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Ulasan terkini oleh Teapot Possum

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Tercatat 123.4 jam (Telah dimainkan 22.2 jam saat ulasan ditulis)
Edit Start:
Unplayable on a GTX 860M when you manage to get into a game, and roughly 4/5 times I try to connect to a server the loading takes so long that it times out the connection. It's very sad that I won't be able to recommend the sequel to a game I've spent 2,000 hours in.
Edit End.

Original Review:
The controls are tight, the gunplay is good as ever, but the Ambush gamemode is still missing. Aside from that, all that really stands out is the vram usage could use some more optimization to make stuttering less common for low end cards. The game runs and looks great on high end cards however, and basically feels like Insurgency+ considering larger maps and more guns/optics.

Sadly, the thought I keep coming back to is that they need the addition of more tactical gamemodes. It's not a bad game, but the fact that with all these improvements I still prefer the previous title, I can't help but feel like parts of the community were not heard when this game was being created. I'll recommend it as general fps to a general fps audience, but I can't say I'd ever offhand recommend that a friend get it like I did with the prior title on so many occasions.

Oh, and the spawn killing is pretty horrible if you're playing against players who know the maps. Hope that gets patched soon

REVIEW UPDATE: I have a new rig with an RTX 3070 to make this game run smooth as butter. Unfortunately, this feels nothing like the game that came before it, and what's worse, it feels less so than it did at launch. You see, one of the few times I was able to play this game on my prior rig was when they had the option to use dynamic resolution scaling in addition to picking your resolution. I set mine to the lowest it would let me for both, and worked up until I had ~30fps and less micro-stutters. The game felt.... pretty okay, I could feel the similarity to the prior game, even if some of it felt different. But now? It just feels like a completely different series. No Ambush mode, different feeling combat, poor optimization for older hardware, and tons of cut content from what was promised.

I wish the dev team luck, I really do. But I think I'm going to move on to other titles. Rising Storm 2 feels like it does what this game is going for but better, and if they keep going towards the arcade feel instead of the unique origins it had, why would I not just go play CoD or Titanfall instead? Or any other more polished game from a studio with a better budget that makes games my friends with slightly aged rigs can still play with me on? I just don't see a niche for this game anymore since it changed.


Update 2: Runs smooth as butter on an RTX 3070 w/ Ryzn 5 3600 and 32GB of Ram now. That said, this game needs some serious adjustment. The core feeling of gunplay may be good at this point, albeit a little different from the original, but the ease with which your spawn can be sniped in push (which I would say is the main PvP mode currently), and how often you can be cleared out by underbarrel grenade launchers or RPGs really sucks the fun out of some moments. The lack of modes like Ambush or proper care for competitive play makes the most fun thing in this game ignoring the objective, and sniping from a mile away, or grabbing demolitions and exploding everything in sight and on site. With the immense amount of potential this game had, it just makes me incredibly sad to see it makes the same mistakes in push that the prior game had, but with map design that exacerbates the issue (don't get me wrong, if this didn't happen I'd love the maps, so I don't think the solution is to just make sweeping changes to them). I really wish they'd make a couple changes to spawn distance for defenders, make explosives outside of grenades a per-map limited resource (like 4 M203s per map or 3 RPGs etc.), and would add a couple objects to cut off sight-lines better for more areas coming out of spawn. I wish I could recommend anything other than the co-op modes and the customization, but that's all I really had fun with so far.

Update 3: I've talked to several community members about bugs across various servers to get a feel for the over all player experience, rather than just on my rig. I've been told by a significant amount of people that many past reports have been marked as resolved when they've reported bugs, and included pictures or video. To my surprise, most of the people who have told me this have also told me that those bugs are still in the game. I asked how long ago this was, and some of them told me "several updates ago".

