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Viser 1-8 af 8 forekomster
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108.5 timer registreret i alt (89.5 timer, da anmeldelsen blev skrevet)
This game isn't perfect. Although I'm happy it got really good reception, it is unpolished in many ways. However, it succeeds in the most important department that makes games like these so fun, which is its intense and addicting combat. I've beaten the story by sticking with 1 of the 3 possible weapons, perfecting the art of dual wielding until the very end, and I can confidently say that this game hits the spot in every way when it comes to aggresive fighting, which is what you'd expect from the title. It's comparable to Devil May Cry in the sense that, despite there being no combo meter, it's not about fighting your enemies, but absolutely owning them. That's the part that sets it apart from other souls-likes for me. I never thought that the idea of mixing the genre with hack-and-slash type gameplay could possibly work, but it does, and it feels great. I'd love to dive deeper into it, but this review is already too long.

I am in love with the concept of the story and the design of this game's universe. What starts out fueled by revenge gets slowly developed into a deeper story that concludes in one of the best cinematic cutscenes I have seen in my life. The relationship between Khazan, Ozma and Reese is one that could have easily brought me to tears had I not been overwhelmed with the hype of beating the game. The areas you visit look really promising in the concept art, but I must admit, the majority end up being very monotone, repetitive and linear. The endgame areas are by far the best in those regards, but by the time you reach them you'll already have lowered your expectations a lot. It was definitely my enjoyment of the story and the gameplay that carried my motivation through those. At least the good bosses had equally good-looking fighting areas.

As much as I loved the main characters and cutscenes in the game, they are held back by poor dialogue direction. It wasn't really the fault of the voice actors, more so the lines they were given. It might have been because the korean devs had a different vision of cool english dialogue, but in reality it comes across as a bit overdramatic at times. Not a story-ruining fault, but definitely one that made a few cutscenes look more like a play than a movie. On a related note, Khazan feels way too easy to manipulate. When you read through the character and mission descriptions every time you advance through the story, there is a lack of realism to how fast he believes the stuff he is told. Suddenly this guy is good, suddenly this guy is bad, and you slowly start losing the whole point of the story until the endgame. Almost no secondary missions have original areas, nor original bosses, which has to be one of the biggest downsides. It's particularly annoying for me because I truly believe that some of the characters introduced in those missions (like Gilsan) could have used a lot more screentime or writing.

I'm not someone who tends to care a lot for the music in this type of games, but this is the first time I'm glad I purchased the soundtrack of a game alongside it. Bride of Despair, Ferrum Phantasma and Master of Chaos being by far my favorite tracks. The music that is made specifically for the cutscenes did a great job at increasing the amount of hype I got from them, but sadly it seems to not accessible outside of them.

Perhaps a less relevant aspect in a combat-focused game, but the different armor and weapon sets look great. I've used unoptimal equipment on Khazan during key moments of the story just cause of how much I liked his appearence with them. Being able to turn off helm display is a small but heavily appreciated feature for players who like their character to look good.

Speaking of quality of life features, this game has a lot of them. No loading screen between deaths, lacrima spawns in front of boss doors, you can take back skill points for any skills you dislike, you can reset your attributes easily if you want to change weapons, you can filter and dismantle everything in your inventory with the blacksmith, you can remove individual UI aspects to your liking (such as dmg numbers, do that asap), you get a small amount of lacrima even if you lose to a boss (not enough to magically make you win after 10 failed attempts, but enough to give you a few attribute upgrades that don't make you feel like you're wasting time charging against a wall), and more that keep being added as I write this. In that sense it feels very well thought-out, like the devs knew what the players would want in a game like this. But somehow, it is missing something as basic as traveling from one Blade Nexus to another. You have to go all the way back to The Crevice, then back into the mission to go to wherever you want. The game loads really fast, so it didn't bother me much, but what did bother me, is that shortcuts aren't permanent. If you load up an area you've already beaten before, you have to unlock them again. Why even implement shortcuts then? That's not to disregard all the good features I've mentioned at the beginning, but those 2 are gameplay decisions I genuinely didn't understand.

Bosses. Skip this paragraph if you want to avoid endgame spoilers. Let me get this off my chest; I really, really dislike the Bellerian, Elamein, Rangkus and Hismar fights. Either because they take too long, their fighting style doesn't feel as fitting for how the game's combat is designed, or because they don't feel as fun to fight. 4 out of 16 bosses luckily isn't that bad, and I think it's inevitable that players will have a handful of bosses that they will despise in souls-likes, but I still think their fights could have been designed a bit better. On a different note, Blade Phantom, Viper, Skalpel, Reese and most of all, Ozma, were absolute cinema. They are definitely the highlight of the game for me and I cannot explain how hyped I felt when I was right in the middle of the learning curve, where you've seen enough to finish the fight and it's only up to your skills to succeed. Ozma has become my favourite boss of any game because of how much I like his presentation, his second phase, his (boss) design, his story, his theme and his ending cutscene. The final goodbye in the true ending still makes me feel sad.

