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Ещё никто не посчитал этот обзор полезным
10.6 ч. всего (3.4 ч. в момент написания)
Well Worth Your Money
This game is what happens when you take a bunch of good stuff and throw it in a blender. The fast, unrelenting, perfectionist inducing, loop of violence and general aesthetic offered by Hotline Miami, a hint of Katana Zero in comedic energy and visual flair, and finally, a WHOLE lot of Post Void. (Later referred to as PV) The time mechanic, frantic gun play, and general structure are clearly heavily inspired by PV. I don't think this is any secret or something they're trying to hide either considering the most useless and bizarre upgrade from that game rears its ugly head here too, IYKYK.
Just wanna preface by saying no shade to PV, it's a game I haven't finished and have only borrowed off a buddy for an hour or two but I had far more fun here and need to accentuate why that is. If you gotta choose, I'd grab this one but they're both good in their own right. (I say before directly comparing them for the rest of the review ¯\_(ツ)_/¯ ) The reasons why I like MMJ more are mainly stemming from the inspirations I listed earlier, which i’ll discuss later, but the key piece here is the boot.

Yes, the boot.
The boot is the best part of this game. (This section is about movement but boot is more eye-catching, aint it?) I have an inkling that the developer's knew this considering sneakers are the primary reward.
The dash in PV is pretty brief and doesn't have any invulnerability or damaging properties. This works well considering the level design is far more chaotic and difficult to navigate, enemies are built to slow you down and make the time mechanic more of a fear than an adrenaline booster. (At least from my experience and taking into account the more abstract and eerie art direction) I assumed this game would be the same so I spent half of the first floor just kinda tapping sprint for quick little boosts until I realized how you’re actually supposed to play.
Now I need to break the thought here to establish something important. It was mentioned earlier in regards to PV, level design. To my knowledge the game is pretty much entirely randomly generated but no matter what the layout is with quick reactions no sidetracking or stuttering is required. The game rewards cooler, more difficult kills with more time. Headshots, nut shots, Doom Eternal style finishers (Made available by picking up items lying around), and most prominently, environmental kills. The way you’re supposed to dash is long strides gotten by holding the button. When you past the peak of your momentum, dash again. Continue this rhythm to make a mad dash towards the exit, mowing down anything in sight along the way. You can indulge in the boot with two methods: dashing into something or right clicking. Dashing into things automatically booting enemies really lets that rhythm cook. Most of the enemy placement is built to condition you into knowing when to shoot and when to boot. Environmentals nets you time, ammo in the clip, and a sweet, sweet dopamine hit.
The coolest moments I’ve had in this game are times where I can look at a layout and not even think about an enemy in front of me. I can walk through a corridor knowing who I can just walk into and boot which just leaves nailing what I actually have to aim at. This type of decision making is only encouraged by a later enemy type that can’t be shot. You have to use a finisher or whip out the boot.

The Rest of the Game

The rest of the gameplay is solid. I like all of the weapons outside of the Plasma Rifle and MAC-10.
Going through them, the swords are good. The main difference between the two from what I could decipher is that flame is pure damage and ice was able to freeze enemies. Freeze was good for beefier foes from a distance since all you needed was a nice boot to the head to take’em out after but I still preferred being able to just kill from range without needing to run over and finish the job. Biggest boon of swords is taking out locked doors and their upgrades being really solid.
The shotgun gets all the positives of a sword from longer range but more tactful reloading is needed since the animation is pretty damn long.
Pistol and Rifle are my favorites, putting them in the same category since I don’t have much of a preference between them. They’re the most satisfying to do well with, right next to the joke weapon. (One of my favorites in a game. Yes, really.)
The MAC-10 is the easiest weapon to use, it didn’t feel very satisfying no-braining my way through with it. It’s a good weapon and all and at a visceral level feels better after upgrading but still didn’t jive with what I like about the game.
The Plasma Rifle slows you down. The game is about going fast so nah. It’s good and all but it’s just kind of a turn-off. If it was a normal boomer shooter I wouldn’t really have complaints about it at all but honestly I dunno why it’s here.
The first time I used the railgun was the final boss. It’s fun, I kinda like it, but again it’s pretty slow. If you wanna get better at using the boot it’s a fun challenge though.
There aren’t any specific upgrades or anything I feel inclined to talk about. Most of them are pretty good, some of them are kinda useless and I dunno why they exist, some of them are things I wish were there on default. They almost make me wish this game would get DLC to further flesh out the pool, maybe add a new weapon? Compound bow? Chainsaw?
The soundtrack is good, not as good as the inspirations I listed earlier, but they’re all easy on the ear, lo-fi, synth bangers with some slick chip-tune tracks mingled in. (“Second Life, Sort Of…” & “Chrome Arena” specifically go hard though.) Final note on the soundtrack, just thought it was a neat reference, but the song “JankenPOW” sounded a lot like “ EEEAAAOOO[www.youtube.com]” to me.
Moving on, the visuals are pretty spectacular. There’s some iffy looking stuff in the later cutscenes and I guess I’m not a big fan of some of the voice acting but I like Jack and that’s all that really matters; considering he’s the only one you can’t mute or skip without turning voice volume off. From a surface level perspective that’s all I can criticize. When it comes to stuff I want to praise? Just look at it.
The only thing I really wanna note here as a little extra praise is the subtitles. Assuming this is a neat little reference to older anime translations back in the 90’s some of the text just flat out isn’t what’s being said. Same general message, it’s not like Ghost Stories adlibbing, it’s just a little bit off here and there which was fun to notice. It was consistent enough I felt like it had to be an intended decision rather than a bunch of typos.

