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The game softlocks after completing the like the third tutorial quest "Prepare to Build a Tent" or whatever. So basically the game is unplayable past 3 minutes, which is a shame because I was really wanting to like this game, but I can't with such a glaring and unavoidable game-breaking bug so early on.
Skrevet: 29. december 2018.
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Now that the game is more or less finished; It's good.

Combat is solid and enjoyable and the soundtrack is dope remixed Touhou classics.
Still a little short in my opinion, but for the current price-point of $18 USD, I think you get your money's worth.

What more do you want?
Skrevet: 27. november 2018. Sidst redigeret: 23. marts 2019.
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Before I would've suggested this game, back when it was actually alive.
It has very nice graphics and handles reasonably well. Performance leaves something to be desired, but all around a surprisingly solid experience.
But now the game is dead in the water with an average of 3 players on at any given time.
So unless you want to play with the hacker, the Chinese guy, and the loser who's been grinding this game since day one, don't waste your time.
Skrevet: 24. oktober 2018. Sidst redigeret: 6. november 2020.
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This game is seriously complicated, both good and bad; More on that later. (Wall of Text)

Pros
- "nearly infinite level of character customization" Actually holds true, Cool!
- Fairly high level of customization class/skill wise
- Grind (Good for its addictive qualities)
- Fantastic if you enjoy min-maxing

Cons
- Complicated class/stat balancing systems
- Grind (Feels like it takes a long time for minor stat increases, maybe I'm just bad?)
- A lot of non-standard mechanics and game functions
- Unusual terminology (In my opinion)
- Game performance "Out of the box" is irritating but functional, but also easily fixed (Check steam guides)
- Pretty limited resolution/screen options (As another review put it, tiny, tinier, or give your PC a stroke; An accurate representation)


"My sort-of preamble:"
Now before any die hard fans berate me for listing complication/sophistication or non-standard mechanics as cons, I'd just like to say it's not necessarily bad. Just understand that I'm writing this from the perspective of someone who's never played another game specifically like this, so I'm writing for others who might also be in that position in terms of how well they might be able to get into the game.

That being said, I feel this game is insanely complicated for such a simple hack & slash dungeon crawler. As of writing this review, I'm 13.2 hours in and still learning things about the game and its mechanics, and even still I don't think I fully understand how some of the core mechanics really function. Even still what I do understand of the game and its mechanics, is extremely interesting and I think makes for a truly unique experience.

I feel that's partly due to the fact that as informative as the in-game help is, it neglects to detail some of the more nuanced functions of certain mechanics or equipment effects. While I could go online for help, for all intents and purposes I'm going to continue this review only utlizing information presented by the game itself and through personal observation.

Now if you're interested in this game but are worried about the complicated nature of the game that I keep prattling on about, don't worry, it's not terribly difficult to understand. Just know that if you start playing, you should pretty much throw everything you know about traditional hack & slash dungeon crawlers out the window, because only a fraction of that is really applicable.

SO, now that my sort-of preamble is out of the way, onto actual elaboration and analysis of the game and its components.

Performance
Put bluntly, the performance out of the box is abysmal. So, first things first, you'll probably want to fix all your performance issues, namely resolution, screen tearing, and flickering. Go to the steam guides, everything you need is right there. It get's ever-so slightly complicated when you get to locking your frame-rates (If you even have to), but if I can figure it out, I think most people can.

Character Customization
If you're like me and you love creating characters, then you're in for a treat. Characters can be customized pixel-by-pixel, in every single frame of their animations and varying states. I mean, one of the first characters I made was one of the NPC's in the main hub (If anyone's curious, it was Lamb). So if that says anything, it's that you can really stretch your customization abilities. You could be a stick-figure, Master-chief, a big hot-pink block, a single white pixel. I mean you can just go wild with the editor, although it is a bit jank, you get used to it. Oh and did I mention that feature is also available for all weapons, armor, and shields? Or at least ones with the right 'title', although this ability can be later unlocked as a sort of permanent fixture for the right in-game price. This sort of customization extends to the music of the game if I remember correctly, though I don't play with the music on, nor have I tinkered with its customization, so I can't comment on that.

Furthermore on character customization, you can determine each characters dialogue lines as well as relationship status towards other player-made characters as well as each characters individual description. Absolutely none of it has any impact on actual gameplay, and it's really only visible/noticeable in the main hub's tavern, but it's there, it's a thing you can do if you're into that level of customization/personalization. So that's cool.