Update 4: I've been getting more used to the game, and many of the mechanics are still jarring having come from the prior insurgency. In the last game, almost everyone used AP ammo at all times. This kept time-to-kill (TTK) very low, even when aiming for the body. In this game there is no AP ammo option, and the TTK feels far higher, as does the movement speed of the enemies. The first-shot recoil vs followup recoil for many rifles on any kind of magnification feels like it was ripped right from Siege, and doesn't really feel at home in the game. This game is trying to be two things at the same time, and it feels like (maybe they're aware and are trying) it is ignoring the incompatible elements from the arcade shooter side, and the traditional tactical shooter side. If I could run and jump and shoot like it were CoD, and have easy to use, short fuse grendades, and not be restricted weapons by class/have no class limits, maybe I could understand. If it worked like the last game with the slow pace, free aim non-ADS, slow movement, low TTK, consistent recoil, and tactical modes, I'd be all for it, ecstatic even. But this game just feels like it doesn't want to put it's foot firmly into any camp any group would like. It had a good niche in the last game, and doesnt make sense for it to be a worse CoD game, so I'd prefer it go with the tactical side personally. It has so much it could improve over the last game simply by cleaning up past modes, adding competitive support, and expanding the scope of the more bombastic game modes like Push with simple coordination QoL changes like map and first person pings that are visible to players, or drag and drop map markers. They could have improved the sqaud system from last game. They could have done so much to make this a AAA competitor, but it feels so middle of the road, it ends up feeling like a very shiny, AAA aesthetic on a game you either play for the co-op, or play every once in a blue moon with some friends and forget about when you find a new shooter on the Steam store. This game just.... it makes me sad -not because it's a bad game, but because it's so mediocre but with so SO much potential.

Update 5: The game is full of cheaters and toxic people throwing slurs at others. It's so easy to find them, and they don't even try to hide it. A lot of them even have links on their steam profile where you can watch them do it. Hopped on a random server, saw someone snipe through walls. "thebetterhuman" is his channel name on a certain popular streaming site. I saw him stare at walls and floors then snipe people with bolt action rilfes in the head the ENTIRE time. He doesn't hide it because he doesn't have to hide it. Has a steam ban from 6 days ago. Every single time I try to give this game another chance, all I get is another reason to come back and advise people against buying this game or future NWI games.

Update 6: Snipers can see right outside spawn in the first 5s, on half the Ambush maps.

TL;DR (for now) I think I'm going to stick to playing Ambush on the old game when I want tactical PvP, the ISMC mod on Sandstorm Co-op very occasionally, and checking the update log every once in a while to see if any of this is ever addressed before I just stop caring anymore. I wish you luck with this title NWI, you gave me 2,323 hours of joy on your last game so the least I can do is say thank you before saying goodbye.
Diposting pada 12 Desember 2018. Terakhir diedit pada 30 Desember 2021.
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The combat feels fantastic, and the way the enemies work together is wonderful! ...but, it isn't a perfect game by any means. While the core gameplay loop is polished to a mirror shine, with only 3 biomes. and only a handful of enemies, it definitely starts to feel light on content early in. But here's the thing, because of how the enemies work together, adding more enemies would give a much greater feeling of variety per content added than if this were a different game. I'm betting adding more content is a lot harder than it sounds, however, considering how tightly designed and balanced all the items and enemies are. This issue is echoed in many other aspects too; I feel like there needs to be a few more variations on rooms, and a few more types of traps, a few more props to decorate the levels, etc. But again, because of the tight design of the game, a few more traps, or room variants, etc. would give a lot more gameplay variety than it would were this a different game. So I'm torn -I love this game, and I love everything in it, but I can't help but feel there isn't enough in it. I'm going to rate this up, and even say it's well worth the price at 15% off, but I really hope they add content updates in the future, because if they added more (items, enemies, biomes) I feel like this could be on par with the heavy hitters of the genre like Binding of Isaac, Enter the Gungeon, and Risk of Rain. Please devs, keep adding to this title.

