15x = (7.5/90) * 1500 = 125
20x = (6.5/90) * 2000 = 144.44444
40x = (2/90) * 4000 = 88 & 8/9

Note: The FOV numbers here are estimates I found online. The higher zoom scopes might be off slightly and could be improved upon in the future for an even more accurate sens if a more accurate measurement for these FOVs were to be determined, or given by the developers.
Posted 1 August, 2023.
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No one has rated this review as helpful yet
177.6 hrs on record (13.3 hrs at review time)
The multiplayer version of Containment Breach we all wanted.
Posted 23 April, 2023.
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No one has rated this review as helpful yet
14.4 hrs on record (12.1 hrs at review time)
Booo I paid for Steam I don't want Epic Games installed on my computer.
Posted 15 July, 2022.
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3 people found this review helpful
1 person found this review funny
403.0 hrs on record (223.3 hrs at review time)
The core gameplay is really something, but it's ruined by so many bugs and just flat out lazy changes that I am dumbfounded. It's like they hired really good devs for the initial development, then brought on an incompetent ♥♥♥♥♥♥♥♥♥♥♥ of a team to work on post launch updates.
Posted 19 December, 2021.
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2 people found this review helpful
0.0 hrs on record
The port is great, there's just a few things that really could use changing...

- There needs to be an easy way to invite recent players, perhaps steam recent players integration? This was integral for making custom games lobbies

- Expanding upon this, there needs to be a custom games browser for even easier custom games lobbies

- The 50 private file limit is archaic. Why limit how many files one can store on their own PC? You can get around it by manually placing files in the folder, but still.

- For the competitive M&KB crowd, something really needs to be done about aim assist. Unless you're playing SWAT or Snipers (Which is not on competitive), a highly skilled controller player will beat out a highly skilled M&KB player nearly every time. Most competitive PC players have dipped since the launch of MCC because of this. It either needs to be toned way down or even turned off for competitive, or there should be a matchmaking option for M&KB only and/or aim assist disabled.

Also, and this is more of a personal request, but I would really like to see the ability to customize the main menu. Maybe select a mode in the options so that it plays music from a particular title and perhaps even looks like the menu from that title.
Posted 14 July, 2020.
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Showing 1-10 of 31 entries