157
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reviewed
0
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Recent reviews by Abydon 'Grey-Röck' Belegarssøn

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Showing 1-10 of 157 entries
4 people found this review helpful
3 people found this review funny
16.4 hrs on record (14.7 hrs at review time)
lesbian hipster opens her palm and has nosebleed, chaos ensues

also as a Vietnamese, we disown Vinh
Posted 20 October. Last edited 20 October.
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1 person found this review helpful
1.7 hrs on record
Having "Death With Dignity" as your theme song is just ♥♥♥♥♥♥♥ cheating
Posted 6 October. Last edited 6 October.
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2 people found this review helpful
28.1 hrs on record
"What good is the warmth of summer, without the cold of winter to give it sweetness."
Posted 6 October.
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7 people found this review helpful
13.3 hrs on record
Although the entire story didn't stick the landing, this is a glimpse of a future where LIS doesn't have clunky dialogue and a level of subtlety as light as a brick. Shoutout to the Tempest sequence that brilliantly deconstructed the complicated nature of unintentional manipulation and the whole baggage of whirlwind feelings of individuals who are just, lost.

But I still love you Rachel Amber.
Posted 6 October.
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11 people found this review helpful
3
354.6 hrs on record (340.9 hrs at review time)
EDIT: WOOOOOO Crytek addressed the UI issues and promised changes coming soon, fingers crossed

The tech upgrade is a game changer:

- The long-awaited engine update's effect is tremendous as expected. Much better GI, diffused lighting, shadow, LOD can be cranked out the wazoo, much more realistic geometry and water ripple. Hunt has always looked good, but this is the first time I'm amazed by the level of fidelity in a multiplayer shooter.

- Mammoth Hammond Mammon's Gulch, even though I've only played for a handful of times in, quickly proved to be an outstanding map, with tons of verticality (I can foresee Kiteskin being picked more often), a unique mine system with flexible ins and outs, and very few dead spaces thus can feel very fast paced. Top notch environmental storytelling sprinkled here and there, less disgusting rotten pig corpses, more odd/demented looking horses and cows. It traded a bit of Hunt's dark, discontented gothic aesthetic for striking landscapes that feel more uncanny, as if there exissts the time and space intervention from a dark invisible force.

- I made a dumb decision to prestige before getting my hands on the new weapons, bear trap, and new ammos for current guns, so no opinion on those yet. Appreciate centered crosshair for people who got put off by the lack of that option, and crosshair finally represents shotgun spread.

So why the thumb down? This is already repeated ad nauseum, but all those ♥♥♥♥♥♥♥' on redesigned UI weren't exaggerations. I sighed and grunted when I saw Call of Duty's Hulu-esque eyesore monstrosity, but how Hunt team managed to not just copy pasted that design philosophy but also made it worse is beyond me.

- There. Is. No. Lobby. Button. See the top toolbar that includes every single important tab, but there's nothing between "Home" - the landing page, and "Hunters" - your Hunter customization screen? To access the screen where you find teammates and queue for matches, you have to 1) press "Home", see an ad for battle pass, scroll down, and press Bounty Hunt, or 2) In "Hunter" screen, press a tiny ass yellow button on the bottom left to go to the lobby. They literally forgot to make a separate tab where people go to play the game.

- Mouse scroll no longer works in most of the screens, you can't scroll through the battle pass, you can't scroll through your recruited hunters list because it would drop down to a separate recruit screen instead. Tons of dead space, every screen has its own background image when you go through them, every button displays its own background image for no inexplicable reason.

- Buttons are too big. I have 12 available Hunter slots, the new amazing horizontal menu can display... 3 and a half Hunters. Weapons and equipment are contained in big ass boxes, so their solution is giving us... menus upon menus. To change gun skin, you used to be able to click on the gun then it un-nest a skin selector that you can scroll through, now you have to open a sub-menu that's 100% not organized in any way and double click on the skin, then double click on the weapon to finally place it in the loadout. Why does the skin menu show 4 Martini store skins before the one that I own? You know why.

- The Hunter list can be switched to a less painful grid view where Hunters are presented as squares. The problem is this is not a permanent toggle, just an alternative view. Once you back out, you'll be met with the same dreadful horizontal menu again and have to press backspace again just to access a superior menu view.