Additional notes:
<>The game definitely feels best on K+M
<>Turning Controller vibration off does not work
<>There are at least 3 characters to play as, and each feels great and unique
<>Shields are pixel accurate, and exposed areas can still be shot
<>The AI behaviors are important to pay attention to (Boars won't attack unless provoked, for example)
Diposting pada 27 September 2018. Terakhir diedit pada 27 September 2018.
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I like the balance, the art, the mechanics, the characters, and the world. Hell, I even think the stamina system is fine once you adjust to it, instead of trying to force it to work /exactly/ like Dark Souls. But my biggest complaint is the length, and lack size of areas. I understand that due to the quality of art making more "game" between bosses is difficult, but compared to games like Hollow Knight, or Dead Cells, it just feels really small. Using the list of immortals as progress marker, I'm already about halfway through the game. I'm not sure if there's enough here for New Game+ to really save this one for me. The opening tutorial area was large, and complex, and I was very hyped, but that same sense of scale doesn't really continue past that point. I don't just bring this up as a content/price thing -the quality more than makes up for it. Rather, I bring this up because it feels like it kills the pace of the game a bit. The theme, story, and even design of the world make it feel like you're about to go on this great and epic adventure, but instead I feel like I'm walking through the pre-boss areas in Furi. But unlike Furi it doesnt feel like the pre-boss areas are annoying -just filler. I really hope I'm wrong. I really hope the game opens up a ton in the second act, but for right now I've got to say I'm a little dissapointed I've blown through this game in an afternoon. I'm still going to recommend this game, but I wanted to leave this here with the hopes the devs would see, and think about it. Maybe I'm not in tune to their vision, or maybe they didn't have the budget; their side of this is (I'd say) more important, hence my thoughts on the stamina system. I just personally hope upon the sequel or DLC they use the funds they will undoubtedly make off this incredible and successful first game to expand not just the list of items or mechanics, but the sense of scale and complexity of the environment to fit with the tone the rest of the game evokes. I look forward to seeing what these devs make next, considering this was a personal project they made during universtiy, and they now have many more resources at their disposal.
Diposting pada 14 Agustus 2018. Terakhir diedit pada 23 Februari 2021.
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Pengembang telah menanggapi pada 11 Okt 2021 @ 7:59pm (lihat tanggapan)
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If you're wondering what happened to the devs or the community:
https://www.youtube.com/watch?v=shs7VQhVvxA
Diposting pada 19 September 2016.
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Best review would be a lengthy description, imo. Coin Crypt is roguelike top-down RPG w/ real-time card-based combat, and an on-map encounter system for enemies (touching an enemy in the "overworld" triggers combat). The way the card game system is done is far different from anything else I've ever come across. I suppose it would make the most sense to start by explaining how the real-time part works.

When you play a card, your character removes it from your hand, and starts to cast it, during which time you cannot do anything else. Casting basically presents as a windup timer showing how long that particular played card needs until it is put into effect. When it comes down to it, casting is what really ties the combat together, and makes the real-time part viable. Cards cast quick enough to keep the feeling of real-time –combat feels like a continuous string of actions–, but also slow enough so you have time to think during an opponent's cast –effectively preventing it from coming down to a battle of luck and who clicks quickest. The best comparison I can give of how it feels would be to say when casting is at it's very worst the combat's flow slows the same way it might when reloading your gun in an FPS, and when casting is normal I'd say combat flow is more akin to chess utilizing a stop clock –you feel pressure to be quick, but there's enough time to be deliberate, and overall strategy/planning definitely feels like the main focus and factor in winning.

However, casting is far from being the only uncommon part of the card system. That said, every unique mechanic seems to be carefully designed with each of the others in mind, chief of which are the roles cards themselves play. Cards are essentially everything. Not only are cards the combat medium, but cards are the loot, cards are the passive effect carriers, some cards are one-use skeleton keys, cards remaining in your deck is a secondary health bar, and –most importantly– all cards are currency. In line with this duel nature, used cards are not given back after battle (they are dropped when you play them), forcing you to choose a little more literally, and much more carefully, how you spend them. Using cards to buy useful items and influence the island gods needs to be balanced with keeping a large enough and carefully built enough deck so you don't run out of cards. On top of this, you are forced to take only a few out of a small group of coins chest ghosts offer when you're looting a chest, so it can often be a tough choice deciding how many of the weak/low-value cards of the type you're low on (for example Heal 2 worth $5) you should take versus how many of the average/mid-value coin (like Attack 4).