Equipment/Player Setup
Not exactly sure how to title this section, but it's all things equipment/weapons/skills/class/abilities related. So, standard equipment is pretty straight forward. Your main character can equip a weapon, Armor, and a shield (If the selected weapon supports it). These various weapons/armors/shield can have 'titles' on them, which is simply extra stats/effects that can ehance your characters stats/abilites/etc. Almost Diablo-esque, but not quite. Now while your primary character has their own Stat block, the bulk of your stats (from what I've seen) comes from your actual party configuration and their respective sub-equips (Non-weapons/armor/shields) called 'Artifacts'. For those who are unware (Namely those who don't own/haven't played this game) these, are quite simply special sub-equipment used to augment your primary character through your sub-characters. Now what makes this system complex is the fact that each character has a number of "Magic Circles", which are essentially pre-determined party configuration and sub-equipment slots that are different for each class, and each class unlocks more Magic circles as they level up. Placement of party members and their artifacts matters. This is where the whole min-maxing aspect comes into play. As sub-characters, the only stats that really matter per character is HP and MP. In order to equip most artifacts and gain their effects, sub-characters dedicate a portion of their MP to activate their effects, all of which apply to the Main character. Of course each sub-character slot each has a specific chain of artifact slots determined by the chosen main characters selected magic circle which are attached to them. And to top that off there's also special titles that combine the total effects of certain linked artifacts as well as effects that effectively double all proceeding effects. Did I mention artifacts also get their own titles that affect the way they individually function? Yeah.

If all that is to say anything, it's quite simply; This game is complicated. Which again, not really a bad thing, just a lot to wrap your head around. Granted my explaination of all this probably isn't the greatest, but it's the best I can do. In all honesty you're probably better off just trying the demo that I'm only just now realizing is available, but ♥♥♥♥ it I've come this far let's keep writing.

Terminology
Some of the specific terminology used to describe certain aspects of this game and its functions are what I would describe as, unintuitive, but they make sense once you understand them. Namely effects like "Widen" or "Joint". I would probably also extend this section towards icons for stats/resistances, especially since some of them (as far as I can recall) don't have any proper idendtification/description in the game, but then again I'm probably over-thinking some of them. It's not really worth going into what exactly I mean, but if you play it I think you'll see what I mean.

Closing
Now that my dissertation is overwith, I feel it's worth reiterating this review is writen from the perspective of a mildly-experienced player for completely inexperienced/unfamiliar players/ prospective buyers. By all means I encourage anyone interested to just get the demo, or buy this game on-sale and just try it... just... before you decide you hate it, the game is very complicated. At it's core though, it's a really cool game. Word limit, cool.
Skrevet: 2. juli 2018.
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I'll be honest, I was pretty hyped to get this game. I mean it's as the description suggests, "the first fully-realized MMORPG designed from the ground up for room-scale VR." Which is pretty cool.
That being said, I just don't find this game to be particiularly fun.

From inconsistent/lackluster gameworld interactions to tedious combat, this game just kinda falls flat for me.
I mean, more power to the devs if they can keep working on this game and eventually turn it into something truly special, but for now, like I said it's just not that fun.

I could go more in depth with this review and try to get into the nitty gritty specifics of all the things I thought were bad and how they could be improved, but I'm almost 95% certain all the fanboys would just troll the comments saying things like, "Omigud u so bad, y u so bad at game. Git gud. Its cuz u dont understand game. U dont like cuz its 2 hardcore 4 u." or something to that effect, so let me just say this; I've played plenty of games in my day, let alone MMORPG's, and this? Ranks pretty low on my list of favorites, with or without VR. If I had to rate this game just on the MMORPG compents of the game, I rate it a solid 4/10 in that, what's there technically functions. As a VRMMORPG, it's kind of hard to rate since few to none really exist, especially not on this scale, but to that end I'd say it seems like the devs bit off more than they could chew.

If all this mildly coherent rambling is to say anything, the bottom line is simply "Cool concept, not that fun; Not really worth $40."
Just as a frame of reference, Metal Gear Survive is $40 and I refunded that too, only I've actually considered rebuying that. I haven't considered re-buying OrbusVR.
Skrevet: 26. april 2018.
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Better than expected, still not great.

Pros:
- Fun & Intersting turn for MG Series
- Surprisingly enjoyable gameplay (When it works)
(I Honestly can't think of more...)

Cons:
- Food/Water/Oxygen deplete frustratingly quickly
- Slow resource gathering
- Practically useless NPC's (The cripple kid gets a pass, but the adults aren't even self sufficient)
- Slow/Inconsistent crafting unlocks
- The Dust (Kinda hard to explain quickly for those who haven't played, but it impedes exploration significantly and covers most of the map)
- Clunky Menu Navigation (Little to no real mouse support, weird button combo's to perform specific functions)
- Still no proper sound options (Wasn't in MGSV Either)
- Microtransactions (More than there should be, less useful than they should be for how expensive they are)


There's probably more I can add to either list, but I think you get the point. Now it's not outright the worst game I've ever played, but at it's core the MGSV part of the game is somehow worse, and the added survival sandbox aspect is functional at best.

