87
Products
reviewed
576
Products
in account

Recent reviews by |PeleQ|

< 1  2  3 ... 9 >
Showing 1-10 of 87 entries
No one has rated this review as helpful yet
57.1 hrs on record (55.0 hrs at review time)
This is a great game!
I have a hard time deciding whether or not I should consider this a horror or not, especially with certain mods out there. Honestly, Barotrauma in itself is highly entertaining and feature rich. Starting with many different gamemodes available, like a roleplay-heavy campaign where you travel from one outpost to another, do missions for different factions, manage relationships with each of them, upgrade your perks, upgrade your ship or buy a new one entirely.
There's a lot of different missions to choose from and each of them come with their own challenges, some of them are more mundane and boring (still can get hairy though) some of them will have you leave your ship and mine resources or activate a beacon station, and others will have you clear out an outpost from bandits or some other terrifying sea monsters. But yes, other gamemodes - there's some PvP ones, some other more casual modes, fu*k it, you want amogus? There's amogus too xd
Probably some others ones that I haven't bothered looking into because I got hooked onto the campaign too much.

In regards to the gameplay - don't let the simple visuals of this game fool you, there is so much depth (pun totally intended) to this game, and I think the class systems showcases it very well, with how much you have to maintain just about every device and whatnot, it only gets more overwhelming once you make the stupid decision to make something yourself, then you realise how much effort it takes, how you have to manually wire things up and some other c*ap and then you come to terms with the fact that maaaaaybe you don't need to make anything in this lifetime xd
You even have access to a ship editor where you can build your own submarine from scratch basically, and you can make it however you want it, or you can just import something from the workshop from other, more talented people.
Nah, but you don't have to worry about it too much, because for the most part you can get away with not doing any of that, or just straight up buying what you need, in other instances some other poor people will take care of you who actually know how to do it, or you can hope that bots are capable enough xd
Oh yeah, you can add bots to your game as well if that's something that interests you! So big plus for them making singleplayer totally viable option.
But yeah, like I said - different classes will focus on (and be better at) certain objectives around the ship, and there's different tools to help you do your job, like for example as a medic you can get a cool pair of shades that tell you the ailments of a person you're looking at, and higher medical skill will often tell you what kind of ingredient you need to use for each ailment, and everyone can gain XP in each field with time as well, so that's pretty cool.

I mentioned before how this game can sometimes feel like a proper horror game, and I stand by it - a feeling that is only reinforced with certain mods, a welcome addition to a game like this, and one that really makes this gem shine in my opinion.
The craziest thing for me yet - I've come to realise what the scariest part of Barotrauma really is, and that would be my own ship. I don't mean this in a funny way, there's no joke here. Genuinely. Having played with a mod like Real Sonar made me realise how scary those things are, and just being in the same body of water with one, especially in such close proximity, whenever I leave my ship for any mining or beacon station (this one especially, because they have you turn on the sonar every time as you leave) is absolutely terrifying, and I have been in the same body of water with Xenomorphs and facehuggers (which are tiny a*s fuc*ers and they can basically insta-grab you after which you will wake up seemingly fine to then witness the birth of what would later become a Xenomorph, because the modders were somehow able to replicate a whole life-cycle of different kinds of them) and let me tell you - visiting an abandoned beacon station or an outpost with dead bodies floating around, no power and no lights, finding some zombie-husks to then make a discovery upon opening a door - you have just stepped into an incubation room full of facehugger eggs - is terrifying enough. Alas, the sonar is what scares me even more.

Oh, and despite being out for quite a while now, the game still receives occasional updates as well to this day, so there's that ;)

Great game, a lot of fun to be had, amazing modding capabilities. Go get it and have fun, don't let it scare you (either with the horror OR the amount of features xd)
Posted 1 May. Last edited 1 May.
Was this review helpful? Yes No Funny Award
No one has rated this review as helpful yet
1 person found this review funny
34.7 hrs on record (27.6 hrs at review time)
Early Access Review
This is a great game! Albeit still a little rough around the edges, still consisting of a more than a few glaring issues that the team is aware of and fixing with each patch, along some other additions to the game.