Building around that duality, a lot of the other mechanics are designed in order to make deliberate, personalized deck construction and management the backbone of the game. This is also why the card game mechanics have to be so unorthodox compared to most card games. Your hand size is only 3 cards (by default), your health is only 10 (by default), and when you play a card you also draw a fresh hand. Additionally, all drawn hands will organize any duplicate cards into stacks (stacks if played will cast all the cards in that stack at once as a single cast). Having a small hand and possible stacks means trying to prevent cards that don't help your build from accumulating in your deck and not taking care not to be too prone to finding yourself choosing between using two Attack 4 cards (or w/e) on a 2/10 health monster, or letting their cast finish while you redraw and taking 4 damage.

Beyond that, it forces you to create a deliberate style of deck-build & corresponding combat style by making "use the most overpowered coins you can find" type strategy almost useless. Using lots of Steal an enemy card type cards depletes their deck to win, and so physical damage is a waste to have in your deck (most of the time), and a wasted turn could easily mean losing 40% of your health. Poison damage builds rely on overwhelming the opponent more than they can heal while trying to stay guarded, so passive cards –which usually also have a draws often effect– would (normally) get in the way of that. The thing is, there are ways to combine these kinds of cards into a useful deck, but they don't play well together if you just throw them together. Having a lot of damage cards and a few Steal cards can be useful for shield card focused enemies because you can deplete their shields quicker by just taking them (a lot of the time) than letting them keep playing them as you attack over and over, and you can augment this balance to withstand other types of enemies by having most of your deck comprised of shields in case of a bad draw, as shield health and shield time-remaining carry over between battles, so it's not nearly as much of a risk if you don't get the card type you needed. Decks have a lot of depth, esp. depending on your play style, yet coins themselves are often very straightforward.

There are 201 unique cards in the game so far, and there are tons of items, passive-power cards, blessings, and other things that all modify your stats or mechanics, often in classic RPG fashion. Using items or modifiers in tandem with particular deck builds, strategy complexity can potentially be increased to much, much further depths depending on the chosen play style. Ex. the Joker Token card with the coin pouch. When played, anything that damages the user now heals them, and anything that heals the user now damages them. Two of the status will reverse healing and damage back to normal. A coin pouch lets you store a coin from your current hand for use at any point/battle in place of one of the coins you drew. Using the saved coin also draws a new hand, and clears the quickslot. The Joker Token is one of the best coins to put in it. It can save the player from the brink of death and allow them to survive very powerful attacks, such as the Explosion Chip (Attack 20) used by the "Grandma" enemy. Furthermore, donations to gods lets up two of them bless chests and add several of their card class to your options to pick from, allowing you to more easily tune your deck to a particular play style. The more you donate, the more likely to be rarer cards of that god's type.

In addition to all of those modifiers, every one of the characters (except for the starter) have more major, unique modifiers of their own, making the game play differently for each character. For example when playing as Demon: whenever the enemy plays a card, one cursed card (that does damage to your player if cast) is added to their deck, but demon also makes all card currency values negative (so cursed coins become positive currency). Basically Demon doesn’t have to buy items or get blessings using the useful cards in his deck, and constantly makes good amounts of money from battle spoils –but the more money you save up the more chance of drawing a hand polluted with harmful cards, and you need to choose between ending battles quickly to take more of the enemy’s original cards (you [default] take 100% of their unplayed cards), or stalling to grind for cash.

