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Recent reviews by ☢ Nuclear Birb ☢

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Showing 1-10 of 36 entries
2 people found this review helpful
67.2 hrs on record (49.3 hrs at review time)
Early Access Review
after 25 hours ingame time, finishing the last main mission, aquiring all the guns, ill give my honest review of the current early access build 0.10.2 (and maybe upcoming patches).
tldr is: great sequel with promising road ahead, still in early development, riddled with bugs and questionable design elements.

please, before buying be fully aware what you are getting yourself into, and if in doubt, choose ITR1 instead for the time being.
so here goes the long one:

anomalies:
(refferences to ITR1 anomalies into-the-radius.fandom.com/wiki/Anomalies)
-the bounce anomaly:
absolutely terrible addition. id rather have twice the amount of reflector and distortion anomalies that those bounce ones. not only do they chain into other bounce or spike anomalies effectively obliterating a character by one wrong move (i understand u may want to punish a player for their mistake but it should hit them and not chain together to death) but they are positioned at times in such a way that they block a path through a bridge or a plank, pushing one into the red water or pushing one to a spot between a wooden fence and a rock that stucks the character (and jumps dont help nor we dont have the unstuck option surprisingly).
not only that, after patch 0.10.1 the very distinct noise that the anomaly creates is now fainter or not there at all (bug?) making them even harder to see during the night (they have WAY lower refraction frequency as compared to distortion anomalies) while running throught the vast land of the forest.
i would rather have WAY MORE distortion and reflection anomalies than.... this

-the electric cube anomaly:
i have no idea what someone designing it had in their mind (or maybe i do, something along the lines of: "hey lets make a haze anomaly variation but one that fu♥️♥️ing sucks") but its so absolutely bad it just makes me weep at the mere though of this anomaly.
okay? now imagine, imagine you have a haze anomaly that follows a predetrmined path, but u dont have the gear to protect yourself of it (gas mask) and also even if ur in a pickle in a tight spot u cant move out of it wont pass through you and deal a bit of damage, no, it will stop by you and absolutely f♥️♥️k you up. oh, u want to back out of its radius a bit away? too bad, it shocks a wider area just a short while after, and it hurts like a son of a bi♥️ch that WILL kill you.
did i mention the anomaly is invisible and only appears through a short period of time every once in a while? to combat the drawback it produces a distinct electric sparking sound around it, but the problem is it roams through so many mimic encounter areas and cover spots that in an intense gunfight you will keep being caught with ur pants down and effectively killed, if not by it, then by a mimic when running away from this anomaly.
not only that, the path that was prewritten for this overlaps through spots that you would think are safe for you where u could reload your ammo or such, like in the inside of the shed, or the inside of a metal garage... nope, f♥️♥️k you, get zapped idiot and die.

-the spikes anomaly, very good, much like.

enemies:
-spawn:
as a person suffering from arachnophobia the spawns in itr1 were heart attack inducing, those are not and i thank you guys with all my heart. the design changed from creepy nasty spiderlike thing to casette tape mangled together with sharp objects inside. THANK YOU♥️. its a very early enemy thats easily desposable but cancreate tense situations when more pf them appear in a gunfight or with their bigger cousins alongside.
-pistol mimic:
a good starter enemy to introduce you to mimic fights in peninsula and starter forest locations
-shotgun mimic:
a good enemy for the early tier1 security level.
only problem i have with it is that it shouldnt be in the peninsula, as this location acts like a tutorial where players should get acustomed with just the PM pistol.
-machinegunner mimic
the harder variant of mimic with automatic rifle. found in later stages of the forest, good enemy.
-sks mimic
now here is where i have beef. the damage output of the enemies is not scaled well with the survivability of the current health pool. the sks mimic CAN KILL YOU IN TWO SHOTS. they can shoot every half a second~ or so, so u can say bye to your life in a second or two if caught offguard. i assume it was designed this way so to engage them and the lmg mimic you would have to wear a low tier armor/helmets (probably there in their dev/test builds) but we currently dont have those. i dont have a problem with the enemy though, i have a problem with lack of vest/helmet to mitigate the damage by them.
-lmg armored mimic
similair story as above. it sh♥️ts an absolute rain of hard hitting bullets that chew through the healthpool like a 1000degree red hot knife through cheese. not only that they have a helmet with a spetsnaz "maska-1sch" visor that makes hitting headsots not so strong against them. this enemy was specifically designed to fight them with unimplemented features like ap rounds and vests/helmets but they are doable, even with their way better ai to always keep distance, fall back and cover. it would be too good if not for the fact that them utilizing the "mimic bug" is a deadly combination.
mimic mug you ask? well let me introduce you to the:

-mimic bug:
the mimic enemies see you clearly through wooden fences. you may not see them yet but they already see you and they are already shooting at you. you shoot back but ur bullets stop at the wooden fence, they shoot back and their bullets pass and hit you.
?????!?
yeah... my honest reaction.
because its an area with a lot of thouse wooden houses with wooden fences you will experience it on and on, and once u get a lmg mimic mowing you down through a fence at night before u spot him you will understand what im talking about
another cute mimic bug is that lmg mimics can shoot you through walls from inside the house :)
imagine my surprise, slowly creeping towards the 2 story building in the outpost of the last forest main mission, when a lmg mimic greeted me with a welcoming salve through the middle of the wall, effectively killing me.

since we got the main 2 aspects of the game out of the way (enemies and anomalies) let me talk about the bugs:

controls:
-drift bug:
(smooth turning turned on)
i have no clue how this is even a thing, or are the developers not playtesting their own game but sh❤️t like that is just unacceptable. the game features a bug where the right analog stick (the one you use for looking around (left/right spin)) constantly spins to one or the other side.
imagine trying to do a precise shot but your character does micro rotation movement to the right or left... AAAAAAAA!!!
its so unplayable i had to change the deadzone for the right thumbstick to 45 on the index, AND IT STILL SOMETIMES MICROMOVES! literally only a problem in this game! not on vrchat, not on itr1, not on ghosts of tabor. what in the f❤️❤️k i ask...

index controllers
-gripping and forcepulling items is absolutely broken, bugged, or not working. there are workarounds made by users already to fix it in the controller rebinds but it shows the devs lack of reimplementing the same smooth snappy feeling that it had in itr1.

-front grip on ak is not being held well and would stop being held at times. (especially frustrating during gunfights). same as above, most likely the same bug. (partially fixed with the community rebind?)

part 2 continued as a comment:
Posted 12 August.
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1 person found this review helpful
44.0 hrs on record (3.4 hrs at review time)
Early Access Review
ah, yes...
slavery simulator... my beloved
Posted 21 January.
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1 person found this review helpful
39.8 hrs on record (16.3 hrs at review time)
Early Access Review
This is basically Battlefield4/10

after playing it for 15+ hours i can honestly recommend it without a shadow of a doubt.
price tag is very humble for such a great project. even tho its early access the game as it is is extremely enjoyable with a few bugs here and there. lets get first to the cons before we jump to the stuff that makes this game great:

The CONS

- game is still in early access so maps (building/point placement) are most likely subject to change dependant on player feedback, and equipment statistics + weapon stats may change

- still some bugs (but not many, game is smooth and polished). personally came across two. one changed evety text instance with '[missing text]' and the other bug, being more severe, is the screen freeze when pressing MMB (middle mouse button). to mitigate mmb ping i rebinded ping button somewhere else. hopefully they get fixed relatively fast

- there is no music in the menu, and no ambient tracks ingame (pls, add some <3 )

Not CONS,not PROS,but something to consider:

- The game features LOW TTK (time to kill), usually ranging from 2-3hits on assault rifles to the body, 1 to head. playing safe or tactically and cooperatively with a team is crucial.