I feel as though the game could be molded into something actually good/fun with a solid handful of patches, but honestly in all my time gaming, I have never ever seen a company (especially not a triple A title) actually go the distance and rework everything that needs reworking.

In all honesty, I have a hunch that this game is attempting to prepare players for how I imagine Death Stranding could be, though that's almost purely speculation


How it could be improved;
Now I sincerely doubt any of this would ever get through to the development team by my efforts, but just to put it out there I had a few simple (and in my opinion obvious) changes that I feel could greatly improve the general experience of the game. For starters, if the players food/water meters could be refilled (Even if just up to a certain percent like 60-70) at base camp, then that would make the rate at which they deplete so much more bearable. Also make it so it doesn't deplete 'while' the player is at camp. Really annoying when I return to base at like 50% food and water, do some crafting and inventory management, and suddenly I'm at 4% thirst and already almost dead from starvation.

Not to mention it would work better with the relative food scarcity so for any short excursions into the wilderness, a player need not worry much about carrying loads of food/water. But for longer missions or extended exploration of the map, that would be where a player might want to stock up. Easy peasy and you doesn't even need to rebalance food/water depletion rates.

Alternateively of course they could just reduce food/water/oxygen depletion rate by like 50%, another perfectly acceptable solution.

Another thing that (in my opinion) would make the game a little more enjoyable would be if rather than have your exploration teams go out on specific missions that the player needs to start and end every single time, it'd be better if they could just be assigned to passively gather resources.
Not to mention the fact that you can't take stuff off your exploration team after you've given them equipment? That makes zero sense. "Hey Screaming Osprey, know that Survival spear I gave you? Can I get that back so I can repair it for you?" , "Nah, ♥♥♥♥ that if I can't have it no one can" >breaks spear<.
Like, what? For those who don't play the game, I should clarify that little 'skit' there, not what actually happens, but it may as well be. Unless I missed something, once you commit equipment to a team, it cannot be removed untill it's been used up without completely discarding it.

Now if those suggestions sound to some people like I think this game be made way easier (I don't know, maybe some people really want this to be some super-hardcore survival nightmare) might I suggest a simple difficulty selection? Unless I missed it, everyone plays on the same difficulty. Understandably that might not quite jive well with the online co-op and all that, but whatever, it's just a suggestion, take it or leave it.

Oh and one quick thing on the subject of Microtransactions; Maybe give everybody at least their second player slot for free? It'd be a small show of good faith, and let's be honest, at this point Konami needs all the help they can get.

One final thing that I personally feel would be really satisfying is maybe making vehicles (at least walker gears) not just a temporary 'buff' that happens randomly. At the moment all they're really good for is crossing some terrain quickly or killing a small horde of wanderer's with ease, but once you do that, poof, it's gone. I for one would love it if suddenly a walker gear popped in out of nowhere and I was actually able to take it all the way back to base. Maybe then there could be like a vehicle workshop or something. Then the player would actually have to maintain their vehicles using materials in the same way one would repair their equipment. Maybe even allow the crafting of special vehicle equipment (similar to how you could research special equipment for the D.Walker in MGSV). Maybe have enhanced armor or driveshaft to reduce damage taken from wanderers or reduce the rate at which it deteriorates from general use. Storage bags and maybe even give it it's own inventory so a player could store additional equipment on it for longer missions (Different guns/weapons, additional healing supplies, food/water, extra grenades or basebuilding supplies.) You could allow crafting vehicle ammo at this station, maybe even allow players to salvage ammo off other vehicles that spawn. Now I don't know about other people, but to me that would make finding a vehicle sooo much more valuable and interesting.

Now honestly I sincerely doubt any of that would ever change because honestly this game seems like a lost cause. But hey, if they do add some of that stuff, I would absolutely consider buying this again.

Bottom line; Probably not worth $40, could be if they patch the right things, but I already played for 15 hours so I'm pretty sure I'm stuck with it now unless the steam refund policy is feeling generous... Eyyy, $40 to spend on literally anything else. Thanks Steam!
Skrevet: 23. februar 2018. Sidst redigeret: 25. februar 2018.
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Performance seems to have sorted itself out in recent updates; Good news!

Pros:
- Constant updates (Good to see devs actively working on the game)
- Base building mechanics
- Looting
- F2P
- Weapon balance constantly being checked/reworked to be more fair
- Damage indicators (Very useful!)