I will say the biggest issues for me right now are the performance and the Marine AI. The former being a little bit on the hit or miss side of things, where some scenarios perform absolutely fine and others a little worse, or even other missions where it starts off fine but gets much worse when you enter the "main location" for that given scenario. This is being worked on with every patch it seems.
As for the latter - the Marine AI is a blessing and a curse at the same time. While they do provide you with an alright amount of cover, will aid you in need and such, they do also on the other hand tend to go around buildings that you enter from the opposite fu****g direction sometimes, so you will find yourself in a situation where they enter the building seemingly 15 seconds after you, breaching a door from the direction you took fire from just second earlier, like why the hell would you do this to me?
They also tend to walk right into your sights a bunch, now that's something that the developers keep tuning, and it does get better and better quite frankly, but the issue may still happen every now and then. I think the biggest cause for this may be the last point I'm about to bring up here:
When clearing the buildings, Marine AI has this unexplainable fu****g PERVERSION on pushing you around, standing right in your face, blocking you and a full spectrum of many other things. It's like you set your toenail through the doorway and they stick to you like flies to sh*t not allowing you ANY breathing room. The moment you enter a corridor they will stick their balls to your a*s or plant their mouths into your eye-sockets and smooch you on every corner like it's the purest essence of a legendary level gay po*no! Like, I'm not even kidding when I say they get so much in your face you can count the individual patches of dirt on their lips. Holy fu****g sh*t dude xD
I'd also like to touch upon a minor "issue" that drives me a little insane sometimes, that being this weird "flinching" function when you're taking fire, not necessarily being hit even. And yes - I do get the idea of flinching, I'm all for it! I loved it in The Last of Us, and I'm not opposed to it here either. The issue is - you suddenly take fire as you're crossing the street alongside the wall, a sole insurgent emerging from the doorway unleashes his brass arguments against your ideology, you aim your muzzle toward him, alas - a bullet flew over your head so therefore your ret****d commando decides to bring the muzzle down and instead aim it at the ground a meter away from the insurgent, with no way of bringing it upwards, so now you're stuck in the open, taking fire, and now you have to look up in the fuc***g sky to aim the rifle resting on your chest toward the enemy. I get flinching. I don't get this bullsh*t and never will.
Lastly, I have zero idea why certain actions need to be automatic at all. You will find yourself taking fire, and as you're returning your own, well-constructed, brass counterarguments, suddenly in the middle of a spray here you are checking yourself over for any wounds, moving your face away from what you're shooting at. Same with leaning, they literally even give you an option for manual control, but it just doesn't matter - whoops, you let go off of your aiming button for 0.0001s so now you will stop leaning automatically. Whoops, you brushed your shoulder against a dust particle flying over - you guessed it, no more leaning! Gah!



Now, with the rant out of the way...
The game looks and sounds absolutely stunning! Seriously, this is easily some of the best, if not THE best audio vfx that I've ever heard in a game like this, or in a game - period. The sound is so incredibly immersive, the sound of explosions alone is enough to give me PTSD, I seriously can not stress enough how bloody good that sound is, I have never seen more realistic depiction of it anywhere else on the market. As for the other sounds - every other weapon sounds absolutely fantastic as well, those M16's sound juicy as hell and I love it. Now, easily the biggest selling point of the whole sound design here is the way the sound bounces off of walls indoors, and that goes for ALL the sounds - from firearms, going through in-game voice acting, to even your VOIP. Outdoors and indoors have a very distinct feel to them and it's almost uncanny how good the audio is here. Seriously, this is one of those things that never gets old, and every time you hear it, it feels like your ears are getting mol**ted in all the best ways possible. It's also really immersive to hear the insurgents curse you in Arabic, call to Allah, or hear the Marines taunting the enemy, you know - all that little bickering. Big, big claps to whoever worked on the sound design for this game, give this beast a rise.

