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Clown Peg tarafından yazılan son incelemeler

9 sonuçtan 1 ile 9 arası gösteriliyor
2 kişi bu incelemeyi yararlı buldu
kayıtlarda 9.9 saat (İnceleme gönderildiğinde: 8.6 saat)
The game is very fun and addictive, a straight upgrade to Mini Metro, but it is not without many problems. The games seem to be intended to be relatively short, with the high-end achievements (2000 trips) occurring in games that run about 20 minutes and tend to fail shortly afterwards; the only way to run a city forever is by sheer luck, which looks to be unintended behaviour. While this is not a problem in itself, this leads to a lot of games where losing feels like it comes from bad luck or poor design rather than because you actually made a mistake.

  • Not building all your roads diagonally can be a fail. Diagonal roads move 2 squares with 1 tile, without them you will not have enough road tiles once things start to spawn in the middle of nowhere.
  • Not knowing what you need before the reward screen hits can be a fail. It's a pop-up that blurs the map and you can't dismiss it without choosing, but choosing incorrectly can be enough to make you fail.
  • Not having a spare bridge and tunnel at all times can be a fail. If a building spawns on the other side of an obstacle, or even too close to an obstacle, then it will receive no traffic all week and you will soft-lock yourself into a game over.
  • As above, rolling bad rewards at the end of the week can be a fail. If someone is over the water then you will need to roll a bridge or a motorway, which is 2/6 that you can receive; there is a 40% chance of getting two useless rewards, which has caused me to lose a few times.
  • Deleting a busy road, even accidentally, can be a fail. Deleting a road stops cars from planning to use it, but if any cars have already planned a path via it then they have to drive over it before it will delete. If you have no spare road tiles, or if it's a special road like a bridge, tunnel, or motorway, then you cannot cancel or redraw it until every car has driven over, it as it won't refund resources until it deletes itself. Sometimes this can take over a minute and will force all other traffic to take a longer route, which often soft-locks you into a game over.
  • Not watching the map closely when a building spawns, or having a house spawn under your motorway, can be a fail. The game will not always be clear when stuff spawns, especially when the map is zoomed out, and every second a building is not connected to any road brings you closer to failure.
  • Not completely colour segregating all your roads, e.g. having one exclusive road for yellow buildings and one exclusive road for blue buildings, can be a fail. As soon as different traffic starts to mix congestion increases rapidly, which feels like the complete opposite of how you plan city roads. Past a point your city will fail prematurely if you mix traffic colours too much.

Don't get me wrong: the price is more than acceptable, it's a very fun game for how basic it is, it's an excellent way to kill some time, and I definitely got my money's worth. But after a few hours it starts to become apparent that it's not just a plate spinning game, but one where most of the plates are deliberately wonky to give the impression of difficulty and force shorter games. And once you become aware that most of the difficulty is hidden dice rolls and mechanics that are obstructive it quickly begins to lose appeal.

Given how it is currently "overwhelmingly positive" and there is no middle review, I feel obliged to give it a thumbs down purely to offset the massive praise it is getting. At the very least I hope they give it an endless mode or a map maker.
Yayınlanma 5 Ağustos 2021.
Bu inceleme yararlı oldu mu? Evet Hayır Komik Ödül
6 kişi bu incelemeyi yararlı buldu
kayıtlarda 6.0 saat
3rd level -- Fort Rattlesnake

Day 1: Grind up INT to max so I can craft everything. Show up at regular events like showering and meals to learn the routine. I drape bedsheets on my cell bars to see how long it takes to be cleared.

Day 2: Find a store-room with a note inside saying nobody goes in there. I dig a hole through the floor and climb down into an abandoned mine.

Day 3: Start doing tons of favours for easy cash. Quite a few require delivering items, so I just wait till everyone is together at roll call and make tons of money in the space of a minute. My time is otherwise spent rummaging for duct tape and wood since it's vital for crafting and upgrading.

