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Nedávné recenze uživatele Hobbes

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15 osob ohodnotilo tuto recenzi jako užitečnou
16.4 hodin celkem (6.5 hodin v době psaní recenze)
Okay. Lots of people asked and there's a lot of confusion going on

Here's the basics that I can readily provide -

Rage coins are entirely unnecessary, the things you can buy for them you can also obtain from vendors for in game currency. They are strictly a convenience option (at this point). As long as that remains the case they will not impact my recommendation or review. The golden skins will need grind but frankly they're golden skins, if you want to bling your schlong go for it. The massacre skins need you to do some MBTV grind which at a rate for two rounds for a skin isn't onerous as long as you pick the skins out you want and focus on them to begin with.

Denuvo exists. Yes. That's an issue. I've the sense the performance hitching is almost certainly Denuvo's doing. Considering my system is stripped down in terms of process usage, has an i7-8086k and 32Gb of RAM, there's literally no reason other than Denuvo that would cause this game to stutter. Denuvo can, and should die in a chemical fire.

Bethesda does require you to link accounts for content you paid for on Steam and they did not announce that ahead of time. This is scummy. Bethesda. Bad. Angry mark against you for this. Had you announced this clear in advance I probably wouldn't have cared (uPlay did similar until Ubisoft decided to use the EGS to drive people to their store).

Okay, confusion cleared, what's the game like

In a nutshell? Amazing. The gunplay is on a par with the most recent DOOM outing, the vehicles are strongly reminiscent of the most recent Mad Max game, and the world building is an explorer's delight (there's lore everywhere and there's places that exist just to make the environment more interesting).

Do I agree with the concept it's shallow and repetitive? Depends. Borderlands arguably falls into the same trap if we're going to look at core gameplay loops. It boils down to go to A, shoot creature B, collect reward C. Borderlands has managed to make it worth doing through the constant inflow of loot. Here it's done through a steady unlocking of perks and an RPG style tree system, along with grinding out weapon, vehicle and nanotrite upgrades. That means where there's a soft cap of sorts in Borderlands (because after a certain point loot has diminishing returns) here there's going to be a stage where you've done "all the things".

What is on offer is very high quality gun handling and design (the Shotgun is perhaps one of the best FPS shotguns at this point in time), acceptably decent enemy AI on hard or nightmare (they toss grenades into cover to flush you out, and they don't give you much room to breathe) and a good return to a cross between Mad Max and Rage 1 style vehicular combat, where taking on Convoys requires a bit of effort and thought, but yields good rewards. At max settings the game looks *really* pretty as well. It's not a like for like competitor to Borderlands 3, but then I don't think anyone expected that.

So it's... not quite Rage 2 but more Mad Max 2?

What it is, perhaps, is a sortof spiritual successor to the Mad Max game from Avalanche, and from that angle, yes, it does the job pretty nicely. That's perhaps not quite the news you'd want to hear considering the title of the game is RAGE 2 and thus you'd THINK the game would follow on from RAGE but there we go.

The tougher question is "Would I recommend this at the price of admission" - Almost. If you really enjoyed Mad Max and you want more of that, then yes, this will fill the hole. If you wanted something that competes with Borderlands 3, you're not going to find it here. If you were looking for a sequel to Rage 1, you're halfway in the right place but the game oddly needs a little more crazy to get to that point (if anyone remembers the scorchers DLC with that insane rebar gun, Rage 2 needed more of *that*).

Verdict: Recommended, but with some caveats. This is likely to appeal more to Mad Max fans than Rage 1 fans, oddly.
Odesláno 14. května 2019. Naposledy upraveno 14. května 2019.
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565 osob ohodnotilo tuto recenzi jako užitečnou
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5
2
7
9.8 hodin celkem
"Connecting to Racenet..."

So Dirt Rally 2.0, or for the sake of brevity D2 is brilliant, when you're tearing down the leafy gravel tracks of the US of A, or picking your way through boulder strewn horrors of Argentina (which frankly feel more in line with spintyres than an actual rally course, be prepared to spend a lot of time in first and second gear), or haring along the asphalt of Spain (a worthy successor to the somewhat technical and twiddly Germany) this game is *outsta-

"Connecting to racenet...."