The game offers a variety of different kind of missions/scenarios that each come with randomised secondary objectives, random weather and time of day. I have to praise the amount of customisation you have with your missions, allowing you to make them a little more or less complicated/difficult naturally if you so desire, as well as tweaking the amount of those immersive in-game tips that the game has (like spotters radioing you any relevant information such as the direction of an incoming rigged vehicle etc) as well as reinforcements or the overall difficulty of the AI.
Sadly there is no civilian involvement here outside of some Campaign missions, but that's something that the devs may consider in the future if I'm not mistaken. It's just something to add a little spice to the game, definitely a welcome addition in my book.
The environments are beautiful here, with each building feeling unique enough to give a sense of variety, some of them more or less barricaded, not empty like the dev team found them in an asset store, but legitimately fully furnished buildings, other buildings blown to pieces, streets with explosion craters in them - jets and helicopters flying over giving it a proper war-zone feel.
Some other notable features is stuff like desert-storms affecting radio-comms, just a little detail like that, or indoor firefights kicking up dust, limiting your vision and triggering a cough every now and then, or a surprisangly elaborate gore system (no actual dismemberment yet) but even something so insignificant like blood trails following the path of a wounded character is such a lovely detail, especially for such a chaotic game like this, where most people won't even notice it.
Huge props for making this game suitable for solo players as well! Even when you die as a solo player, you get to take control over the rest of your squad, and that will be the case until you literally run out of people to control - only then will the mission actually fail. But before that happens - you get to refill your squad a limited amount of times, unless both vehicles that provide you with infantry have been blown to pieces beforehand, which is something the insurgents may choose to target sometimes. This brings it in line with the multiplayer, and remains very playable for both COOP and solo enjoyers, while also providing a significant challenge at the same time.

Despite being a little flawed and incomplete as of yet, this is still a great game! If you like fairly realistic games like that - you're going to enjoy Six Days in Fallujah!
Posted 15 April. Last edited 15 April.
Was this review helpful? Yes No Funny Award
1 person found this review helpful
63.4 hrs on record (50.5 hrs at review time)
I love it!

First off, to address the elephant in the room - the story in Part 2 is very bold. There's times where it made me cry, there's times where it made me uncomfortable, there's times where it made me "angry" but... That's always been the point - to pull the strings of our hearts and play on so many emotions. That was the case with Part 1 and such is the case here in Part 2. The Last of Us was always a dark game that wasn't afraid to do the unthinkable, and this is no different. I'm personally very satisfied with the plot of the game, it was powerful, pulled all the right strings in my heart, and while it did stretch out a little bit in the end - it's one of those games that had me sit down and stare into the monitor wiping my tears off and sighing with relief as the credits roll. Some people hate Part 2 for the story, others love it for the exact reason. Maybe some people just weren't ready for it, or didn't grow up emotionally for it yet.
As a little side note - for whatever reason the forums are plagued with people calling sh*t woke left and right, gay this, ugly that. I guess that supports my suspicion from above. That said, prepare for extreme brain rot going through the forums.

With that out of the way.
The music was always legendary in The Last of Us, and Part 2 only elevates it in all honesty. I didn't think the music from TLOU could get any better, but it turns out I was wrong. It sounds better, familiar and different at the same time, very beautiful.