Day 4: I'm rolling in cash because RNG means lots of favours are tied together. That, and nobody is selling duct tape or wood because it also depends on RNG rolls, but it's the only thing I need.

Day 5: I need to be present to avoid suspicion, but discovered I only need to be seen in the area to get an alibi. I stop eating and showering to save time and immediately leave roll call once it marks me present.

Day 6: I beat up the woodworking guy to get him fired as a favour, then steal his job anyway cause I need money. I have unlimited wood from work which means easier crafts and free supporting beams for my tunnel. Downside is that using the work bin gives wood/wood/glue, and glue is useless to me.

Day 7: The courtyard floor is covered in glue tubes -- it's not illegal contraband so the staff don't care, but I still need to take one for every two bits of wood. The shovel and pickaxe will only take duct tape, 40 tubes of industrial glue obviously isn't sticky enough. I get paid for woodworking so I stop doing favours as they are annoying: even if you have 40 posters in storage, if Jeff wants a poster you are required to pick up the specific items it spawns and craft a new one to complete the favour.

Day 8: Despite hiding my contraband in a secret compartment, a guard yells that he's found me out. I check the hidden drawer, my stuff is still there. He reports me and the prison is on max lockdown, so I can't leave my cell. My cellmate comes in, unlocking the door and letting a guard dog in, which immediately mauls me. I leave solitary confinement to find my hidden stache is still there.

Day 9: When you dig, there's a mechanic that fills your inventory with the soil. This has priority over logic as I'm not allowed to dump the soil anywhere in the abandoned mine. Progress continues to be slowed by checking desks and smugglers for duct tape and flushing soil down toilets.

Day 10: I haven't eaten or showered for days, should be coated in dirt and soil, and hide in a cell with filthy sheets covering all the bars. The guards finally get suspicious of me because I dig instead of going to work, triggering a maximum lockdown. I drop my vital tools and run for the entry hole, but the guard dogs have already jumped down and maul me. A medic retrieves me and removes contraband items from me: 40kg of soil. Despite being entered by a medic and three dogs my tunnel remains unfound. When I get back from solitary confinement I see the guards finally removed the sheets from my cell bars.

Day 11: I only poke my face through the door at every event then run back to digging, then when I'm exhausted I run back to bed to nap my energy up. I don't need duct tape any more as my shovel will last, which massively expidites the escape process.

Day 12: I finish digging and climb out. The actual fleeing takes three seconds. It would have taken less time and been more entertaining to just watch The Shawshank Redemption.

Game is entertaining enough, but it has a very weird concept of logic and really stupid priorities; it honestly comes across as very buggy sometimes, and makes it look like the game hasn't been tested enough. You can beat a map almost any way you want, but if it's not one of a few ways they had in mind then it becomes an almost Sisiphean grind. If you decided to dig out through the mine you've heard about, then you've got a full real-life hour ahead of running back and forth, saving up money and rechecking the same ten desks for the four items you need, crafting two tools and upgrading them twice, combining them to make the only tool that can dig quickly and reliably without snapping right away, stopping due to exhaustion and to dump more soil because your character refuses to litter in an abandoned mine, peeking in a different room every hour so you're not noted as absent, then running back to the grind again.

As far as objectives go, the game will give you a specific checklist and demand you do it exactly right to complete it, which is incredibly difficult sometimes. Say someone wants a prison mace of soap and a sock: if you open the drawer with the objective soap and find a sock there too, the game will not accept a craft of them and the favour will not be completable if you use up that soap -- you NEED to grab the specific soap and specific sock that goes with it, even if it's across the map. You need to do things exactly right routinely or be punished for it, when a little leeway is possible by simply assuming people will want to take the most efficient route in a crafting system.

In a nutshell: it appears very unpolished, and it's too repetitive and tedious and buggy to recommend. I'd avoid it unless it's on sale or part of a pack.
Yayınlanma 2 Ağustos 2018. Son düzenlenme 2 Ağustos 2018.
Bu inceleme yararlı oldu mu? Evet Hayır Komik Ödül
1 kişi bu incelemeyi yararlı buldu
kayıtlarda 170.6 saat (İnceleme gönderildiğinde: 167.2 saat)
Vermintide is a problem. I want to love it, and while flaws are inevitable, in this case there are simply too many.