Spoilers aside, a couple of my friends had trouble with how little dmg they felt like they were dealing to bosses. I didn't have an issue, with that, since I went for 100% from the beginning, which means I did more leveling and got more missions done, but I do agree that a few bosses went on for too long even with my more leveled build.

Last note: pricing. I don't think any game should cost 60 euros. It's a shame it has become the standard, and even though I don't regret buying this game, and even though it has become one of my favourites, I don't think it should be this expensive. It's a good thing the demo exists.

If I had to summarize my enjoyment with the game it would be like an inverse roller coaster. It peaks for two thirds of the game, those being the beginning and the ending, but the middle is where the unpolished bits really start to shine. I wouldn't be surprised if some people dropped it because of that, and it makes me sad knowing that they missed out on some really great late game bosses, music and cutscenes. I believe the decisive factor is how much you enjoy everything outside of the combat. For regardless of how highly I praise it, and how much the game focuses on it, if it's the only thing driving you, you'll find yourself either bored out or advancing for the sake of getting your money's worth.

This review ended up being more negative than I expected for how much I love this game, but maybe that's for the better.
Skrevet: 11. april. Sidst redigeret: 14. april.
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22.2 timer registreret i alt
This game is sadly one of those cases were nostalgia made me remember it a lot better than it actually is. Don't get me wrong, the combat is great, the music is sick and I still love many of the cutscenes, but there are still many things I'm not a fan of. The secret missions are either too easy or too difficult, some moments in the gameplay feel like the developers tried a bit too hard to give variety to a game that is supposed to be about fighting, and the menus are abhorrently slow when you're trying to repeat missions. I'm not a fan of the final boss nor some of the gimmicky enemies that appear only once or twice throughout the missions. Dante's combat doesn't feel as smooth as I wish it did (having to switch styles with the crosspad), but I had a lot of fun perfecting my combos with Nero and his more straightforward arsenal. I'd even say I prefer him over Dante in this game. Although I didn't end up trying the 3 other characters cause I'm done with this game for now, I am quite happy that they added more playstyles for enthusiasts of the series. This special edition did bring some subtle quality of life improvements that the game needed, and I did purchase it for only 3 euros, so I got definitely got my money's worth. The game's introduction cutscene will always have a special place in my heart as one of the sickest beginnings to a game I've ever experienced.
Skrevet: 28. februar. Sidst redigeret: 28. februar.
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14.8 timer registreret i alt (12.7 timer, da anmeldelsen blev skrevet)
I enjoyed this game. I really did. But before I can say anything good about it, I need to get this off my chest: the movement is terrible. From beginning to end, I felt like I was a ♥♥♥♥♥♥♥ tank with the slow and janky ass camera. It was my biggest obstacle in my playthrough with comet and every time I wanted to continue the story, the thought of having to use that camera made me less motivated. That's how bad it was. Also, not really belonging to the camera issue, but the QTEs in this game, although definitely fun most of the time, have way too little of a react window at times. Especially in the final boss. (Also, who the ♥♥♥♥ decided to make F+V one of the possible combinations? Have they ever touched a keyboard?)

Now with the bad stuff out of the way, I can finally say that this game was quite fun in the gameplay aspect. It's just about what you can expect in a resident evil game but with a bigger focus on the action and cooperative options. I really liked the level designs and unique gameplay sections of the game, such as when fighting el gigante on the back of that truck, and the weapons felt quite nice. Although not my favorite entry in terms of resident evil lore, it definitely explained a lot of important info that connected many dots in my head from the previous games. It seems it would be quite fun to 100% it with a friend. Didn't expect a coop entry in this series, but it was quite well-done.

P.D.: Whoever put the blue emblems where they are and thought that players would be able to find them, prostate yourself
Skrevet: 21. januar. Sidst redigeret: 21. januar.
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19.4 timer registreret i alt
Let me get straight to the point; I didn't enjoy this game overall as much as I did the remake. Nonetheless, I am still very happy I decided to give it a try. It made me realize that I underestimated it for thinking it'd be a worse game just cause it was older. Proving me wrong, this game managed to charm me almost immediately with the atmosphere of it's game universe and cheesy but iconic dialogue. Something about the way characters interact with each other feels oddly more realistic and human despite their lines completely contradicting that.
I've also now learned that the remake completely upgraded Luis, giving him a lot more screen time, lore background and character, which could be the best story change they made in the transition. He is such a wasted character in the original that just dies suddenly without much impact. For that, I thank capcom for giving a character their deserved remake. However, they somehow managed to do the opposite for two characters, Ramón and Krauser, which are notably more memorable, funny and charming in the og version. A little gremlin and a level-headed soldier that are straight out of an anime. It felt like they completely lost what made them unique in the transition. I especially feel bad for Krauser, as I really enjoyed his backstory and interactions with Leon when I first learned about them. He went from a man with his own agenda and a cool composure (aura) to a simple power-hungry saddler lackey...
But let's finally talk about the elephant in the room. The gameply. It's a lot less fluid and responsive here, having to do things like standing still to reload and manually switching guns from your inventory, which made me feel like I was fighting the controls more often than I was the enemies. They definitely upgraded the gameplay fluidity and intensity in the remake, as well as the exploration which the og fell a bit behind on.
And last but not least, something I personally wished they kept in the remake, the quick time events. This one is a bit tricky cause you could argue that e.g. the more interactive first Krauser fight makes you feel more engaged in the story, but at the same time, the QTEs cutscene of it in the original was so absurd and cinematic that I've become undecided on which version I prefer. Maybe they felt that a "modern" game didn't need the QTEs, which is fair enough, but then at least put a cutscene viewer in the game. I was surprsed when I found out that the original let you watch all cutscenes (including QTE ones) on demand, which I cannot believe the remake doesn't, considering how good they look.
I came to this game expecting to ragequit a few times due to the original Ashley's behavior, but honestly it was quite fun. She didn't get in the way much, and it felt oddly wholesome seeing this game completely lean towards the "princess" stereotype by having to do things such as catching her on every ladder, which had to obviously be changed in the remake to fulfill the current standards of videogames more... But what I'm trying to say is that I was pleasantly surprised by how oddly fun it felt to babysit original Ashley throughout the journey.