Another thing that Naughty Dog did extremely well here is combat and AI.
Look, firefights always felt very meaty, punchy and heavy even in the first game. How every gun has a sway, every shot hit stumbles you (and others) and has a chance to knock you to the ground, only enhanced by fantastic audio of all the guns.
On the other hand we have the melee combat, obviously you can get different weapons, there's dodging and so many tactics you can utilise, like jumping at an enemy from a height for an insta-kill, taking a human shield to shield yourself from enemy fire, or to feed to a clicker. The flow of a fight feels so natural and cinematic, with the combination of all different animations when you parkour over and through obstacles, squeeze through objects and everything - pure fu****g cinema! To add to this, in hand to hand combat, the animations are extremely dynamic, adapting to the environment all the time, so you will see people (and yourself) get pushed against walls and windows, pulled out of cover, from underneath beds and cars or pulled down from tables and all that kinda sh*t. I can't express how fuc***g cool it always feels!
The fantastic gore only adds more to the game, the absolute mess that you can create is downright horrible in all the best ways. Headshot can leave brain chunks dripping from a wall, explosions send the person's pieces fly everywhere, and yes - it will all stick to walls and ceilings to eventually drop on the floor. Even the blood flows differently depending on surface, dissolving in water, following the pattern of a wooden floor or even MELTING snow on it's way! And yes - when two different surfaces meet - the blood will behave as it should too, it doesn't freak out and look off.
Though, there is one small issue with the gore, that being one effect of the blood dripping from the wound is missing. They are aware of the issue and are currently fixing it!

Ah, but I still have not mentioned the AI!
The human NPC's will actually communicate with themselves, and they're not just talking out of their as*es either, when they yell out for someone to go around and flank or push - they flank or push. They try to get you in a crossfire as much as they can, they lure you out with grenades and molotovs, force you to expose yourself by pushing you with melee so that someone else can get a shot at you. People constantly communicate with each other as well, asking if they have seen anything, or give each other information in combat, like "She's right behind that taxi/ She's in that building over there" etc etc, and it's actually insane how many lines they have prepared. It never feels like the exchange between NPC's is generic, it always feels genuine. To add even more to this - they often address each other with a name, so more often than not, you will hear them call out each others name when you take someone out, which adds so much personality to them. Oh, and there's dogs in the game :( Cool detail with them is that if you take out their master silently enough for the dog to not notice initially - it will stop tracking you and instead try to wake up it's hooman which is extremely sad to see but it is also an amazing detail.

Lastly, the game consists of No Return mode which is basically a Roguelike where you can play as different characters, upgrade your perks and your weapons like you would in a normal game. It's pretty alright for a little gamemode, nothing too crazy. It's going to be a mix of stealth and combat, with occasional boss encounter as well as some little side objectives. I will say however - two things:
1: It doesn't feel much like a roguelike, while yes, death means losing your run, but it feels too short imo. When I think Roguelike I think "endless" which this very much isn't that, but maybe I just look at it wrong.
2: I feel like there's not enough maps here. Yes there is a fair share of them, but I feel like they have missed so many more that they could have used from the main story, some of which felt like really fun arenas, and it feels like a shame not seeing them utilised here.

To close this off, I will have to once again praise the game: even on release, the port to PC was and still is actually really good. After what happened to Part 1 I was a little scared, but I'm happy to report this one wasn't butchered. The minor issues this game had are quick to be fixed too. Another thing worth noting is that despite the games supposed "need" for an SSD, I'm happy to report I've not had a single issue playing it on HDD. No overly long loading's no popping, no performance issues or anything like that at all. Performance is great for me, had only a few crashes and all only started appearing after 30+ hours into the game. That's me playing on outdated drivers too, keep in mind.
Posted 12 April. Last edited 12 April.
Was this review helpful? Yes No Funny Award
No one has rated this review as helpful yet
1.6 hrs on record
My, oh my! I did not expect to see HappyHills Homicide on Steam, let alone a sequel :D
I have played the first game a while ago on GameJolt and absolutely loved the the game back then!
I think the story was actually surprisingly good for a little game about being a serial killer, yet I found it very captivating, puzzles were nice and the music was awesome, and the meat of the game which is the actual killing was done in a gory, brutal way. But, that was the first game - and the reason why I'm saying it all here is because I don't imagine the Steam version of the first game has any new content, so despite the game being very solid, I see no reason to replay it, given the game's pretty linear.