The game is probably best described as a melee heavy Left 4 Dead set in the Warhammer universe, and contains five playable protagonists, all voice acted incredbly well, with three unlockable builds each and skill trees that can compliment your playstyles. There's a range of special enemies and bosses, there's a crafting system, a cosmetics system, a challenge system, and as of yet there's 13 maps to be played. So what's the issue? The game shipped with most of this absent or broken, and in it's current state it's passable at best.

Since the release, most facets of the game have needed tweaking and working, weapons have been nerfed and buffed and nerfed again, the drop system is still very unfair at times (with the best red items and cosmetics very rarely dropping even from the hardest loot drops), and the game is very VERY buggy still. The game is very fun to play with friends, until you die because a Chaos Warrior's animations and reach don't match the model and animation. It's thrilling to cut down huge hoards of vermin, that is until you get a popup saying "BACKEND ERROR" that forces you to entirely quit out of the game. It's thrilling to slowly push through the hardest difficulty, until a patrol making no noise spawns right behind you and wipes your team. If it sounds like exaggeration, do note the Vermintide subreddit specifically has an "Issue" flair for bugs and problems.

That's unfortunately where the game gets you. It's like they've shook up L4D2 with a different format, but it's turned into another PAYDAY 2. You have devs promising the moon and writing out the steam page like you're getting a full polished game when you're not, you're getting what should be most of the way through Early Access. You fall in love with the characters and setting, but find yourself getting bored of it because it goes through stretches of just being frustrating. The devs even released a roadmap of future content to get people hyped, but the deadlines all passed and the roadmap was replaced with a note saying "We'll update it and post a new one soon." You get promised dedicated servers, and instead get announcements of paid cosmetics when the cosmetics in the release trailer are still not in the game.

In a nutshell, the friends who convinced me to get it don't play anymore, the community is dying because of an overflow of frustrations, the game is still very unpolished, the bugs are far too many far too often, the promised mod support is incredibly crappy and requires downloading a ton of 3rd party unofficial stuff manually, and the developer simply keeps promising more than they can deliver. Should you buy Vermintide 2? Unless it's months after this was published and looks acceptable on twitch, no.
Yayınlanma 15 Temmuz 2018. Son düzenlenme 15 Temmuz 2018.
Bu inceleme yararlı oldu mu? Evet Hayır Komik Ödül
13 kişi bu incelemeyi yararlı buldu
kayıtlarda 2.2 saat
While I was initially very keen on this game, it just falls short on too many points. For all it has a great atmosphere and really great artwork, it keeps hitting snags as it continues.

• For all John's VA is great at what he does, he spends a lot of time talking with Ti'ah, who is one of the worst I've heard in a long time. As in it sounds like the deadlines were looming, so they just called through to the front desk and got their secretary to read the lines over the phone.

• The atmosphere is really intense, which gets the game a lot of points. That is, until the game stoops to jump scares, and not even good ones; it's bad enough when the game makes loud noises to startle you, but requiring the player to inspect something just so a human scream can be blasted isn't scary, it's just annoying.

• While the scenery is great, the animation leaves a lot to be desired, especially given the player character moves in very awkward paths at times and clips into the scenery on occasion.

• When I saw other reviews complaining about copying Dead Space, I assumed they were mere exaggerations. Having your protagonist narrowly survive a tram crash, then have one of its hanging cars full of debris almost crush your protagonist, is something very specific that happens in Dead Space 2, to the point it feels like mild plagiarism.

• The writing is bad at times, but it is atrocious when you can't even skip it. Making your player sit through a terrible bedtime song for a child (sung really badly to boot) is never a good idea.