Other characters have more simplistic modifiers, like Monkey: he casts more slowly than other characters, but redraws his hand at quadruple speed and always casts all of the cards in his hand. So, In order to do well as Monkey, the player must learn the effects of all the coins they carry, and be a little more frugal to make up for occasional unnecessary card casting caused by his unique traits.

All of this makes for a tight combat system with tons and tons of styles of play, and giving it an immense amount of replay value, all while remaining very intuitive and fast paced. 11/10 would build a deck again –and again –and again.
Diposting pada 24 Februari 2016. Terakhir diedit pada 24 Februari 2016.
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This is going to be a long review, and one that delves into more minutiae than most steam reviews (that I have read) care to for a game. However, with a game with that as many uncommon aspects as this one, I feel it necessary to elaborate on the details to give context. If you do your homework, you can find all of what I’m about to say on your own via watching gameplays, studying the wiki, and reading some more typically fashioned reviews –but for those of you who decided to start here, I figured I’d save you some time. As last few notes before I begin, If you are looking for a review because you already want to buy the game but need to hear more about how cool it is to convince yourself to cough up the $15, this review is far too long and in depth –read a different one. This review is purposed to help those of you who have learned (finally) the dangers of supporting early access games, and need to know A) if this game is your style, B) If this game has enough developer dedication to not just be another (eventually) abandoned early access title, and C) if the developer's work looks skilled enough to release a game rather than an alpha after they’ve given it their all. The short version: possibly, yes, and yes, but let’s delve into that minutiae I mentioned.

http://textuploader.com/ottj
Diposting pada 13 September 2014.
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Tercatat 13.6 jam (Telah dimainkan 7.1 jam saat ulasan ditulis)
A Very Interesting and enticing game. It gave me the same sensation I got when playing Halo: Reach, but without feeling derivative. The likeness of sensations was akin to the similar feeling given between C.o.D. and Titanfall; though vastly different in mechanics, the pace and personality seem to place both in the same sub-genre of shooter.

While many of the subsidiary parts of the game appear as though they were taken from various popular bandwagons, this is only skin-deep. Blockish shapes and crafting imply Minecraft; bloom, particle effect styling, vivid colour, and map design smack of Halo: Reach; looming, powerful titans reek of Titanfall; and a reward system for kills even evokes thoughts of C.o.D. 6. However, among metaphorical covers of books, this is a dust jacket on a hardback. And, like with many literal dust jackets, the fanciful mainstream picture it portrays serves as a ruse to lure people from the mainstream. The hardcore casual-gamers and fanatics of the bandwagon are its target solely in advertising. Its aims at A) the kinds of people who game all day, but only play games GameStop has had window cut-outs for, and other games like it, or B) the kinds of people who bandwagon Minecraft so hard they think sinuosity-less geometry is more revolutionary than a 1790s Frenchman.

Now that we’ve covered what this game isn’t, let’s talk about what it is. This game is a fast paced third person shooter with a balanced leveling system that takes the “grind” out of grinding –which only leaves the “ing”. While this is bad wordplay, its excellent gameplay; there is no tedium trying to power up your gun or rank up your armor, no playing 15 minutes of a match before earning something more useful than a UAV, and no angry obsession with getting the higher K/D (well it doesn’t induce it for those who don’t normally have it), just pure dynamic gun-play. Like in Hotline Miami, dying is near unnoticeable as you can plunge right back into the action seconds after death, and like in TF2 a decent size death streak early game doesn’t feel like a set-in-stone “gg” for the match. Whereas C.o.D. rewards garnered from kills feel like giving the winning team an even bigger edge, the rewards for kills in Minimum feel more balanced, and are very fluidly gained and lost temporarily mixing up gameplay more than giving team advantage. The crafting system tries really hard to sound like Minecraft in all of its descriptions, but really the out of match crafting is just a well-paced (unlike C.o.D.) unlock system, and in match crafting is just a cleverly disguised skill-tree/upgrade system based on collecting two types of materials that drop from dead bodies like bolts do from Ratchet & Clank.