BUT!
This is a HappyHills Homicide 2!
First off - the game is cheap af to get and weights like nothing.
I once again really liked the game and the continuation to the story is a welcome sight by all means! I liked the plot and the characters.
The music here is no different from the first game really, it all sounds like the same tunes from the first game, which the theme itself is really good to be honest, and it being a short, cheap indie game I don't think anyone should bat an eye for them re-using it.
The puzzles once again are here, though I feel like the second game feels a little bit easier than the first one. Also, a couple of times it had me sat there wondering "Huh, why am I doing it like this?" or "Why do it NOW ? It just felt a little weird sometimes but that's about it.
Similarly, the amount of references to other movies are once again here just like the first game, but once again - I feel like there's a lot less of them.

Overall, lovely little game! If you liked the first one, you will like this one as well, and for that price there's no reason really not giving it a go is there? Also considering the 1st game is literally free on Steam, just get both and enjoy yourself!
Posted 11 April. Last edited 11 April.
Was this review helpful? Yes No Funny Award
13 people found this review helpful
1 person found this review funny
5.8 hrs on record (5.7 hrs at review time)
This game is an absolute fu****g cinema, with a capital fu****g C.

Imagine a combination of F.E.A.R, Crysis, some Doom for a good measure and sprinkle it with some SCP stuff here and there, take all the most interesting things from each game and blend it together - that's Trepang2 and holy sh*t is this game a wild ride!

Let's start with the one thing you will be doing the most - combat.
The gunplay is very punchy, meaty and satisfying. Each shot feels like it's packing a hell of a punch, and the response you get from enemies when they inevitably get blasted also delivers, with not only a fu*k ton of blood, gore and bodyparts flying around as they scream into abyss helplessly, but the game even goes as far as to consider giving some dying enemies a disabled state as well, basically meaning a state where they technically are already dead as far as the game is concerned, but if you pay attention - you will find them on the floor, gurgling, holding onto their wounds before bleeding out. The devs didn't have to go as far as to include that, but they did, and it certainly helps paint a lot more grim picture.
Oh yeah, the game also allows you some more stealthy approach if you so desire, but who the fu*k cares when combat feels this good xD
No, but seriously - the option is actually there for you.

In regards to enemy and level design, look... You will find bosses here that literally shred their arenas into pieces with the limited (albeit nice amount) of environmental destruction. You have multiple factions to go against, and if you think they all feel the same with minor reskins or some other bulls**t - no! The devs also apparently thought it boring, so they went and designed unique enemy types for each faction. They all sounds different, look different, carry different weapons around and utilise different tactics.
In regards to the level design - once again, absolutely can't complain here, all levels look and feel unique. However, I do HAVE to mention the parts where the game slows down a little bit to introduce a little more horror here and there - those parts still manage to fit into the game very nicely and they always look just absolutely breathtaking. The first time I descended into the basement my jaw dropped onto my keyboard.

The game comes with some nice weapon upgrade system that makes you want to explore, some cosmetics and some really nice abilities to play with. Main missions, side missions as well as some pure combat scenarios like waves, hordes and endless mode are here as well if that tickles your fancy.

Oh, also - the music is perfect for some gum chewing and a*s whooping.

In regards to the story:
I mean, who really cares about the story in a game like this anyway? Just give us an excuse to obliterate everything in our way and we're happy. Despite this, however - by the end of the game I still found myself Ooooh'ing regardless.

In conclusion, amazing game - if you enjoyed any of the aforementioned titles, you will like this one as well.
Posted 27 March.
Was this review helpful? Yes No Funny Award
No one has rated this review as helpful yet
9.4 hrs on record (7.2 hrs at review time)
This is a very good simulation game, I would say probably one of the best ones in the field.
The sheer amount of conditions, incidents, treatements and medication that are available to you is something to strive for in a game like this. The animations are a bit stiff, but on the other hand I've never seen such games go so in depth before as well, and it does get the job done so who cares.
Along with just your general shifts where callouts are randomised across 3 sizeable neighborhoods you also get some bigger, catastrophic scenarios that you can opt into before starting your shift.