Hang on. Bear with me. My career isn't accessible. Let me restart the client and get back to gushing over the game. The physics model from Dirt Rally has been pretty much refined upon in every single way, with new features such as Tyre Wear, and Track Degredation making significant changes to how you'll attack each stage, having the ability to select tyre type matters too, since each tyre type will wear through the available grip differently (and the state of the track will in turn factor how fast you chew through those t-

Wait for it, waaaaait for iiiiiit....

"Connecting to racenet, it appears there is a discrepancy between your data and Racenet, your event has been reset."

... Now I have to start over in Argentina. It's fine, Argentina is nice, it means I can tell you about the excellent track designs, which I'm fairly sure much like Dirt Rally, have been taken from real world locations and are distilled down versions of their real lif-

"Unable to connect to racenet. MyTeam is Unavailable."

...

You know what? None of what I say is going to matter. Because as much as I might wax lyrical about how far Dirt Rally 2 has advanced over Dirt Rally 1 (it's not all good news, but by and large the improvements are genuine and real) there's this one, giant elephant that keeps wrecking my enjoyment of the career mode.

"A discrepancy has been found in the career data. Resetting Career."

... And there it is.

He's gonna lose it just about... Now.

You f***. You absolute f***. You mother***king piece of f***ing ***tastic pile of w***. F*** you, and all your f***ing relatives and all the children you have, or may have, now or in the future you b***arding pile of sp*** flavoured sherbets.

For the last 10 hours, my enjoyment of this game has been punctuated with constant issues with RaceNet attempting to grab me and f*** me from behind. And we're not talking the nice kind of happy f***ing, oh no, we're talking pound you in the ***, elephant d***, ma***ngo grade railing that has made life so teeth grindingly unpleasant that even Codemasters airdropping everyone affected ONE MEEEEEEEELEON CREDITS only offers scant salve to the reaming that RaceNet has given me.

And now the game has been opened to the general public, which means RaceNet is about to go down faster than a hooker who just got a stack of benjamins for "live services". I do not expect any form of stability for the next few days, and quite possibly my Career to reset again. Motherf***ing piece of ****ing ****ed in the ****ing *** frankenf***ed **** **** ******* <the rest of this rant has been censored by David Cameron's decency filter>

If they remove RaceNet from the Singleplayer and yes, let me emphasise this - SINGLEPLAYER CAREER MODE - this becomes an automatic buy, and an automatic thumbs up from me.

As Racenet stands, breaking down more often than a catwalk model, and being as unreliable as cut-me-own-throat Dibbler's meat pie floaters, I warn all of you. STAY AWAY. STAY THE **** AWAY. THIS **** WILL DRIVE YOU ****ING NUTS. IT'S MADE ME LOSE WHAT'S LEFT OF MY ****ING HAIR. I WANT TO LOVE THIS GAME BUT IT WON'T LET ME. IT WON'T LET ME BECAUSE RACENET IS A PILE OF <the rest of this rant has been censored, again, by David Cameron's decency filter>.

Verdict: Wait for RaceNet to be pulled out of the SINGLEPLAYER CAREER MODE, and then buy it

-storms back in- OH! AND THE CO-DRIVER FROM DIRT RALLY 1'S VOICE WAS BETTER! FITE ME! -storms out again-
Odesláno 25. února 2019. Naposledy upraveno 26. února 2019.
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15 osob ohodnotilo tuto recenzi jako užitečnou
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5.7 hodin celkem (2.1 hodin v době psaní recenze)
Great little game, but ruined by a developer hostile policy

As games go, Bad North is fun, it's a great little timewaster, albeit somewhat flat due to a lack of unit types and a limitation on just how advanced and complex your units can get. It's a sortof mobile tower defence where you control little vikings and send them into battle against other little vikings and try to protect proc-gen little islands. It's tight, it works, and it's easy enough to fit into a lunch break between work or if you need something to clear your mind.

Wait for it...