The pseudo “Titanfall rip-off” gametype, titan, is the main game mode, and the most pleasingly surprising part of the dust jacket. The titans are autonomous, and respawn in alternating waves with resource gathering (which powers up your team’s titan in the next titan wave). Not only this, but the Titans are interested in only two things 1) killing the enemy team’s titan, and 2) brute-force getting past map-based defenses to destroy the enemy core. Now here’s the plot twist. This objective-based game mode style is the same as League of Legends, but in a faster, less tactic-focused cartographically, shooter format. The game mode is much simpler than League’s version of it, yet this seems like an apt adaptation for the genre and pace of the game. You are to the titans what minions are to players in League, but with an additional neutral-team of sub-minions (four-legged rectangular creatures called creepers –I mean creeps) that players grind to power up their titans. Its League dynamic with roles jumbled up.

Teams try to progress further into enemy territory with every respawn while the two team’s minions attack both the larger entities and minions from the other team. The grinding to power up the large entities still exists, and is still fulfilled by the player grinding easily killed herds of enemies. It takes the dynamic of player and minion, and divides it up to accommodate the game’s genre and sub-genre. You still power up your character (with a better balance retention in 1v1 encounters) by killing enemies, the “more powerful the enemy you kill, the more power you gain” still applies, the core objective of teams fighting past turrets (and walls) to destroy the enemy core while aided by smaller/weaker allies still exists, and the many choices of character build based in a per-match system is carried through, but it doesn’t let any of it get in the way. The grinding creatures that are smaller than the player are neutral and don’t attack players, which keeps the combat PvP focused rather than worrying about fighting the creeps as well as making the grinding competitive as both teams try to kill the same creatures –again keeping the focus on outplaying the other players not AI. The grinding of the creeps powers up your titan as well as you, and does so via automatic stat increases, so your upgrading process is kept mostly separate from tipping the scales in objective progress; the better you grind the better your team can progress through to objectives, but that’s as far as your thoughts need go on the subject. Your titan being the only one to agro enemy walls, turrets (map turrets not mini turrets deployed by players), and titans means you don’t have you have breathing room to deal with the enemy players. Similarly, your titan being the only one capable of fighting map defenses, as well as it being solely focused on doing so, means that you don’t have to worry about whether or not you need to go for the objectives/map defenses in lieu of your incompetent teammates –at most you have to attack the titan so it doesn’t get to far into your territory. Lastly, titans killing the enemy core being the only way to win ensures that the dynamic of winning doesn’t live and die with your K/D, but playing strategically still doesn’t get in the way of the focus of competing against enemy players in the unique grind & gun gameplay so much as it does compliment it.

The summation of these things gives a game that feels both distinct and original, yet induces a mood when gaming perhaps not felt since games like Unreal Tournament 4, Halo: Reach (please don’t try to tell me Halo 4 exists -it’s like New Jersey, or Crocs, in that nothing so abhorrent could be real), and Quake III Arena. It paces upgrades well, the unlock system is priced (with in-game currency) excellently, and it has enough variety both when upgrading by loadout and by in-match-progression to offer accommodate many play styles (that feel noticeably different rather than different but same feeling as between different Borderlands guns). As far as titan mode goes, the strategic progression toward achieving objectives feels complimentary to the fast pace death-match happening around it, while allowing individuals to prioritize approach from a League style mindset or a Reach style mindset with equal impact on the team’s collective winning or losing. Keeping in mind this game is in early access and will likely see a lot more additions to the weapons, armor, and other upgrades/loadout choices, this game is well worth the buy. In terms of bugs, developer dedication, and regular (meaningful) updates I’d say this is one early access I think would be safe to support by buying now rather than waiting till “release”, and even in its current state it seems worth it for $5 (on sale). If you liked Reach, or fast paced shooters, I recommend this game.
Diposting pada 12 September 2014. Terakhir diedit pada 12 September 2014.
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