As you play the game you unlock more incidents, medications as well as vehicles, and there is a very limited although welcome amount of customisation, like selecting a livery for your amboo, uniforms or selecting a siren. Sadly, these are locked out behind a DLC. Speaking of sirens - you can't really control neither the siren itself nor the lightbars very much at all. It's either turn everything ON or turn it OFF, you can't turn on the lights and go Code 2 at will or sweep through the siren tones like a real emergency vehicle would in different environments.
A thing worth mentioning as well - you will always be the only real unit responding, never assisting, having anyone assist you or even have other vehicles responding to different calls around the city. You are very much the centre of the universe here.

For the bigger issues:
- The performance isn't the best. I feel like my PC struggles more than it should, although I am running the game on an HDD despite the game's recommendation, so the fault is probably at my side here, however I don't feel like the rest of the game warrants it occupying my SSD space.
- Some really annoying bugs here and there can ruin the experience. Cars spawning awkwardly and getting launched into the stratosphere, pray to God it doesn't happen to land on you. At one point when driving through an Autobahn my amboo just started swimming through the motorway, I went right through the road, then through another bridge, just to land on top of a different road. I continued to drive like nothing happened, and then it happened again and gave me a game over :> Sometimes the hair is missing for some characters. Sometimes characters get stuck in inaccessible areas so you can't lift them up. Some callouts are just straight up a lie, like when they tell you about a biker getting hit by a car, you arrive at the scene to find like 5 cars crashed and 8 people injured, or other times where you get called for a house fire on a motorway where a vehicle collision took place. Sometimes NPC's just drive right through the scene. Some other smaller bugs as well.
- The GPS sucks balls. You can't zoom it in or zoom it out and the scale is sometimes just too big for some of the narrow roads. To add to this, sometimes the line just doesn't go at all where it wants you to go, and other times the GPS just expects you to grow fu****g wings apparently and fly over obstacles and walls.
- The UI. It's a good looking UI, in truth there is nothing really wrong with it, with how intuitive it is and such, however WHY did you have to go with WHITE cursor on WHITE background!?

-The AI
These pricks deserve a category of their own. Look, I know this is trying to simulate how real people can be, I get that and I appreciate that, however...
A lot of the times you can see the cars drive to the side to form a tunnel of life, usually this works well, although sometimes you have to squeeze yourself in very tightly. Not a problem. Other times these a*****es will just straight up ignore you, driving along with you when you're making a turn, cut you off or just stand there in the middle and block you. Once again - it happens in real life, sure.
My issue with the cars is that you can tell they are scripted to be certain way, instead of dynamically reacting to what's happening on the road. You can tell very easily when they form the tunnel of life sometimes, even if you find an alternative, better path, they will just go through with their script, and even if it means ultimately blocking your way, they will look you dead in the eye and happily stand right in your face. You won't see them change lanes in accordance to your path, instead they just follow the script, and if it means plowing through an ambulance - they ram right through it like they have Agent 47 at the backseat about to kill them if they give way.
As much as I can say the cars can be annoying, this is all a fairly realistic representation for the most part, but the pedestrian AI? These fu***rs are on another level. These absolute imbeciles are not only stupid and unhinged, like in any other game, but also completely fu****g su****al as well. You will find these idiots chilling in the middle of the road, standing there, waiting the get run over, once they hear you coming they will beeline onto the nearest crosswalk and do EVERYTHING in their power to launch themselves right in front of you! Even if you're very careful and manage to dodge them, these mongoloids will literally RUN BACK to where they just came from, run into your vehicle (whether that be kissing your bumper or literally crawling in through your door and dying) and completely KO your entire career. Even when they look like they're waiting on a crosswalk giving you space, the moment you approach they SPRING OUT and immediatily Mr. President themselves at you! Even when they don't actively try to end themselfes and your career - they will often go into motion like they are going to run in front of you, but then they don't, literally brake checking you, almost like they're pranking you - because they KNOW they just simply know, man...

xD
Posted 7 March. Last edited 7 March.
Was this review helpful? Yes No Funny Award
1 person found this review helpful
2.3 hrs on record
I'm going to be entirely honest here - I didn't really like this one, at all.