But much like several other games where I'm going to automatically "redbox" a game on principle, this one launched "First on Discord" which I've stated in forums, on twitter and even in the comment sections of other reviews, means an automatic recommend against. I will not support the behaviour of developers who promote storefront fragmentations, anti-consumer policies or the kind of BS that said developers have put out by saying these decisions are "good for the consumer",

They're not.

Filling your system up with tons of storefronts returns us to the Games For Windows Live era. Where crappy storefronts hogged memory and forced you to jump through hoops to download games. It returns us to the point we were at before Steam managed to unify games under a single banner and made content delivery, patching and buying games a fluid, seamless process.

If anyone wants to go back to "Games For Windows Live", go to the Microsoft Store, that's the future you're promoting

People forget what kind of pains in the rears life was like for consumers before the Steam monopoly. Do I think Valve are wonderful and above reproach? No. Their latest policy mis-steps show conclusively they are not in touch with the needs of their developers and they need to start rectifying that lest the mess that's being created by Epic, Discord, Twitch etc becomes a real clustertruck and we, the consumers, lose out on an era where we could just buy our ♥♥♥♥♥♥♥ games without having to load up specific stores to find a single title.

Pepperidge farms never forgets. Neither do I. Yet the developers of Bad North thought it a good idea to give us a reminder of what it's like to have to deal with store fragmentation for no good reason other than to have a nice blue banner over their title on Discord and some extra coin in their bank account.

Yeah, no. Screw you. Regardless of how good your game is. You drop into the red box for this one.

The Tiger does not abide.
Odesláno 7. prosince 2018. Naposledy upraveno 7. prosince 2018.
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315 osob ohodnotilo tuto recenzi jako užitečnou
28 osob ohodnotilo tuto recenzi jako vtipnou
27.8 hodin celkem (11.8 hodin v době psaní recenze)
Steam really does need a "Maybe" button for games like this one

13 hours, that's end to end at very hard. No Ironman. Given the game's faults I don't think I fancy trying it with Ironman enabled. There's a lot to love in those 13 hours, but the game feels like it should be a 20 hour game and the last seven went missing.

So let's start with the "what we have" , what we have is a much more intimate take on XCOM 2, but in place of supersoldiers we have mutants, and instead of aliens we have ghouls, and instead of a world ending plot we have... oh wait, a world ending plot. But the scenery is much more green! So that's a start. It's also very swedish. Reminds me a lot of KRATER, except KRATER was more like a craft beer version of Diablo, with sediment.

This game has a very nice Swedish beery top and body, but the tail end feels like it got pulled out of an Ankh Mopork brewery, that is to say, you could eat the last inch if you were so inclined, but I'd really recommend leaving it in the glass and imagining what it tasted like. Much like the tail end of this game, which devolves into near cheese encounters where you have to isolate and abuse hog charge / EMP weapons and pray enemies aren't in earshot. The whole "tactical stealth" kinda goes sideways.

In one half of the game, it plays out realtime, with you controlling a team of three (out of a possible five by the end of the game), ordering them to split up, take up ambush positions and then wipe out various organic / robotic enemies either silently (if you like living) or all guns blazing (if you don't). On Very Hard difficulty you'll be keeping the "loud" encounters to a minimum simply because medkits will eat up most of your budget and there's no way to sell the craptons of smoke grenades and molotovs you don't need and won't be using. Conversely hand grenades and EMP grenades and chem lights are your bestest friend ever.

The maps are handcrafted, and no, stuff does not respawn. This game does not have any form of replayability. If you beat it on Very Hard, unless you're an achievement junkie and fancy Ironman, that's it. You're done unless they come up with some form of NG+ or other way to extend the lifespan. There are precious few side maps, though the ones that do exist are rather nice (including a brewery and a lumber yard).

But where's all the cool loot, and why does the progression tree feel so flat?

More annoying is the lack of real weaponry options, ultimately once you get a hold of the Mimir type weapons (the Elyssium rifle, the thumper and the long range laser rifle) that's it. There's no further upgrades, there's not even that many weapons to begin with (I counted fully three quiet options - A needle pistol, an ancient pistol and a cross bow) and about a dozen loud options (and out of those only four to five are genuinely useful). Spoilt for choice you are not.

