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Viser 81-90 af 167 forekomster
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3.2 timer registreret i alt
Pros:
-Combat
-Graphics
-Lots of abilities
-Cross server activities
-Character building is decent but very noob friendly
-Open world actually has players in it (unlike PoE)

Cons:
-Ping
-No OCE servers
-Boring item sub-stats
-Can't pour all points into one ability/Limited character building
-Transmog is limited to store items/skin items
-Micro-stuttering/server-load issues

Game seems alright, but the micro-stuttering and ping issues make me not want to play. I will revise my review when OCE drops. It is like a better Diablo 3 imo, but seems to lack the character-building complexity of Path of Exile, the item depth of Diablo 2, and the character building flexibility of Diablo 2...
Skrevet: 12. februar 2022.
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3.2 timer registreret i alt
Fun with friends. Relaxing if you know how to drive and have a wheel, but if you don't know/have either it's such a funny-chaotic experience. Don't expect much more than what the title insinuates.
Skrevet: 11. februar 2022.
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0.1 timer registreret i alt
There's nothing more to this game than to shoot enemies and get a higher score. Get hit once and you're dead, start over. That's it. It's a visual treat, and the gameplay is satisfying, but it doesn't offer enough for me. It's an endless game, and unlike a rogue-like, there is no permanent/temporary buffs, items, or any objective outside of your own goal of getting better. I don't really see why I'd play this over Dusk, Doom, Quake, or any other game within this niche, as all those games offer a level of progression, a story, an ending, and just more in general. I don't necessarily mind score based games, as I'm a fan of Touhou and osu!, which are arcade in a sense, but there is at least variety in those experiences with new difficulties, new songs, new characters, endings, etc. I just don't find one single leaderboard and one single level enough for me to keep going.
Skrevet: 9. februar 2022.
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26.5 timer registreret i alt (17.8 timer, da anmeldelsen blev skrevet)
Dying Light 2 is a divide between greatness and mediocrity. On one hand you have an amazing parkour system, one that evolves on the likes of Dying Light 1 and Mirror’s Edge, a very dynamic and fun first-person melee combat-system, a large beautiful open world with amazing verticality, and a myriad of ways to get around and kill/trap your enemies. On the other hand you have poor disjointed writing, bad voice acting, a poorly paced story, bad physics, and bugs. Now while bugs and physics can be addressed, the other parts really hurt the story for me.

The parkour in Dying Light 2 is not as expansive as you may think when looking at the skill tree, but there is definitely a lot here. Most of the skill tree comprises upgrades to pre-existing movement, making traversal smoother and easier. There are however very dynamic and game-changing skills such as being able to launch yourself off objects/enemies, run along walls, jump extremely far forward, slide, bash your way through enemies, and being able to jump up a wall (scale flat walls). The upgrades to a lot of these skills still feel quite good and bridge the gap of fluidity and fun making for very little downtime. The start of the game feels quite lackluster compared to the end because of this. There are also ways to get around that aren’t tied to the skill tree, such as a paraglider, a rope swing, and various unlockables featured in the faction system.

The combat on the other hand isn’t as good, but it’s not bad. You have abilities to jump over enemies heads and do a vault kick, do a standing dropkick, a head stomp, throw enemies off buildings, perfect dodge/block, whirlwind, deflect projectiles, aerial attacks, etc. There is a lot more here than any other first-person melee based game, but I can’t help but feel like a lot of these things feel disconnected and don’t flow as well as they should, while parkour seems to flow perfectly. Things like the whirlwind could have been better implemented to flow with other attacks, maybe have you actually swing your character around to start the animation instead of just standing still and pressing caps lock. Despite this, Dying Light 2 provides some of the best first-person melee I’ve seen. This is helped a lot by the human enemies in this game, which are much superior to the zombies in my opinion. The human AI dodges predictable heavy attacks and throwables, they block, call for backup, parkour, throw things at you, and even bait attacks with fake outs. On the other hand the zombies either run at you or walk towards you, unless it’s a special infected, but even those feel lackluster.

The animations/movement involved with the parkour/combat feels really good, with a lot of extra animations like crawling away and barely managing to climb up an edge, adding realism to the experience. Aidan’s voice actor really sells a lot of these moments with huffs and puffs, panicking, and when you’re doing good, moments of joy and self-endearment.

I’m honestly so happy with how the parkour and combat melds together, and they are by far the best parts of this game, and have set the standard for parkour and first-person melee combat.