Murder House felt very lackluster as a game. The whole premise for the game isn't bad at all, and I did actually fairly enjoy the general setting and tone set by the game and the overall lore, with one particular morbid find especially, it actually felt like it genuinely wanted to get pretty dark with where the story was going. Without spoiling anything - I'm not sure how I like the ending though. I don't mean to say it went the wrong direction, or that I hated it, I was just sort of unimpressed, and the game ended very, very quickly.

The sound design also didn't really speak to me. Music was very forgettable and that's about it really, considering Puppet Combo games always go for this very particular retro vibe, the sounds didn't really stand out in a bad way, or a good way, though I will say - some sounds could do with a little more impact. The music also felt like it was drilling through my ears with certain like idk, tone/frequencies it would play sometimes? I'm sure it was designed to be that way deliberately, but it still makes me wish it didn't do that :P It's like the tinnitus sound in games - I just wish it wasn't there.

Now, my absolute biggest gripe with the game...
First off, the killer doesn't actually exist within the game. He doesn't hide behind doors, waiting to ambush you, sneak around or patrol the area. He will sometimes appear of course, but that's more of a scripted "attack every X minutes" kinda thing, than a natural cat & mouse like we could see for example in Stay Out of the House. Given the extremely short playtime of the actual game, outside of the actual scripted events, I kid you not - I had ONE natural encounter with the killer. That felt flat very shortly however, because it's way too easy to escape from them, given how insanely slow the killer is. Second encounter never really happened, because I already finished the game by then :(
To add to this, I loaded back my game to goof around a little bit and hopefully get some more encounters, see some death animations etc. This is where I realised just how stupid the AI here is. After being so impressed with The Butcher in SOOTH - this felt like slap to the face :/
The AI doesn't listen for any sounds whatsoever and has absolutely zero awareness, to the point where I can see the killer walk from room to room looking for me (they do actually check around when they finally spawn) and I would be stepping on their heels, stabbing them or shooting them, they would groan in pain and not even realise their balls are being tickled until they just so happen to turn around and notice me with their eyeballs.
This combined with how slow the actual chases are, and how little threat there is in the game - completely turns this into a snooze-fest.
Keep in mind there's also zero traps in the game, no way to provoke a chase or alert the killer to your location.

This one is a pass for me.
I got this game from Puppet Combo's Patreon, and despite not really liking this - I would say the benefits you get (such as all their previous games, as well as keys for I think their newer games as well) outweigh the bad apples here and there.

Despite also not liking a bunch of your other games, I'd like to see them finished properly and uploaded to Steam also, despite the poor sales. I think SOOTH was amazing and I would hate to have missed it were it never uploaded here :)
Posted 4 March.
Was this review helpful? Yes No Funny Award
1 person found this review helpful
3.4 hrs on record (2.0 hrs at review time)
Early Access Review
I'm looking forward to a day where I can give this game a positive review. I'm aware the developer is currently re-writing basically the whole game which should fix a bunch of issues, and I'm interested to see where this goes.

At this time, I simply can not recommend this game because it's hardly playable at all, at least if you're not already heavily involved within the field.
The tutorial tries to shine a bit of light onto some things, but those are just the basics, and even with that it doesn't bother explaining what you're really doing or why, just "go there, do this, oh look and alarm" and half of it literally interrupts itself as well, completely skipping the previous instructions, even if you're following everything very slowly and carefully. That, combined with the fact said tutorial lasts for, I kid you not - basically 2 minutes, and does a poor job of explaining the absolute basics, leaves helpless little you with just as little understanding as you had prior to going into the tutorial.
Even if you decide to give it a go, the game is niche enough to not get any coverage online, so even if you went out of your way to look up a guide, you will hardly find anything good enough that would help you grasp the game.

To add to this, even if you do actually manage to play this, I don't think there's any actual goal here. It's not necessarily a bad thing for a simulation game, but something to keep in mind maybe?

The game also suffers from God-awful performance issues, and changing up the graphics don't really seem to do anything.