• I've come across a few puzzles that are just incredibly stupid. Like one requires breaking open machinery containing corrosive fluid, so breaking it open just gets you sprayed with it and killed. The solution? Break it open then run away, because for some reason the acid doesn't spray out for about a second (i.e. the exact way that any fluid wouldn't behave).

All in all, the best ideas in the world are wasted if they're not executed correctly. It tries, but this just isn't a good game; not to point fingers, but a lot of people in the opening credits have the same surname, so maybe this is just plain and simple nepotism at work. Save your money: even though I got it on sale, I'm admittedly disappointed I kept giving it chances as I can't claim a refund.
Yayınlanma 28 Ekim 2017.
Bu inceleme yararlı oldu mu? Evet Hayır Komik Ödül
72 kişi bu incelemeyi yararlı buldu
kayıtlarda 10.9 saat (İnceleme gönderildiğinde: 9.7 saat)
TL;DR -- It's far from a terrible game, but it really isn't worth the full price.

Very very mild, vague spoilers ahead.

RUINER is one of the tougher games when it comes to Steam's YES/NO duality, because it seems like every good point comes either with a downside, or with an unrelated flaw that subtracts the brownie points it has earned.

+ Beautiful cyberpunk setting, which nails the whole "neon slums" setting vital to the genre.

- ...all of which is disappointing given only the level hub and parts of the first two levels utilize it, with dungeon settings being what feels like the meat of the game.

+ The protagonist is a very interesting character, with his mask being a great concept in itself. This extends to a few enemies and NPCs, who are very well designed for the most part

- ...but like the settings, a lot of this goes out the window as the game goes on, with the enemies in the final chapters of the game being pretty bland and generic (and in some cases shamelssly recycled) by comparison.

+ The levelling system is great, with a range of different attacks and skills for the choosing, further complimented by the ability to add and remove upgrade points on a whim depending on what you wish to try

- Once you have a few points, however, this becomes extremely exploitable, as you can instantly change abilities on the fly rather than being limited to between battles or whatever; there is no point investing in the supply drop skill when you can simply pause, remove all your points from a passive skill, invest in all the supply drop levels, call in a new ranged or melee weapon, and then shift all your points back again once you're loaded up.

+ The plot starts off interesting enough, with the nameless protagonist being guided towards revenge by a hacker named HER, and the stock cyberpunk tropes about social status and humanity naturally make an appearance.

- The plot is let down by an arbitrary Act 3 twist that is just confusing and comes across as forced more than anything, especially given a few character motivations don't seem to make much sense. The "silent or amnesiac protagonist who clearly has a few secrets" trope is so stale that it's not even a spoiler to say there is an Act 3 twist.

+ Boss battles start out interesting enough, with each needing a certain approach (which can be adapted to depending on what skills you invest in).

- ...that is until you have to fight a specific boss three seperate times across the story, who is very easily beaten considering you're told what skills to use against them. And that isn't even as bad as the worst offender: you're pitted against a mini-boss you've fought twice already, only this time they have a reskin, a bigger health pool, and said boss needs killing thrice without checkpoints lest you start it over at the beginning.

+ EDIT: The game absolutely deserves bonus points for the soundtrack, which is both intense and an interesting selection from a number of artists; the OST DLC is totally worth considering if you like electronic music. All that said, it's strangely missing the track Zamilska – Duel 35, which I consider one of the highlights of the soundtrack.

- The only irredeemable aspect are the side-missions: you have to collect the i-ching coins in the levels for a nonsensical fortune telling, hack the cats around the hub level for a few weapon caches in the next level you play, and the game has a bounty listing for the bosses and sub-bosses you have to kill as part of plot progression anyway. All of which are tedious or pretty pointless unless you want the achievements. And that's even before getting into that the side-mission listings basically spoil that there's only four areas in the game.


Is the game bad? Absolutely not, it's gripping and intense, the soundtrack is terrifc, when it's good it's great; it's definitely worth a look, especially if it's on sale. The issue is that it feels like the developers aimed to make another Hotline Miami but accidentally made another Hotline Miami 2; the game starts out strong, but it really starts to peter out and get repetitive as it nears the end, with certain aspects like dull side-missions and checkpoint starvation pointing to late-game padding.