That’s a Wrap!
Hopefully you’re convinced that it’s worth your time. One of the few times I’ve seen a game, thought it was cool, waited for launch day, and it was actually good.
Опубликовано 16 мая. Отредактировано 16 мая.
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116.3 ч. всего (25.2 ч. в момент написания)
What if it was called Freaky company and Dante sucked Outis's toes and ate ass fr.
Опубликовано 4 мая.
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114.5 ч. всего (63.4 ч. в момент написания)
Has anyone ever actually play this game from beginning to end and thought by the time they hit the credits, "Yukiko is my favorite character."
Опубликовано 29 марта.
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40.7 ч. всего (40.7 ч. в момент написания)
Fun game, started being a fan of Xrd and heard people saying this is the best one in the franchise. I disagree, in fact I like it less than Strive in that games current state. The input reader on this one is a little finicky. I promise I don't say that often and it's likely because I'm using a Nintendo Switch Pro controller but still, it is something that effected my experience. This game is pretty damn difficult honestly. I like the almost free-style flow of it but I didn't even try ranked since I was able to understand just how out of my depth I was here. The thing I like the most about this game is the depth of singleplayer content. I didn't finish all of it and won't unless I get a new controller or go the extra mile troubleshooting my current one but it was still a lot of fun. The lore in Xrd was cool and I was glad the game didn't take itself too seriously (Like the main ♥♥♥♥♥♥♥ bad guy being revealed to have cat ears, unfortunately got ret-conned but whatever.) but I wanted more gameplay mixed in and that's what I got here. It was a fun time getting more info on older cast members and seeing ones that didn't return in Xrd. I genuinely want Zappa in Strive now lol. Solid game, I still think Xrd improved on what's here in pretty much every way I can think of but I can't say the same for Strive.
Опубликовано 26 марта.
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22.5 ч. всего
It's pretty fun.
Опубликовано 21 марта.
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96.9 ч. всего (4.3 ч. в момент написания)
Probably the first time I've oped a game and it plays exactly as advertised.
Опубликовано 17 февраля.
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153.6 ч. всего (30.6 ч. в момент написания)
Обзор продукта в раннем доступе
The game is fun. There's a lot of stupid discourse around it but if it looks like something you'd enjoy give it a shot.
Опубликовано 21 января. Отредактировано 24 января.
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Пользователей, посчитавших обзор полезным: 3
1 пользователь посчитал этот обзор забавным
6.8 ч. всего (6.1 ч. в момент написания)
TL;DR
The game is pretty bare-bones and lacks the complexity of it's bigger AAA action game brothers like the DMC or Bayonetta series' but it's a solid foundation especially for an indie game. Honestly, it feels a lot more like a Dynesty Warriors experience in its current state which is pretty good for its reasonable price point. Worth it in my eyes but if you're on the edge watch for updates and pick it up during a sale.

The Review
If you've played any rouge-likes before the gameplay loop will be pretty familiar. Same bosses at the end of the tunnel but random room structure in between. However, instead of just being thrown from one random place to the next you have a choice between three room structures with different rewards or enemy types in between. Currently, there are 3 characters and it won't take very long at all to unlock them.