With all that said, this does look like a very promising simulation game once it gets fixed up, receives some additions and a proper tutorial.
The graphics look very solid for a simulation game, the layout of the control room as well as all the buttons being clickable, all the sounds are very accurate as well.
Unfortunately, at this time you are restricted to just the control room, and I think maybe in the future - it would be absolutely amazing to walk around the plant more freely and visit different rooms. Especially because this simulator allows you to experience the 1986 disaster, I can only imagine how breathtaking it would be to be able to walk around the power plant before and after a meltdown, taking in the views.
That's a very, very far future though, if at all.

Still, I'm very curious to see where this game goes, and I'm looking forward to checking it out again when it hopefully receives more updates, fixes and content.
Despite the negative review - good luck to the dev!
Posted 27 February.
Was this review helpful? Yes No Funny Award
 
A developer has responded on 27 Feb @ 8:39pm (view response)
26 people found this review helpful
4 people found this review funny
5.2 hrs on record (2.1 hrs at review time)
Early Access Review
I've been following this little game for a while now, and have participated in the beta's before the game released on Steam, so I have seen it through different stages and I was able to witness the many improvements made to this title.

First off, easily the biggest plus is that they finally managed to ditch this silly token system where you could only play the game so much before you needed to start emptying your pockets, all just so that you get to talk to the API, with additional setup (potentially costs as well if I remember correctly, along with fricking deadlines) being required if you wanted the AI to speak to you with a voice.
I'm glad they managed to find a different solution eventually, and now you only pay for the game once and have unlimited access to all the features.

Another positive change that I didn't expect is the customisation, and I don't mean just the clothes for the girl or the minor (albeit welcome) change of name, but the personalities. I think it adds a lot of charm being able to select different personality traits to the AI and have them talk to you in quite frankly - many different ways.
Maybe you want them shy and childish, or maybe you want them rude and dominant - through the power of customisation, the choice is all yours.

As for the more negative things...
Sadly, because of the nature of the game and how essentially limitless it can be - it will work against itself fairly often. The AI will often talk about doing something, however if the game itself is not prepared for it - it will take you out of the experience. A great example is cooking or clothing, where the girl tells you she's for example going to change, or wear glasses, or let down her hair, or cook you a meal - the game simply isn't prepared for it. Instead of getting your meal you will be given raw meat. The girl is going to tell you she's going to wear the glasses, but instead she'll just stand there. It's quite simply the limits of a video game meeting the limitless potential of an AI powered companion.

Another smaller issue I have is that the AI will sometimes go against what they tell you, for example the girl tells me she needs to use the bathroom, and tells me to wait in the living room. I oblige, sitting on the sofa and waiting as she leaves for the bathroom. Minutes later she barges into the living room demanding my attention, getting angry for ignoring her. I can't decide whether that's a bug or perhaps a 1:1 copy of a real female brain functionality. Respectfully, of course :D ♥

Oh, and for whatever reason... The speech recognition will sometimes twist my words around and recognise words that I've never said, and for whatever reason it always ends up turning it into a very sussy sentence, like - "FBI would like a word" kind of sussy sentence xd And it's not just me! I've seen this happen to I think 2 different content creators too xD

Overall, a fun game! An escape room with an AI powered antagonist following you around, limitless conversations, customisation, many different angles you can approach a given puzzle and different endings. It's still a little bit rough I would say, but I'm happy to see how far the game has come and like I said - it still delivers a fair amount of fun.
Posted 16 February.
Was this review helpful? Yes No Funny Award
1 person found this review helpful
5.2 hrs on record
Cappie nodded back at me ♥

Honestly, amazing game!
The story is not bad at all, actually having me interested in the plot and invested in the characters.
Music is a total hoot.
The game is actually fairly creepy, and equally as cute.
It's trying a few different things, they all work in the game's favour, and it doesn't overstay it's welcome.
And the biggest plus of them all - the game has Cappie :D
Posted 30 January.
Was this review helpful? Yes No Funny Award
< 1  2  3 ... 9 >
Showing 1-10 of 87 entries