Armour is a slightly better proposition but again, you max out once you reach a bunker in the North East (Commando Armour) and you only see one set of that. Most of the chests give you stuff you've either seen before and discarded for weapons parts, or stuff that's already outmoded. It's the same story with hats, I found maybe seven or eight total, and two of those were duplicates, with three of them sharing the exact same effect.

I'd be recommending against this game hard if it were not for the excellent worldcrafting and the brilliant lore the developers have put together, and they have crafted and excellent world in this game. There's a lot to love in the small details of the game, the flavour text made me laugh, the discussion and their somewhat warped perceptions of how technology used to work was downright funny, and midgame combat was open and offered options without the constraints of level in the early game or the constraints of needing DPS in the late game.

So it's not a hard no, but it's a no nonetheless

As it stands. I cannot recommend, even after finishing because of two big sins.

First, this game feels like it's missing a third of the intended content somehow. You get to the somewhat big bad which is just another fight against mobs you've fought before and then you go through a couple of exploration areas and cutscenes and that's it. It lacked payoff and set the stage for more to come with a return to the Ark for answers, except the credits roll at this point which gives you a serious problem, like the endgame got truncated. This sin alone prevents the game getting a thumbs up, the game feels incomplete, I had the same problem with another game some time back and it annoys the hell out of me.

Second, this game commits the same cardinal sin as XCOM and XCOM2 - namely the use of a Pregenerated LCG (Fixed Seed), which means that the game in reality is about as random as a Pub Fruit machine. The percentages it puts up on screen are lies, in reality what matters is the number the computer already knows about when you test against the "roll" it's setting you up for. If you pass, you'd pass the roll 100% of the time (much like in a Fruit Machine if you're supposed to win money, you can't not win money), but if you fail, that's a guarantee too.

STOP DOING THIS

I'd put flash tags on this if I could.

Verdict: I wish I could, but this game needs finishing
Odesláno 5. prosince 2018. Naposledy upraveno 5. prosince 2018.
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45 osob ohodnotilo tuto recenzi jako užitečnou
5 osob ohodnotilo tuto recenzi jako vtipnou
19.3 hodin celkem
The Walking Dead? No. The Loading Screen

Big License video game. You'd think after Shadow of Mordor we'd finally turned a corner, and that devs have finally worked out how to do a license justice. You'd think. Overkill who provided (up to a near fatal point) an excellent heist experience in Payday 2, until they made the disastrous choice to experiment in stat boosting skins for weapons (and a skin economy, clearly trying to riff off of TF2 and KF2, because getting most of the money wasn't enough, they needed *all* of the money). They decide "You know what, let's remake the PD2 engine in unreal 4, and then use that for The Walking Dead, except we're not going to bother to put effort in because that costs money."

Ruh roh, brace for impact...

Jesus breadsticks. Overkill really know how to curl out a nasty one when they forget that games require something more than colour by numbers approach to development. The sins are numerous and start early, at entry level your characters are so woefully underequipped (seriously, you have two spare mags for your secondary and a handful of primary rounds) that you'll be refilling at ammo boxes for the horrific "tower defense" levels more often than an alcoholic reaching for the booze, worse, you are so flimsy that both ammo AND health upgrades are borderline mandatory, restricting your ability to develop your character in any meaningful way until you've enough health pips to not die when someone with a gun sneezes at you (and because it's Payday 2 rules, all ranged enemies have magic accuracy).

The walkers are somewhat easier to deal with on a one-to-one level but Overkill decided that unless you have the fortune of running with a team that understands NOISE IS BAD, the moment you shoot past each noise threshold you're going to get swarmed with the buggers and once you're onto horde mode if you even stop to reload you'll be swinging for the bleachers for the rest of your life.

Oh, and to cap this all off, Payday 2 now has somewhat competent bots you can use as donkeys. This game? No bots at all. Not even bad ones.

Oh dear. Unhappy Tiger. Bad use of License.

This game needs drastic overhauls if it's even to become something I'd even cautiously say "Buy in a sale", right now the netcode is so flimsy it'll boot you off if the host has a hiccup, it can't switch hosts gracefully, it doesn't allow you to specify if you want to host the game yourself since it only allows you to search and will only make you host if you can't find a game that matches. The noise system and accompanying horde needs major fixing to account for public stupidity, and the ranged enemies need their accuracy fixing because as of now they contribute to the noise factor and if you even stick your little toe out, they can find it and blow your entire foot off.