- To reduce or remove an item from your loadout, it used to be simply clicking on the item then click reduce/remove. Now you have to hover mouse on the item and open a "quick menu", because for some reason they couldn't place the reduce button anywhere on the loadout screen. And until now, I still have no idea how to check out my teammates' loadouts in lobby (EDIT: found it, another "quick action" menu zzzz), I can see those in-game BUT they no longer update in real time.

- To add multiple consumables into loadout, I have to... double click on slot, open menu, double click on item, double click on slot, open menu, double click on item... Way more clicking just to accomplish the same things we did before. I can't even equip a second pistol despite there being a second slot.

- Top toolbar, bottom menu, pop up, side panel, menus upon menus upon menus upon menus that rely on unintuitive, inconsistent button interactions where one button used to open one menu might do different things on other screens. The trait screen is the least painful screen and it's still lackluster due to the way scarce traits are pushed to the top even though they're the least important when you prepare your Hunter.

- Folks, I heard you wanna quit the game, so I put the quit button inside a quit button on the quick access menu. And why is the setting menu a side panel in the main UI, yet it's a big rectangle button in-game, I don't understand.

"But UI is something you interact with only 5% of the time, it doesn't matter to the gameplay."

It matters to an extraction shooter where you spend considerable amount of time fiddling with your gears. This is a genre that relies on preparation and strategy outside of moment-to-moment combat, not ♥♥♥♥♥♥♥ Call of Duty where you can change ♥♥♥♥ on the fly. Screw with the UI and the game adds more frustration to the prep phase. Tell me, do you want to get in and fight ASAP, or do you want to struggle with reducing those 3x stamina shots in your loadout because the menus are designed to waste your time?

I don't care if Crytek decided to rework the entire UI/UX, I just want less clicking and more intuitive interaction for the most basic actions within the systems in the game. In the meantime, they can keep this red thumb down.
Posted 16 August. Last edited 17 August.
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No one has rated this review as helpful yet
13.1 hrs on record
omega level lesbian figuring out savescumming can't lead her to a perfect playthrough
Posted 31 July.
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171 people found this review helpful
200 people found this review funny
12
4
4
2
10
29.0 hrs on record
tomb of giants
Posted 8 July.
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No one has rated this review as helpful yet
1 person found this review funny
35.7 hrs on record (35.0 hrs at review time)
dragon aerie
Posted 8 July.
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1 person found this review helpful
46.7 hrs on record
🎵 WHEN THE DARKNESS LOOKED AWAY 🎵

🎵 AND THE STARS DON'T FROWN ON ME 🎵

🎵 WHEN THE FIRE'S BURNING BLUE 🎵

🎵 THROUGH YOU 🎵

🎵 PLEASE, LET ME DROWN 🎵

🎵 PLEASE, LET ME DROWN 🎵

The right middle ground between big-scale extravagant ideal depictions of a paradise gone awry, and a staggering amount of attention to the finer details. DI2 didn't try to go big as all other competitors in the same genre, but it lingered in my mind simply thanks to how it turned its straightforwardness into a comfortable yet rarely formulaic rhythm.

Would I have preferred a true open world or at least a seamless one? Of course. Would I have preferred fewer sewer levels? Sure. Would I have loved some more creative weapon designs? Definitely. But I am completely satisfied with the current DI2 we have, a love letter to the cult B horror movies that have just the right amount of campiness and body horror, a delightfully punchy combat system that has just the right amount of variety for the game's length, a card-based character building system that's just the right amount of complex for this type of game, and some shockingly decent voice acting and out of the left field writing choices that impressed me with how ambitious the developers are willing to go.

As someone who adored the janky original 2011 Dead Island, one of my first purchases on Steam and a pretty significant part of my teenager years, I couldn't have asked for a better comeback.
Posted 8 July.
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1 person found this review helpful
9.5 hrs on record
Amazing post-modern Slavic drama with the trappings of taboo and religious weariness, felt like The Brothers Karamazov recited by a sailor who still has alcohol in his vein from last week. Read this review for a more personal touch from someone close to the culture depicted in the game:

https://gtm.you1.cn/id/imma_doctor/recommended/1373960/
Posted 8 July. Last edited 8 July.
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Showing 1-10 of 157 entries