I love how dynamic the world is. You will have random events all the time, day and night cycles, zombies that only come out during the night, areas that are made for night time exploration, people that cry for help, bandit mini-quest, special infected mini-quest, and oftentimes you’ll see a zombie throw itself out a window or pour out of a vent, while survivors are reading stories around a campfire, talking with each other in the open, PK healing wounded survivors, and PK locking up Renegades in cages. Compared to Cyberpunk 2077, this feels so much more real and dynamic, and while you can’t have basic conversations with all these people like Red Dead Redemption 2 or GTA, it is a very impressive sandbox outside of the points of interest. This world is made even more impressive as you change it through windmills, water towers, and electrical substations, which will either change to Survivor or Peacekeepers depending on who owns what faction or give you the choice of either faction which will unlock further map changes, such as ziplines, launch pads, car traps, canons, pendulum traps, etc., giving you more ways to explore and kill. These points of interest once activated will also give you a place to sleep, UV spots to help survive chases, places to sell, and get quest from. Changing the world through choice isn’t anything new, Far Cry and Fallout have been doing it for ages, but on this scale with gameplay implications, it’s extremely cool, and probably the best implementation of world-changing choices I’ve seen in a game.

Side quest here are great. Now they aren't branching, and they don't have meaningful choice, but they are well-told-self-contained stories that have dense writing and interesting plots. Some of the side quest even have their own mini-games attached, such as a mode where you bonk zombies off a platform, or timed-parkour challenges.

Now out with the positives, and in with the negatives. The voice acting is abysmal. The voice actors oftentimes feel like random people, picked off the street, and made to read a script on the spot. Next to the sometimes disjointed writing, you have yourself a formula to completely disinterest a player from anything being said. Most cutscenes are quite long-winded as well, doubling down on this issue. The basis of the story itself isn’t necessarily bad, but the execution feels rushed and handled by amateurs. It’s serviceable but quickly declines as background noise that is only there to serve progression.

Now the choices actually do kind of matter, and I notice future dialogue changing depending on the choices I’ve made, and multiple points where the stories branch out pulling me off the linear path, with minor choices here and there feeling as if they at least affect how I do a quest (although minor). I wouldn’t say it’s groundbreaking, especially compared to CRPGs or Fallout: New Vegas, which almost have a domino effect in regards to choice, branching paths, reputation systems (this game is void of), and multiple ways to do a quest (that actually change quest endings, branching naturally instead of just being a dialogue option), while giving the player freedom to kill off most characters, but again, it’s serviceable and nothing as tragic as Cyberpunk 2077s main story choices. Sadly everything seems to be decided by dialogue choices, while gameplay choices don’t do much of anything. I feel as if choice was advertised to be more than what we got here.

I can’t wait to see what Techland does for this game in the future, and I’m hoping for more ways to get around, expanded areas, more quests, more activities, and especially bug/physics patches and optimisation. If you’re hesitant I would wait for the first sale, but if you’re eager to get in early I wouldn’t stress too hard and just bite the bullet on this one - it’s no 2077 or 2042.

At the end of the day the game is visually pretty, fun, has a lot to do, and fulfills its purpose as a successor to the first game. It is Mirror’s Edge meets Ubisoft meets Dead Island, and while this may be an odd combo, it absolutely works, while not being as narrowly focused. Mindless fun for hours on end, worth a buy.
Skrevet: 7. februar 2022. Sidst redigeret: 9. februar 2022.
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33.2 timer registreret i alt (30.6 timer, da anmeldelsen blev skrevet)
To start this off. I love Fallout as a series, and Fallout: New Vegas is one of my favorite games of all time… I know this kind of review has been done to death, but here are my two cents on where I think Fallout 4 went terribly wrong.

Bethesda has never been known for their writing, but at least you always knew what ♥♥♥♥♥♥♥♥♥ you were gonna say… In Fallout 4 however, you don’t! Have 4 ambiguous choices per interaction (which is a huge downgrade from the extensive list in Fallout 1, 2, 3, and New Vegas), and have all of them say “yes”, but in a different manner that leads to the same conclusion. Sure there are times where choice matters, but it hardly ever does. It has the same syndrome as Cyberpunk 2077 and Skyrim, where most of the time you’re presented options, but none of them matter.

The reputation and faction system were cool… Yeah, let's just remove it! Have fun with your choices having 0 consequence as anyone actually important can’t be killed, and you have no reputation to your name. Factions no longer send men after you, and you can no longer disguise yourself to sneak through an opposing faction's base, or roleplay as said faction. How amazing.

S.P.E.C.I.A.L. was a great system in Fallout 1, 2, 3, and New Vegas, because it defined who you were. Sure there were perks and cybernetics you could get to enhance these to a higher level, but you’d always be wasting perks or endurance levels to do that, and with Fallout: New Vegas levels only giving you a perk every 2 levels, and the max being level 50, you can only get 25 perks, so wasting perks to max out your S.P.E.C.I.A.L was a waste, and had a huge trade off. Now Fallout 4 decides that you could upgrade it every level… So lets start out really dumb (low intelligence), get the perk that benefits dumb people, then make your character really smart, all within the span of 10 or so levels (if you wanted max intelligence)… This is also the most efficient way to play.