Overkill, fix your ♥♥♥♥♥♥♥ game. This is an insult even to the zombies, and they're falling apart. So imagine how bad your code must be if even they take one look at it and go "Nah, too rotten"

Verdict: Shamble well clear of this. In three to six months presuming Overkill do some solid work, take another look.
Odesláno 19. listopadu 2018.
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4 osob ohodnotilo tuto recenzi jako užitečnou
3 osob ohodnotilo tuto recenzi jako vtipnou
7.5 hodin celkem (4.5 hodin v době psaní recenze)
You know when Politicians talk about "Videogames corrupting the youth of the nation" ? This is the game they had in mind.

So let's get a few things out of the way. I do not class videogames as reality, nor do I generally think the two tend to wander near each other even when developers pitch for "Gritty realism", I've seen enough unpleasantry to know that even at it's most ugly, videogames have the nice insulating layer that is the fact you, the player are sat behind a screen, and that's the limit of what games can do beyond jumpscares.

That said, there are some games which whilst not realistic in what they portray, they start getting a little close to the wind in the materials and how they decide to shine a light on it. Manhunt (the Rockstar murder simulator) was very specific when it shows the protagonist killing someone with a shopping bag, or a shard of glass, and whilst the game itself was very unrealistic, the actual kills themselves could basically be seen as a "How to" for turning a shopping bag into an improv weapon.

This game accordingly basically will arm you with the vague high level concepts in theft 101. It will not make you a master locksmith, it will not make you a ninja in terms of being silent. It will not provide you with a fence, or contacts. But it will teach you to case a house beforehand, to observe the movements and watch for routines, it will teach you to watch for weaknesses in home security and take advantage of them, and it will teach you what is worth stealing from an effort-to-money ratio. It will give you a broad strokes overview on how to take jewellery apart and sell the parts seperately (and that fencing complete pieces is a bad idea).

This game will teach impressionable people that houses are basically big money pinata's waiting to be hit and emptied.

I think this is hilarious.

Most of your time will be in the beginning be spent hitting low value and easy to grab stuff, but as you get more skills and can crack open more "things" you'll quickly work your way up the income scale and be able to turn over much more interesting items (walking off with a big screen TV in the dead of night is always a winner). Eventually you'll even get a "Chop shop 101" as you get into carjacking. Not counting the rent-a-thug vandalism side jobs which see you bashing windows, toilets, and sinks for extra on demand cash to make ends meet.

People should get this game, like, right now. Before someone sanctimonious reports it for violating laws concerning "Teaching badthink to impressionable kids".

Verdict: Buy the hell out of this. It's -amazing-
Odesláno 9. listopadu 2018.
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14 osob ohodnotilo tuto recenzi jako užitečnou
4 osob ohodnotilo tuto recenzi jako vtipnou
5.9 hodin celkem (5.3 hodin v době psaní recenze)
There's garbage, hot garbage, and then there's Fart Stale 4: Mouse and <BLEEP>

Coming straight from the Developers of Wasteland 2's rectal chute straight after two spicy vindaloos and a wash down with some laxative, we have a sodomisation of a beloved IP done so thoroughly that Bard's Tale as a series is now done. Stick a fork in it, it's over. Bard's Tale will never recover from this brown rain shower. Unlike Wasteland 2 which had redeeming qualities and was somewhat fun.

Here? In the world of shart's fail on the floor, there is no fun, only a linear, Final Fantasy esque tutorial where characters who are unlikeable get shoved into your party with no thought for party makeup, with no thought for what might be useful in your party, and with no thought for character build composition (oh and they make off with whatever they're wearing if you dismiss them, it doesn't warn you of that either).

Do you have ANYTHING positive to say about the game?

You know the adage a picture paints a thousand words -

https://sp.zhabite.com/id/thatfuzzytiger/screenshot/960846388795264379

... yeah.

They went and put a black head model on a white body model.