With all that said, I'd be lying if I said that I didn't find the playable epilogue gripping, or that the disappointing ending didn't leave me a little curious for a sequel. It's just a shame that the game becomes somewhat of a chore in the later stages, or that the game couldn't have been longer without all the padding and late-game tedium. Should you get RUINER? Yes, but only when it's on sale.
Yayınlanma 8 Ekim 2017. Son düzenlenme 15 Ekim 2017.
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1 kişi bu incelemeyi yararlı buldu
kayıtlarda 43.0 saat (İnceleme gönderildiğinde: 6.3 saat)
>Audatious difficulty kidnap mission.
>Lots of guards, some with inpenetrable shields, lots of turrets, all in a dangerous region.
>Contractor wants no living witnesses.
>"What the hell? I could use a challenge."

>Dock on the ship.
>Knock a guy out a little too loud.
>Four enemies charge over and raise the alarm.
>One minute until it reaches base and I'm arrested.
>Throw a hack grenade and start blasting my stun gun.
>Manage to knock three unconscious.
>Hack grenade inverted one guy's shield, so he stun-shotguns himself in the face.
>Turret caught in the hack rotates and shoots the last two mooks unconscious.

>A wave of enemies heard the commotion and are rounding the corner.
>Use a Slipstream to slow time to a crawl.
>Jump from enemy to enemy smacking them with a wrench.
>The one remaining enemy clips me with his stun shotgun.
>He's carrying me to the airlock to blast me into space.
>Hacked turret rotates again and shoots him for me.

>Get back up and take a few steps.
>Huge blast fires me into space.
>Remotely pilot my ship to catch myself.
>There's another explosion.
>A third ship is attacking the ship I invaded.
>The last blast has sent my target hurtling into space.
>Carefully manoeuvre my ship to grab his unconscious body.
>Watch as the third ship slowly blasts the enemy ship into pieces
>Any witnesses were either blown up, or have suffocated in space.
>Collect a bounty that I really don't deserve.

10/10.
Yayınlanma 23 Eylül 2017.
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3 kişi bu incelemeyi yararlı buldu
kayıtlarda 1.7 saat
While I got it as one of the additional games padding out a $12 HumbleBundle pack, I'm honestly disappointed they saw a single penny of my money. To sum it up in a single sentence: Maize is a prime example of how even the best premise in the world is nothing in the wrong hands. Early game spoilers abound, but you're honestly not going to be missing much of value.

Sold as a horror comedy about sentient corn, the hook sounds incredibly promising. Upon starting, however, the game gets off to an awful start by breaking the golden rule of suspense entirely: showing a glimpse of awful humanoid corn models disappearing into the distance, the game skips the whole "letting your imagination fill in the gaps" trope found in any medium that wants to keep you interested. Thankfully, this should hopefully set your expectations somewhat low from the get go.

From this point onwards, the game takes on the worst kind of walking simulator format, wherein the game might as well be a short film for the lack of interactivity that being a game brings. Any kinds of lore or plot are delivered entirely through post-it pickups and shreds of paper, which quickly becomes irritating when dozens are scattered in chunks across entire rooms. Anything usable or that can be picked up is given a white silhouette, basically making the game a point-and-click if the character only commented on about 5% of the given world. All items have descriptions that either flat out tell you what to use them on, or are totally irrelevant to anything. Topping this all off is puzzle logic that can only be solved with "try anything" -- the fuse box is noted to be missing a fuse, so I hope you don't spend your time looking for a fuse when the solution is to jam a rusty nail into it.

Should you keep giving the game more chances by pushing further onwards, things somehow manage to get worse. Upon actually meeting with a few sentient corn stalks, the dialogue is both cringy and painfully unfunny: hearing them argue about riddles without a shred of charisma makes it tortuous to sit through a three minute dialogue, though it's fitting since the area beyond is where the awful character writing really begins to shine.