This was a memorable experience that will live in my heart as something I wish I experienced sooner, even if I wouldn't have fond memories of the gameplay. Original Leon has a charm that I love, which had to inevitably go lost in the remake to make a more realistic character, but now I've concluded that I like them both equally.
Skrevet: 13. januar. Sidst redigeret: 13. januar.
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12.6 timer registreret i alt
I wouldn't say this game was for me. The gameplay was painfully slow and accompanied by occasional ridiculous puzzles that would have added at least 3 more hours to my playtime if I wasn't guided through them. However, I will admit that it excels at putting you in stressful and scary situations. Didn't scare me quite as much as RE2R but still made me jump in some really creepy areas of the mansion. The retro graphics added to that uneasiness, but surprisingly, they also created to an odd feeling of coziness while exploring the mansion. And if we exclude the few ridiculous puzzles, most of them were actually quite fun to figure out. Also, the lore drops were very interesting and important to fill the gaps of knowledge that I had so far in the resident evil series. Especially satisfying to know more about Wesker.
This is another case where I wish steam would let you give a game a "mixed feelings" rating... But seeing as im forced to choose between a plain yes or no, I'd rather admit that I have no plan to replay this in the future. Although I am interested in seeing playthroughs of different routes you can take.
Skrevet: 31. december 2024.
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7.8 timer registreret i alt
As much as I absolutely hated the last area and boss of this game, I cannot deny that every other part of it made it probably my second favorite resident evil game so far, at least in terms of gameplay. I do prefer the story in RE2, however, presentation-wise, this was a big upgrade. I know some people complained about the short length of the game, but for me it was just fine. Managed to tell the story it wanted while revealing important lore of the series.
Now for what I didn't like about this game; understanding the dodging and charging mechanics with Jill and Carlos isn't very intuitive, the final area felt more like a chore than anything (at least compared to RE2's version of that area) and the final boss felt like they were trying a little too hard to make a "final boss" rather than something that concords well with the story. Right before the final fight you get informed of a plot railgun of which there is no mention in any previous area of the game, as well as the re-appearance of the biggest pain in the ass in an even more absurd form that shouldn't even be possible considering the situation he was in after the last fight. Maybe they should have taken more time to give the game a proper end.
But despite my complaints about the end, I must admit this was a fun and action-packed experience that I'd recommend to anyone trying to get into the series.
Skrevet: 26. december 2024. Sidst redigeret: 27. december 2024.
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19.7 timer registreret i alt
This being the second ever resident evil game that I played, I was quite hyped to learn about Leon's backstory and to find out more about who Claire is. Although I was feeling quite conflicted with the slow gameplay at first, it grew on me after I got used to the more methodical approach of things. Despite that you can still really force your way through fast if you understand how zombies work, which I appreciated a lot more on the second playthrough of the game. The areas look great, the pace is well thought out for both stories (excluding the massive plot holes), and the puzzle can be quite engaging.
The only complaint I really have is that a couple bosses' attacks feel unavoidable with this game's movement system. Like trading damage was necessary to beat the fight, which can be particularly challenging if you didn't come prepared because you didn't know a boss fight is coming. Im lucky to have played in a somewhat conservative way with my ammo and heals, but I wouldn't be surprised if some players spent a lot longer than they should have on those fights because of those unavoidable attacks.
I probably won't finish them, but the dlc stories are also really interesting and expanded the game's lore a lot without feeling like "just extra content". Props to the devs for that.
All in all a very solid horror survival that made ♥♥♥♥ my pants around every corner expecting a big silent man to bust through a wall any second. Thank you Mr. X.
Skrevet: 23. december 2024.
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27.2 timer registreret i alt (26.2 timer, da anmeldelsen blev skrevet)
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WHAT THE ♥♥♥♥ IS THIS GAME
Skrevet: 24. november 2023. Sidst redigeret: 16. april.
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Viser 1-8 af 8 forekomster