This isn't even basic QA fails. Someone in their art department was hitting the crack cocaine hard this day. If not the -entire- art department. The game is entirely full of this nonsense. Clothes not updating the 3D model properly, weapons of differing qualities only being differed by a nasty 2D aura around the inventory art as opposed to actual interesting designs. The scenery takes an age to load in (and that's after the half minute to minute plus load you may experience when scene transitioning, and I'm on a Samsung 850 PRO SSD here, not exactly a slouch), when it does, the graphics render in stages starting with primitives that look like the era of Playstation 1 minus textures and even at epic setting this is hardly blow your socks off.

My 1080Ti gave this game one look, then looked at me and went "U alright bro? This ain't bangin', get my drift?", yeah, I feel the GPU, I really do.

The music is nice, in that generic fantasy RPG way. It's the only thing that isn't terrible. Not even the inventory has been handled decently, it has no autosort or filters. THIS IS AN RPG. HOW DO YOU NOT HAVE AUTOSORT IN AN RPG. HOW DO YOU FAIL AT THE MOST FUNDAMENTAL THINGS LIKE ALLOWING PLAYERS FLEXIBILITY IN DEVELOPING THEIR CLASSES. HOW DO YOU FAIL AT CONSTRUCTING SOME LEVEL OF PLAYER AGENCY. HOW DO YOU FAIL AT THE MOST FUNDAMENTAL LEVELS WITH AN IP THAT WAS IN THE PAST - GOOD?

... Because inXile probably realised they'd dropped a deuce and now they're over on Fig, that way they don't risk being pulled up by people on Kickstarter.

Run far from this one. I've had two stinkers and boy am I getting bitey over it.
Odesláno 22. září 2018. Naposledy upraveno 15. září 2021.
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344 osob ohodnotilo tuto recenzi jako užitečnou
68 osob ohodnotilo tuto recenzi jako vtipnou
3
2
3
30.0 hodin celkem (26.1 hodin v době psaní recenze)
This is perhaps the best game I'm having to give a thumbs down to. Great design, great sound, good graphics, interesting concepts but! A litany of design flaws mean I spent 35 quid so you don't have to!

Yeah. My wallet is still smarting from the impact. I'm not usually one to stump up the full asking price unless I seriously believe the game in question has promise, and offers something new to the genre. A dark sci-fi soulslike that relies predominantly on offense and ranged weapons is therefore catnip to the Tiger. The initial setup is solid, there's lots of good (albeit still) artwork setting the scene, and the voice over whilst not exactly AAA quality is certainly servicable.

The first fights give you a gentle introduction and it becomes pretty clear you're going to be fighting at distance a lot of the time, with melee being a secondary option, the closest you might get being say - shotgun range, but for most classes it's either SMG's, rifles or snipers. It's an interesting setup and it affords different ways to play and fight, you're often darting into and out of range as enemies attempt to force you out of cover or lay down fire to try and trap you almost bullet hell style into places where they can lay the hurt on you.

The first world is atmospheric, the layout makes a great deal of sense, there's a neat hub that links back to itself multiple times as you work your way through it, enemies can be tricky if not tackled appropriately, and you quickly learn to work out what the priority threats are.

... Then you get to the first boss and there's this nasty little voice in your head saying "Is this it?", the fight is essentially a case of you trying to get around the back of the boss to do massive damage whilst the boss tries to keep you in front so the boss can therefore turn you into paste.

To save you some effort - every single boss for the first three zones does *exactly* the same with some minor twists, and it simply ramps the damage up in various ways. Boss tries to keep you in front so it can demolish you, you try and get round the back so you can one shot it.

Uh oh... This doesn't sound like good omens...

I've not even got started. Let's talk about fast travel. You don't get access to it until halfway through the game, and because of the way the levels are laid out, you have to trudge back through pretty much the entirety of each map to get to the hub where you can then unlock the next world in sequence. No, I'm not kidding, and since Obelisks (This game's equivalent of Dark Souls campfies) are placed in some really horrific locations starting from World 2 - Veridian - onwards, this can lead to some really long, and dangerous, not to mention depressing trudges where you end up carrying a massive sack of "bits" (Souls) and with perilously few health recharges to speak of.