Why does one of the characters have an elevator dispense pellets like a Skinner box with zero indication that using it is doing anything? Cause he's so wacky and random lol! Why would two people form a scientific partnership when one is a mentally handicapped, insanely careless with money, and an outright slob when the other is the total opposite? Realistic characters don't work in comedy, he's so random lol! How would a man who thinks that removing a computer's RAM and hiding it away so it "doesn't get dusty" get to the position where he had access to insane amounts of money and authority? ♥♥♥♥ you, it's random and funny lol! Why does combining a computer and teddy with a robot arm make a tiny Russian character that follows you just to call you stupid? IT'S. SO. RANDOM. LOL.

To sum it up, what sounds like a good idea simply ends up as the petty humour that you'd expect from a confused, 13-year-old kid who desperately wants to be wacky yet lacks any solid ideas on comedy or humour or writing; you get corn stalks prattling on about "If a tree falls in the woods" like you would actually stop to listen to their flat dialogue that you know will end without a laugh. Use your money on something with actual entertainment value -- even "so bad it's good" is preferable to this dull farce.
Yayınlanma 7 Temmuz 2017. Son düzenlenme 8 Temmuz 2017.
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48 kişi bu incelemeyi yararlı buldu
2 kişi bu incelemeyi komik buldu
kayıtlarda 1.8 saat
Most have a childhood game or movie that still leaves them unnerved and anxious, and the first two Oddworld games will always remain that to me. Playing through the original Oddysee and Exoddus, even in my 20s, still leaves me feeling rattled and uncomfortable. The grotesque environments, often brutal difficulty, and nightmarish worlds are rarely seen together in other games.

And New 'n' Tasty is no exception.

In what simply looks like cashing in on nostalgia, New 'n' Tasty takes what Oddysee did well and sweeps it off to the side to prioritise outright questionable features:

• Areas are no longer divided into individual screens, but are mostly long scrolling expanses. While it works great for action platformers like Strider, not being able to see so far ahead and not knowing enemy boundaries really isn't a great idea for stealth games.

• Movement is no longer gridded, even though it's a platformer. In the originals, right moves you a step right, hop makes you leap three spaces, and even ending a run makes you skid two spaces. This time, all movement is totally free, making the simple act of deactivating a mine a precision act of gently tiptoeing and hoping you don't hit the collision box.

• Environments are cartoonish and excessive, with the punchy and dark environments flat out replaced with overwhelming noise. Where a distant barrel conveyer could be seen now there's a sprawling expanse with miles of vehicles heading into giant furnaces. Sneaking between shadows is now standing vents puffing out black smoke that prevent you from telling where characters are or even if you're hidden. Simple metallic walls and drills splattered in gore are now cartoonish replacements.

• Lack of tension. Escaping from the original RuptureFarms was tense and terrifying, as the game refused to hold your hand and instead left you to try and escape the nightmare as best you can. The remake is a frustrating exercise in unsatisfying trial and error, through a flashy cartoon factory that is ugly in all the wrong ways.

Honestly, it's worth saving your money. The orginal has terrible controller support, screws your aspect ratio, and trying to play on a computer made after 2005 tends to make the cutscenes screwy, but even then you won't be stooping this low.
Yayınlanma 3 Haziran 2017. Son düzenlenme 3 Haziran 2017.
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210 kişi bu incelemeyi yararlı buldu
572 kişi bu incelemeyi komik buldu
kayıtlarda 9.1 saat (İnceleme gönderildiğinde: 8.4 saat)
>Got curious.
>Connected to my own IP and tried to hack myself.
>Caught by my own trace countermeasure.
>Computer went into emergency shutdown.
>Told I have to change my IP to remain anonymous from myself.
>Failed to get onto my ISP's server fast enough.
>Game over because I figured out who I was and contacted the police.
10/10
Yayınlanma 2 Ekim 2016.
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