- Game features Easy Anti Cheat (EAC) as their anti cheating measure. as much as im ok with it, some may not like it due to deep access to pc.

Now the good stuff, PROS:

-Imagine, an fps, with the same movement, flow and traversing feel as the old good bf4. i was stunned, how 1to1 the movement was like in bf4 and it still blows my mind.

-as much as levolution was a big change to map layout in bf4 and destructible buildings were present, you could only destroy the "stone/concrete" buildings. in here, nothing is sacred, you can mow down metal walls, beams and buildings aswell. you can level down "almost" everything (with only the exception of stuff like on point bunkers, bridges etc, but i wish those were also destroyable)

- huge pool of maps (both day and night times) and an array of gamemodes (original conquest as well as infantry only variant but legit no one plays it, rush, domination etc)

- with the inclusion of voip and few sec voice capture on dead one could imagine the community would be toxic but its extremely friendly, cheerfull, playfull and nice. i remember having a sniper tag with an enemy in close quarters where after a cqb kill we would rejoin same place and hunt for each other and it was fun and playfull voip experience throughout the map game. or chilling with a fellow sniper shooting at enemies from a kilometer away and pinging those little pixels behind the trees and chuckling all the way.

- even though there is no health regeneration (the game gets a more realistic aproach where you need to either play safe or smart with your team) every player can revive fellow teammates as long as they have bandages on themselves (you have a few, and its class/eq dependant). the bandages can stop bleeding when struck with a heavy/lot of hits or can be used to revive a downed teammate before he bleeds out (and consequently your team looses a ticket). each revive only gets players back to 50% hp, so its not overpowered, but the medics can heal players back to 100% health.

- THE ABILITY TO DRAG PLAYERS. holy hell, this is such a game changer. not only upon death players have ragdoll (yes, you can be shot on a roof and tuble down to the ground floor where someone can revive u) but you can grab a nearby downed teammate, drag him to cover and help him there instead of risking taking care of him in the open.

- you can build stuff. like sandbags, walls, that can help you strategically protect a point, hold a better angle or help you climb better vantage point.

- a ton of weapon customization with atachments, and charvcustomization that affect player speed, gadget capacity, number of magazines etc

- its low poly so its very optimized, hell, it has 127 v 127 gamemode and it works flawlessly. wouldnt be suprised if they pushed for 256 v 256 and it would still work.

- updated very frequently (each like 2days or so).

Verdict

Its a great game, made by passionate 3 devs, over the course of 7 years, to reimagine the amazing feel of a battlefield 4 game after dice and ea lost their capabilities to deliver. buy it!
Posted 20 June, 2023. Last edited 20 June, 2023.
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6 people found this review helpful
2 people found this review funny
0.5 hrs on record
oh boy what a f☺☺☺☺ up...
- the faces of the characters in ingame rendered cutscenes morb as hell when they move around. (the face is distorted from different angles, like how can one even f it up like that?!),
- the cg movie clips inside (upscaled from original psp crisis core) look muddy, blurry and very sloppy/bad quality),
- even though i thought the other voice actor for zack wouldnt be such a problem but he sounds so unenthusiastic, like he was forced at gunpoint and tired when reading the script, terrible.

im done with this, and this is something i doubt they could fix with patches.
(OH, forgot to mention. search on the internet on the ff7ccR having getty images watermark picture in it :D what a fail)
(refund)
mind me, i do really love this game. when ff7cc was releasing back in 2007 i bought it like in the first week. hell, i even have the poster of zack, sephiroth, cloud and aerith in the church till this day. its a good game that gives the full picture on the beautifull story of ff7 (with its own genesis clones spinoff etc) but in THIS version thats a hard pass.
if you really want to play it get retroarch, buy a crisis core umd psp disc (or buy a psp) and play it that way (with 4k resolution and other cool ♥♥♥♥).
Posted 15 December, 2022. Last edited 15 December, 2022.
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1 person found this review helpful
215.2 hrs on record (5.3 hrs at review time)
First they steal your heart.
Then they steal your 🍒.
After that they are smoking a cig, chilling next to you, while ur sobbing in the bedsheets.😭

neverthless, its a great game.
(whats with that price tag, tho?)