Cons:
- Poor weapon balancing (Though it's constantly being tweaked to be more balanced)
- Mediocre gunplay (A little jank, could be better)
- Pay to win, literally
- Few base-building options currently
- Limited basebuilding control (Rotations locked at 10 degree increments, no snapping of any kind, no height adjustment of any kind; sort of ties in with previous point)
- Fairly poor hit-reg
- Early Access/Alpha



In recent time, the devs have put out several updates and seem to be paying close attention to the balancing of the game and are actively trying to make it better/more fair, which is good.

The pay to win aspect is still very much a thing in the context that certain paid for classes have access to weapons/equipment otherwise completely unavailable to F2Players except by looting the body of a P2W player. Either that or have much easier access to otherwise slightly rare/valuable equipment (Rockets, TNT, High-quality healing items, copious amounts of ammo)

This probably wouldn't be such an issue if it weren't for the fact that one player could just keep respawning at no cost to themselves or their team and supply everyone with high-quality gear and thousands of rounds of ammo to boot. Though I suppose that's sort of a good thing, but clearly game breaking; Could easily be remedied with a suicide/respawn cooldown.

On the subject of gunplay/hit-reg; It almost feels like the game flips a coin every time your bullet connects with an enemy, because I swear only half of my bullets actually deal damage. Although it probably doesn't help much that most of the actual gunplay is just super clunky in general. Aiming down sights (with the exception of proper scoped weapons) almost seems like it makes you less accurate. Probably not true, though I've not done any actual tests myself. The shooting mechanics very heavily support the B-Hop Spray 'N Pray method, with the exception of sniper rifles at range, though even then it still sort of applies. Meaning just about any automatic will almost always beat out any semi-auto or bolt-action, which I suppose sort of makes sense? But trust me when I say it's not exactly for the reasons one might expect due to the general balancing of the weapons.

On a completely subjective & unrelated note of suggestions for possible improvements;
- Character customization
- Respawn/Suicide timer (As mentioned above)
- More Loot!
- Better collision detection (Just for everything, Players, Buildings, Vehicles, etc.)
- Rebalance all the things! (Doesn't really need to be said 'cuz I already know they're going to be rebalancing all over the place anyway)


Bottom line;
It functions, it's free, it doesn't take up a lot of space, has potential, and is contantly being worked on. All good signs, could end up being a really tight game in due time, but for now I think most people would just get quickly frustrated/bored with this game in its current state, and for various reasons.
Skrevet: 6. december 2017. Sidst redigeret: 8. december 2017.
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Nobody online, only servers available are broken, game itself is just below "passing" in terms of overall functionality.
Like every other negative review says, this is basically just an Asset dump slapped together into a barely functional 'game'. Don't waste your time even if it is free.
Skrevet: 26. august 2017.
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Judging by the screenshots, and the only promotional video's loath to show any combat in a combat-centric game, I already knew it was going to be bad. Then there was the only negative English review, both very telling signs.

Honestly I bought this game full well knowing I was going to be refunding it, and wouldn't you know it, I did after only 6 minutes. But I won't even be going into detail with 'everything' that's wrong with this game, because there's a lot, so I'll just give you my reason.

I might've given the game more of a chance if it weren't for A.) there being no NA servers whatsoever, and B.) After hosting my own server for 6 minutes and winning the game, I was forced into an endless loop of winning games immediately upon loading, even after restarting the game/server.

So after 6 minutes, the game became unplayable, literally.
I mean... did you really even need someone to confirm to you that this over-priced glorified asset dump of a 'game' wasn't worth your time or money? Because it's not, just in case there was even a slight hint of a doubt in your mind that this 'game' had even the slightest merit.
Skrevet: 20. august 2017.
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En udvikler svarede d. 20. aug. 2017 kl. 15:28 (vis svar)
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Basically a Fallout Roguelike developed by Adult Swim Games. What more could you ask for?
I don't really feel like going super in-depth with this review, but trust me when I say it's well worth $12.99.
The game pays homage to fallout in a great number of ways, and is primarily centered around vaults, or, "Coolers" in this case. The lead developer (Mr. Podunkian) seems to be a very chill and open person when it comes to discussing development of the game with the community. He's very good at communicating current problems with the game, plans for future updates, as well as assorted development related mishaps and goings on that would typically be 'hush-hush' for most game developers.

Not-so-long story even shorter, this game feels like it has more heart than fallout (or at the very least the more recent ones of the series) with just a bit extra to really draw you in.

My only real complaint would be that the game feels like it gets exponentially more difficult as you progress, in terms of enemy health, weapon damage, and ammo scarcity. Granted yeah I get that's just the difficulty of the game bearing its teeth, but in my opinion I feel like it could afford to be smoothed down just a bit, as I feel it would make the whole experience just 'that' much more fun. On it's own though it's still great fun and I absolutely recommend it wholeheartedly.
Skrevet: 9. august 2017. Sidst redigeret: 20. august 2017.
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