Again, I should mention ahead of time that if you're expecting a lot of complexity in it you'll be pretty disappointed. I should also be upfront in saying that I'm not a combo god. Other people can surely elaborate further on this games lacking aspects than me so take this an an average players account. I came in looking for a Devil May Cry type experience but got more of a Dynasty Warriors feel.

On the offence, every character is locked to 3 moves mainly. A launcher, (Which is also your helm-breaker type move in the air) a charging attack, (As in you run forward to close distance) and your standard hits (Usually a 4-6 hit combo). I'll give a brief summary of each character but all of them only have one weapon, only one of them have a gimmick without upgrades, none of them have ranged attacks (Which is really something they should add, would definitely help the game-feel a bit more), and the "devil trigger"-esque (DT going forward) mechanic isn't character specific. (Meaning, while it is useful, all of them are simple enough that they're either kind of boring or don't mesh with some characters as well as others.)

Every character in this game feels like you've just booted up a new savefile in DMC. Outside of being able to toggle sprint, a couple of pause combos, (I mean that, I've only found one or two for each character.) and a helm-breaker-esque combo ender, you have basically nothing and the few unlockable moves you can get aren't actually added to your characters moveset and instead are optional replacements for your launcher or charge moves. The only thing that can spice up this formula are the "artifacts" you can pick up during runs but again these are not character specific. This means they're plagued by the same issues as the games DT mechanic I mentioned earlier with the added downside that they're used constantly in your gameplay so feeling boring or not meshing with each character is far more impactful. Now we'll be moving on to:

The Characters
Knight : This game has a perfect parry system that seems to be geared towards the knight. I mentioned earlier that only one character has a gimmick and this isn't what I was talking about. There's a souls-style dodge roll and a parry which are introduced in the tutorial, where you're playing as the knight. It's pretty easy to perfect dodge and perfect parry and there's not much of a meaningful difference between the two outside of the flair. There are 4 options of attack out of the perfect parry as the knight and only one for dodging but the damage and stun is about the same. Now the reason I'm not calling this a gimmick is because I can't tell if I'm just bad or it's character-specific. I land parries pretty easy as the knight but I tried it as the other two a couple times and just didn't land it so I just went back to rolling. Outside of that there's not much to say here, his tools aren't much but it's a simple loop that's pretty satisfying. The TTK is fine but it's mainly his defensive aspects that make him fun, not because of the damage but because it just makes you feel pretty cool.

Assassin : Has the most to his combo game compared to the other two. Has a [Just] timing system kind of similar Assault Spy if you've played that game. Long story short, perfectly timing together attacks give a huge power boost and this can be made far better during your run. Definitely the character with the most to him if you're looking for complexity but still feels pretty hollow to me. If you're still really on the fence about getting this game you'll definitely get him within the first 20-ish minutes so honestly just playing it to try him out and just refunding it if you dont like the feel before the 2 hr mark would be my recommendation.

Spear Woman : This is the easiest character in the game and the last one you unlock. You knock people up and can just kind of sit in the air forever. You still have to think fighting bosses since their hitboxes are wide enough you'll just be sent flat on your ass if you mess around. It's entertaining and her unlockable attacks keep her fun to play but probably the one that needs the most work between the three. You can infinitely pretty much infinitely loop the same two attacks to the point where the only thing stopping you from hitting the skybox is your foes HP.

Fin.

It didn't really need its own category or anything since overall they're pretty serviceable obstacles but here's a brief bit about the-

Enemies : Some of the enemies have kind of wonky animations that make the game feel harder than it really is. I've gotten used to it now but on an initial run it can definitely throw you off. This includes the bosses and mini-bosses. Since it's a rouge-like I'm alright with a little bit of trial and error here.

That about wraps my thoughts, sorry if it's a little unorganized but that about summarizes my view of this game. For a smaller indie project it's a worth the price I guess but it wouldn't hurt to either wait till more nuance is added to the gameplay or a sale if it doesn't sound worth it to you.
Опубликовано 8 ноября 2023 г.. Отредактировано 12 ноября 2023 г..
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11.8 ч. всего (4.8 ч. в момент написания)
Обзор продукта в раннем доступе
pomf pomf pomf
Опубликовано 27 октября 2023 г..
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