Talking about health management, you get -three- syringe injections which do not scale as you increase your health that I can see (they might but I haven't seen them fill the bar like they did originally), you might get one more by the halfway point of the game. One. The point of these refillable "estus" flasks is to give players a fallback option when they get hit, not to leave them periously short on health because their "estus" is so harshly rationed.

Then there's the damage. Oh dear gods. This game makes a point of ranged combat, and then starts throwing out mobs that can do hitscan damage (which you get a scant few i-frames at the start of your dodge to avoid) and believe me when I say that even if you invest a number of points into HP, you can, and will be two shot by these mobs, who teleport about, breaking your lock, and give you less than two seconds to react as they line up the shot. The only way to safely kill them is to memorise where they teleport in (yes, unlike EVERY OTHER SOULS GAME these ... -breathes- enemies teleport in, often right under your nose) and then hit lock followed by slamming the fire button on your highest damage weapon.

... erm... Tiger? Breathe? Oh hell. GET THE TRANQ GUN. IT'S HAPPENING AGAIN!

I want to like this game. I really do. There's so much to like. BUT THERE'S SO MANY MISTAKES IN THE ENEMY LAYOUT AND ENEMY DESIGN AND THE BOSSES ARE SO HORRIBLY BORING EVEN IN COMPARISON TO THE SURGE AND I DON'T HEAR UNIVERSAL PRAISE FOR THE SURGE. THAT GAME HAD PROBLEMS BUT THIS GAME MAKES IT LOOK LIKE A ROCKSTAR.

HOW CAN YOU SCREW UP THE BASICS LIKE FALL DAMAGE SO MUCH THAT AN EIGHT RUNG LADDER IS SUFFICIENT TO KILL YOU NEAR THE START OF THE GAME. YOU'RE AN IMMORTAL, NOT AN EIGHTY YEAR OLD GERIATRIC WHO NEEDS A ZIMMERFRAME TO GET ABOUT. THAT DOESN'T EVEN BEGIN TO DESCRIBE THE ISSUES WITH THE ONE HIT KILL BOSS YOU PLACED NEAR A CRITICAL ITEM THAT UNLOCKS AN OBELISK TO SAVE PROGRESS THAT YOU CAN FIND AS OPPOSED TO THE ONE THAT YOU TUCKED BEHIND MASSES OF VEGETATION. SAVE POINTS IN SOULSLIKES ARE NOT MEANT TO BE SECRETED AWAY LIKE PRECIOUS GEMSTONES.

PLAYERS NEED TO FIND THESE. THEY ARE NOT THE G-SPOT, WE DON'T NEED TO BE DOING PROBING EXPLORATIONS OF DARK NOOKS AND CRANNIES TO FIND THESE SODDING VITAL PLACES TO RECHARGE OUR STINGY HEALTH YOU <The rest of this rant has been blocked by David Cameron's decency filter>

Final Thoughts

Don't buy it. Not yet. If the Devs are sensible a balance pass, along with some major revisions to drop rates on consumables will fix a lot of the current ... "teething troubles" ... (yes. I'm calm now, stop pointing the tranq dart at me) ..

If they do not get this mess sorted, then whilst beautiful, this broken mess deserves to be avoided.

VERY MUCH AVO- *thunk*
Odesláno 8. září 2018. Naposledy upraveno 8. září 2018.
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27 osob ohodnotilo tuto recenzi jako užitečnou
9.9 hodin celkem (8.0 hodin v době psaní recenze)
Great game, but too many bugs ruin an enjoyable experience

Seriously, devs, there's this thing called QA or Beta Testing. How in the name of unholy gods do you people keep messing this one up. Case in point Moonlighters - Great game, really is. Has a fantastic artstyle, is very zelda (the original NES one) when you go dungeon delving, lovely selection of armour and weapons that actually change your model. Very cool stuff, building up the town and your shop is also great.

But my god. There's more bugs in this than a Bethesda release.