saw the change to bullets being replenished after each battle (was only replenished after reentering a dungeon in original p5) so thats a good change.
Posted 21 October, 2022.
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6 people found this review helpful
2 people found this review funny
0.0 hrs on record
"I hurt myself today
To see if I still feel"
Posted 11 November, 2021.
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No one has rated this review as helpful yet
14.8 hrs on record (1.1 hrs at review time)
I want to address the concerns, rumors and defamation in the community regarding that this game is an allegory of Daniel Mullins past where he played MTG in a Furry Convention.
I REPEAT, THIS IS NOT TRUE
Now onto the review:
SACRIFICES MUST BE MADE

Inscryption is the succesor game from the prototype called 'Sacrifices must be made' thats available on itch.io
If you never played the prototype, nor the demo the game can be summed as a card strategy game (like your typical MTG/yugioh/heartstone) witha twist of escape room puzzles.
thats on the surface... as it is with Daniel Mullins games. Below it there usually is a deep and intriguing 4th wall breaking and expectation shattering mind melting fever dream of an experience. I saw it in Pony Island and in The Hex. Is it in Inscryption aswell? I cant truly tell yet after 10hours.

The game is split into 4 parts of which after 10hours of the BETA (yes it was full game) im mid part2 and nothing crazy the likes of The Hex/Pony Island i have not encountered. It COULD be later on but cant tell for sure. The 1st part is a EXTREMELY SOLID card game and mind me i dont even like card games. It combines roguelite elements with unlocks that carry through playthroughs and is amusing as HELL. The ARG additions are also amazing and extremely interesting as from what i have seen already.

i will update this review after i finish the game in its entirety to give a better view on the product
Posted 19 October, 2021.
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No one has rated this review as helpful yet
10.5 hrs on record
I want to address the concerns, rumors and defamation in the community regarding that this game is an allegory of Daniel Mullins past where he played MTG in a Furry Convention.
I REPEAT, THIS IS NOT TRUE
Now onto the review:
SACRIFICES MUST BE MADE

Inscryption is the succesor game from the prototype called 'Sacrifices must be made' thats available on itch.io
If you never played the prototype, nor the demo the game can be summed as a card strategy game (like your typical MTG/yugioh/heartstone) witha twist of escape room puzzles.
thats on the surface... as it is with Daniel Mullins games. Below it there usually is a deep and intriguing 4th wall breaking and expectation shattering mind melting fever dream of an experience. I saw it in Pony Island and in The Hex. Is it in Inscryption aswell? I cant truly tell yet after 10hours.

The game is split into 4 parts of which after 10hours of the BETA (yes it was full game) im mid part2 and nothing crazy the likes of The Hex/Pony Island i have not encountered. It COULD be later on but cant tell for sure. The 1st part is a EXTREMELY SOLID card game and mind me i dont even like card games. It combines roguelite elements with unlocks that carry through playthroughs and is amusing as HELL. The ARG additions are also amazing and extremely interesting as from what i have seen already.

i will update this review after i finish the game in its entirety to give a better view on the product
Posted 19 October, 2021.
Was this review helpful? Yes No Funny Award
35 people found this review helpful
13 people found this review funny
0.0 hrs on record
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Posted 30 September, 2021. Last edited 30 September, 2021.
Was this review helpful? Yes No Funny Award
35 people found this review helpful
13 people found this review funny
19.5 hrs on record (19.0 hrs at review time)
ಠ_ಠ
Posted 29 September, 2021.
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Showing 1-10 of 36 entries