What about skills? You know the list of stats you could increase to get better at a selected thing? Oh well now they are all merged in with perks, just like Skyrim! Now you have to waste your perk points getting the ability to lockpick better, or hack better, which before were passive skills that would improve as you invested in them, while perks were interesting unique "skills". The problem with this being that now something that was a side skill, is now being made a main skill, which wastes perk points that you could have invested into more interesting perks. It also makes building your character more simple, and less expansive, as it was in the previous games, with less intricacy to pass speech checks that had certain skill level requirements, as you now only have segmented increases instead of incremental.

Now onto what I think was the most interesting part of Fallout 4 - the weapon modding. In Fallout: New Vegas you had weapon modding, but it wasn’t as expansive as Fallout 4, and didn’t change your weapons up too much besides a few stat changes. In Fallout 4 you could physically change how a gun worked. Add a long barrel to a pistol? Sure! You could create these Frankenstein weapons, and honestly it was very cool. Despite it being the coolest addition to the game, it came at a cost. You love keeping your inventory clear of clutter? You like having little to no weight weighing you down? Good luck, because literally everything is of use in this game. In Fallout: New Vegas you had crafting with the repair/science/survival skill, but it would make you prioritize very specific loot, and it was more of an optional thing. Not in Fallout 4! Now everything down to a spoon is worth picking up to turn into resources that you can use for crafting. This fed into the settlement system as well, so it was even more crucial to pick up literally everything. This makes inventory/resource management and the fun of finding items as you search through trash non-existent. It completely trivialized looting and made it extremely unfun.

To end on a high note, the game's visuals are great for its time, and Bethesda sure knows how to make amazing worlds and places to explore. The exploration, gunplay, and progression still holds up, and if you push past the fact that this isn’t a good RPG by any stretch of the imagination, it is a fun looter shooter at the very least. Now for me, this game is still bad, and I can’t get past the story, writing, choice, reputation, faction, and many other downfalls this game takes, but if you can get it for insanely cheap, and mod the heck out of it, it’s not a terrible experience.
Skrevet: 1. februar 2022. Sidst redigeret: 22. juni 2022.
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130.2 timer registreret i alt (112.3 timer, da anmeldelsen blev skrevet)
This game still holds up even today. Vermintide and Back4Blood may have satisfying combat upgrades and boss encounters, but they lack the charm and depth of the maps, zombies, animations, and both games lack mod support which allows for Left4Dead 2 to be one of the most insane games. I hope Left4Dead 3 is made, or there is a graphical update for this game.
Skrevet: 15. januar 2022.
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6.0 timer registreret i alt (5.4 timer, da anmeldelsen blev skrevet)
Modded: yes.
Vanilla: no.

Flicking your wrist back and forward and having enemies take damage is one of the least satisfying combat experiences I've had in VR yet. The graphics are blurry. Doesn't have as much environmental interaction as it should, and objects don't interact with your hands or physics as they should.

Despite this, the modded experience, again, fixes a lot of Bethesda's mistakes. It's very fun to actually be immersed into the world of Skyrim via virtual reality. Being able to swing your weapons around and properly aim a bow, it makes the gameplay feel a lot better than the spam the original was known for. Exploring dungeons with this perspective feels insane, and the size of Skyrim feels so much bigger. You are your character, and because of this there is no need to try force roleplay. While it doesn't address a lot of the issues I still have with Skyrim, it does make interacting with the world feel a lot better - that is if you have mods - and Skyrim is probably your best bet for a massive-open-world RPG VR-title.
Skrevet: 15. januar 2022. Sidst redigeret: 15. januar 2022.
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10.6 timer registreret i alt (3.7 timer, da anmeldelsen blev skrevet)
One of the most visually crisp VR experiences, while being very easy to run. Gameplay is addictive and fun.

The biggest downside is that without mods there is very little songs to enjoy, unless you buy the DLCs, and personally I dislike a lot of the music artist both in the base game and DLCs; definitely install mods.
Skrevet: 15. januar 2022. Sidst redigeret: 31. oktober 2022.
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20
86.4 timer registreret i alt (63.8 timer, da anmeldelsen blev skrevet)
Best board game on Steam.
Skrevet: 15. januar 2022.
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6.3 timer registreret i alt
Fun game with friends. A lot of puzzles are easily broken via unintended skips or easier pathways, which puts a dampen on the puzzle element, but it is fun to see how you can break the game.
Skrevet: 15. januar 2022.
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Viser 81-90 af 167 forekomster