Let me rattle off the most obvious ones because they're showstoppers -

If you're using a gamepad (and I use an XBOX 360 wired because I don't believe in having my controller die on me during a long stint) then the game will randomly screw up the menus in the village thereby forcing you to exit to the menu and go back in, it will do this constantly, this essentially means every night you go into the dungeon, you can look forward to a "soft" as in back to menu or "hard" as in reset the whole damn client restart.

WHO DID NOT BOTHER TO CHECK WITH A WIRED CONTROLLER THAT YOUR MENUS ACTUALLY WORKED? THIS IS QA 101, IT'S NOT EVEN AN EDGE CASE SCENARIO. THIS SHOULD HAVE BEEN NAILED DOWN LONG BEFORE WE GOT TO RELEASE.

Teleporting into a dungeon you've visited magically reveals the whole map for the floor even if you've only entered one room for that given floor, so you can cheese dungeons if you have enough money, again, the teleporter is a key item you get early on, this should have been caught right away.

Save files have a nasty knack of rolling you back before you've done inventory sorting (why the game doesn't autosave when you enter or exit the shop is beyond me, but it only does so when you enter or exit dungeons and on sleeping), a manual save button would BE REALLY HELPFUL GUYS because when your game BUGS OUT WITH THE MENUS and you go back to what you think is a recent save SUDDENLY ALL YOUR ITEMS ARE IN RANDOM PLACES AND BETTER YET THE TELEPORTER SENDS YOU TO THE WRONG FLOOR.

See the problem?

Ouch.

Give this game three months of solid bug fixing and it will be the game it deserves to be. It needs real, heavy duty QA to catch a lot of the real nasties, before I would even recommend going near the game. It's brilliant, but right now it's bugged to hell and I cannot recommend it due to the level of flakiness inherent.

I love the game to bits but the constant issues are making it impossible to recommend.

Sorry guys.
Odesláno 1. června 2018.
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20 osob ohodnotilo tuto recenzi jako užitečnou
1 osoba ohodnotila tuto recenzi jako vtipnou
9.8 hodin celkem (9.0 hodin v době psaní recenze)
One of the highlights of the year? Yes. Almost destroyed by basic design issues that cripple the game? Yes. Well, arsbiscuits.

Game commits two cardinal sins and one lesser sin, when they're fixed this game gets a massive thumbs up from me -

The first biggie : Dash has no i-frames whatsoever, given this game can rapidly devolve into bullet hell if there's a ton of archers or spellcasters, how this got omitted is beyond me. Dash absolutely needs i-frames (see enter the gungeon for an example of why you need 'em).

The second biggie : Healing is *relative* to your max hit points (MHP), and not a fixed sum. Why is this important? Games are balanced around enemies doing X damage. Healing is thus balanced around restoring a fixed sum of that damage coming in. When your MHP goes up or down, enemy damage does *not* go up or down to compensate, and merchant prices for healing items (if they exist) do not go up or down either. This means that stacking MHP affects healing items positively (bad, because it makes MHP builds overvalue healing) and losing MHP devalues the benefit you get from healing (bad, because merchants still sell you the same healing bottle at 100 gold, but it's now less effective).

This most definitely needs fixing - How this one got out of QA is... no, no words (not even the ones from my raid leader vocab) would suffice. Sort it.

These two points have to be addressed in some way. Right now they make swarms of little mobs an exercise in frustration if you get cornered.

The not so biggie : Health drops are way too rare at this point, making any kind of damage you take feel overly punishing, this wouldn't be a problem if dash had i-frames but since it doesn't, it leaves you stuck with the problem that you can end up taking damage you couldn't avoid.

It's a shame, because otherwise the game is -brilliant-, it really is, I'm addicted even in spite of what are basically showstoppers on this game. The first two flaws are game design 101 when setting out to create something that does resemble in some way enter the gungeon. I keep going back and I am getting generally better at avoiding damage wholesale but there's unavoidable positions and for these there *needs to be i-frames* and there *needs to be more healing available* and the healing *needs to be fixed and not relative to MHP*.

WHY YOU DO THIS TO ME. I WANT TO PRAISE YOUR GAME BUT I CAN'T!

Devs - Please look into these issues, it's putting a stain on a game I really want to recommend
Odesláno 16. května 2018. Naposledy upraveno 16. května 2018.
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