9
Products
reviewed
1136
Products
in account

Recent reviews by Weegee

Showing 1-9 of 9 entries
No one has rated this review as helpful yet
1 person found this review funny
17.1 hrs on record (3.2 hrs at review time)
Completely exceeded my expectations. Card brawler with attitude. Strongly recommend.
Posted 18 October, 2022.
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No one has rated this review as helpful yet
18.2 hrs on record (12.3 hrs at review time)
Early Access Review
Why the hell is this game so fun?
Posted 17 July, 2021.
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No one has rated this review as helpful yet
11.2 hrs on record (5.1 hrs at review time)
It's Command & Conquer & Red Alert. Remastered. You seriously cannot go wrong.
Posted 5 June, 2020.
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1 person found this review helpful
58.3 hrs on record (40.4 hrs at review time)
The original Receiver was a great result of a game jam, and the detailed mechanical gunplay mixed with unordered storytelling provided a unique and intriguing foundation of a game. Receiver 2 in many ways is more of the same of the first, but with a much deeper and more thoughtful story to tell, with more of the detailed mechanical gunplay.

On the surface, Receiver 2 appears to be somewhat shallow, and identical to the first. You have a gun, there are drones to shoot, ammo is scarce, and you're being told to search for tapes by the voice of a gun cult. As you progress through the five stages of your first run, you quickly start to realize there is far more to it than what you initially see.

Each stage is progressively harder than the last, and a single hit will cause you to fall back to the previous stage. There are new drones, including heavily armored ones that require you to think outside of the box. Mechanically, the guns are intricate, with their own strengths and weaknesses. I found myself despising one of the first guns you get, the Colt Detective, but as I continued to receive it, I quickly learned that while inaccurate, it was hard hitting compared to the S&W Model 10, and in the end I love it.

The movement mechanics, with the jump's little bit of air control, learning the distance you can fall safely, and learning when to step up your pace verses slow it down all are vital to achieving victory and completing all five stages. It took me almost 36 hours of playing before I finally completed the fifth stage. Early on, failure often resulted in me making progressive mistakes as I tumbled down the stages. I would often need to stop, breathe, and slow down to start progressing up the ladder again. This game is as much about psychology, as the story touches, as it is about guns.

The tapes and the story they tell are just as intricate as the gunplay. If you've heard that it's about gun safety, mental illness, meta-commentary regarding media, or a cult, and are unsure of which it is, the answer is the story is about all of these topics. The game presents the themes of mental illness and depression authentically, and many of the tapes are actually rooted in actual psychology. Without revealing too much, the tapes and notes you find unearth the story behind the "Receiver" gun cult. If you get this game, you should make sure you read everything you find. For a game that presents the story in small sound clips, it's a surprisingly deep story with many small details. Everything is explained, from why your guns jam so frequently, to why your reflection looks the way it does.

Overall, this is a fantastic game and I strongly recommend it for anyone who is interested in guns or psychological stories. It's a deep and thoughtful game with roguelike elements and a unique presentation.
Posted 25 May, 2020.
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7 people found this review helpful
4.3 hrs on record (0.3 hrs at review time)
This is one of my absolute favorite RTS games of all time, and it's awesome to see the open source version on Steam! While there are definitely some rough edges that didn't age well, the vast majority of this game is a solid and unique RTS. As far as I'm concerned, no other RTS game has gotten creating your own units just right like WZ2100 did. Add in the absolutely awesome artillery and command system, and this is really a game everyone has to try.
Posted 29 February, 2020.
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5 people found this review helpful
7.0 hrs on record (5.0 hrs at review time)
I want to like this game. It has the underpinnings of a great WW2 arena shooter. With gameplay mechanics somewhere in between Call of Duty and the Day of Defeat series, on mechanics alone it has a lot of promise. Time to kill, movement speed, and weapon feel is all very good and stands out a bit in a somewhat saturated setting.

Yet only a few hours in the cracks begin to show.

Map design ranges from alright to horrendous. In arcade mode, some of the larger maps, such as Vanguard and Coastal quickly become unbalanced based simply on what game mode you happen to get on that map. Other maps, such as Liberation, are solid competitive choices but are too small for all weapons to be viable, and are small enough that once you learn the spawn system you can easily camp the other team.

Competitive's Wartide mode is promising and fun, but sullied by a toxic community and poor matchmaking. FaceIt is notorious for being one of the worse matchmaking systems available, and it's the only option for playing Wartide. On the toxicity, it's far worse than normal for a competitive game of this type. If you take the average toxicity in CSGO and label that as a 5 on a scale of 1-10, this is clearly pushing 10. This level of toxicity is unsurprising given how poor the matchmaking system tends to be. It's easily to be quickly frustrated if you're an experienced player being ranked with people who are still learning Wartide. Since there is no way to play Wartide outside of competitive, the only way to learn the mode is to keep playing and being ranked across a wide gamut of players.

Worse yet, it's clear that they have several serious deficiencies in the networking and hitbox departments. Hitboxes are inconsistent and the network compensation system does a poor job compensating. Players who have slightly higher pings (80+ range) get a clear advantage compared to those with average pings (30-60 range). This is easy to test for yourself and it shows. While I understand the devs behind this are new, they're using Unreal Engine and some excellent networking stacks exist that don't have these problems.

I will probably get a few more hours of playtime out of this purchase, but I absolutely cannot recommend this game in it's current state.
Posted 4 August, 2019.
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3 people found this review helpful
3.8 hrs on record
Short, but one of the best stories I've ever seen in a game. If you're into interactive fiction and adventures, this is well worth the money.
Posted 14 February, 2016.
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1 person found this review helpful
6.8 hrs on record (5.0 hrs at review time)
I ♥♥♥♥♥♥♥ love this game. If you have brass balls and think modern FPS games are too ♥♥♥♥♥♥♥ lame compared to the fast paced, rocket-jumping gibfests of the past, this game is for you. So quit reading this recommendation and buy the ♥♥♥♥♥♥♥ game already.
Posted 1 January, 2014.
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No one has rated this review as helpful yet
50.1 hrs on record (48.7 hrs at review time)
This is one of the best RTS games I've played in the past year, and its easily taken the top as my favorite RTS in recent years. Picking up where the excellent Wargame: European Escalation left off in terms of mechanics, Wargame: Airland Battle adds aircraft, removes the command star system, and focuses on deck building. The combat is essentially the same deep but brutal combat from European Escalation, and the addition of the 10v10 multiplayer mode brings a new level of mayhem to matches. My only disappointment was the new dynamic campaign system, which while extremely fun, limits the player to the Scandinavian peninsula.

When friends ask me if they should get this game, I generally tell them this: "If you are looking for StarCraft or Command & Conquer, go play Starcraft or Command & Conquer. If you want something that is different and has a different level of realism and depth to the combat, get Wargame."
Posted 13 December, 2013.
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Showing 1-9 of 9 entries