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Análises recentes de TheWangHermit

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A apresentar 1-10 de 15 entradas
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7.1 hrs em registo
This is honestly a good romp that dates back to Wolfenstein 3d-esque mazes when it comes to how the game maps out it's arenas. For what it is, throughout the game you go through the episodes, find a new weapon that compliments the entire arsenal you have, alongside featuring spells as a back-up and/or buff to the weapons you're using.

It's a nice light-rpg FPS game in which you do have stats, such as points to invest into your mana, health, ammo cap alongside strength (melee in this game actually feels pretty hefty despite only featuring an axe and dagger). Alongside this, for the base guns you do get they never feel underpowered, but they can be upgraded into two separate variants (you can only choose one) that slaps a gimmick onto it. Depending on how you play, most variants will serve a purpose, but there are some weapons that do have the obvious choice, with the alternative being something okay. As a future warning, don't choose the nailgun variant for the submachine gun, it actually makes it useless since nails bounce off enemies and damage you, making a room a whole fiasco of angry nails seeking anything to spill blood.

Anywho, the game does start off slow since you start off as a weakass warlock, but by episode 2 with points invested into both health, ammo cap, alongside maybe a weapon variant unlocked, you're pretty much golden. This is coming off of playing hard, which honestly, wasn't so hard. You may die once, and there are lives in this game to where once you run out, you have to restart an entire campaign (which I wasn't a fan of), but on my second run I pretty much never had to worry about lives or really dying with health and ammo cap beefed until maybe the final two episodes. As when you start to realize that with this game sticking to wolf 3d's formula, you're pretty much expecting monster closets every time you either toggle a switch, grab a key, or walk into a room, so just scoot forward, then back, then blast. Rinse and repeat.

Overall it's a good boomer shooter and from what I hear the second one is leaps ahead of the first, but that doesn't mean that this game is heavily marred with flaws. It has it's quirks in it trying to be an rpg, roguelike and retro fps shooter while mainly only succeeding in the latter, but the former elements aren't bad either. Just weaker. It all adds up though to being a nice casual adventure through a well made boomer shooter. Full recommend, especially on sale.
Publicado a 3 de Julho de 2022.
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4.2 hrs em registo
Despite having only clocked in 4~ hours as of this review, I have to agree with the many others. For awhile it was peeving me that this was a mixed game on launch, but I can also understand where people where coming from.

For 40k fans, its the game everyone has been waiting for, a FPS tagged 40k title without it being near-insufferable or overly average. Its fun, it has the arsenal that everybody wants, which includes bolters, lasguns, plasma guns, and even other more not so seen yet just as important guns, such as autoguns and stubbers. Hell you can even wield a heavy bolter (and feel how unwield-ly powerful it is) early on in the campaign (and you get to keep it!). For me its what I wanted since a wee lad, to fire a lasgun in a good 40k FPS. And, I think too that the weaponry depicted is pretty lore-friendly, lasguns feel powerful considering for the most part you're hitting unarmored Necromunda punks, and bolters have the recoil that only an Astartes can shrug off.

The visuals as well are stunning, everything is 40k, but its also in Necromunda, so just think of the environment as a Mad Max hellscape with nth amounts of skulls and worship. And as stated, it's paired with a pretty good structure of a game, every new element in singleplayer FPS titles is pretty much here, such as wall running, grappling hooks, double jumping and dashing. It's implemented well enough to feel smooth enough.

And before I go into the cons, I'll say this. It's rough and I can see some people brushing it off as another cram-game that GW just shoved out. Its not, I know you may be hesitant but trust me, this is at least worth a glance at. Despite the following jank, it's not troublesome enough to feel as though another title ripped me off just because I wanted to experience one of my fav universes.

So with that, it's polished here and there, but the rough parts are really rough. For now of course, there are crashes, bugs, freezes, and glitches (and even some sequence breaking bugs). And on top of that, the animations, characters, and voice acting are at best corny, at worst jank. Your mastiff too, even while upgraded is unfortunately pretty weak. As for the AI, sometimes they bring their A-game, and sometimes you can just snipe them as they stand there taking it.

But those'll be hopefully ironed out somewhere down the line (bug-wise). What's left is a good structure for gameplay. It has a nice arsenal to play around with, it has a pretty fantastic loop of just exploding people with bolts or popping them with lasfire, and on hard difficulty it does give a challenge that forces you to utilize everything you have. Think of this as some strange DooM Eternal incarnation that was surrounded by 40k miniatures and codexes and was given not even half the budget to make. Still good, but still rough.

In the end, I think it's well worth the price. It's a solid 40 dollar title, and you get to venture into 40k places that aren't depicted all that much in other titles. It'll be cleaned up somewhere down the line and we'll be left with a nice, jank 40k adventure. Hopefully further additions would be tacked on, such as DLC, missions packs or what have you. Even if that doesn't come along, I think what we got is pretty damn good. For 40k fans, it's a dream, for shooter fans wondering what they're looking at, just get it on sale and see what you think.
Publicado a 3 de Junho de 2021. Última alteração: 3 de Junho de 2021.
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1.3 hrs em registo
For anyone thinking on buying this, even having beefy systems, just know that I too have a beefy system that still affected by a bug that may or may not be caused by the game's AI. In that, the bug makes it to where once you press the play button it'll just stutter to an unplayable mess. You might be lucky to have the builds that aren't affected or at least marginally affected by the bug, but unfortunately for many the game remains unplayable until now.
Publicado a 9 de Maio de 2019.
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26.0 hrs em registo (14.9 horas no momento da análise)
Análise de Acesso Antecipado
EARLY ACCESS REVIEW

First off, I have clocked in 10 hours in this game, but have gone through and cleared most of the maps with my buddies (during their day variants). In this, the game is pretty great for the tactical genre, however, it truly is early access at the moment. But, it still is one of the entrenched games my group currently cycles through, considering that what it offers is pretty unique.

Gameplay-

(GUNS): If you have ever played any of the SWAT games or the original R6 games, Ground Branch tries to capture their gameplay with a modern twist. Terrorist Hunt makes a return from those previous titles, and is the central focus of the game, at least being the most often played mode. You are given many weapons that span from your sidearm with some customizeable options, I believe at the moment the only real attachment for pistols at the moment are flashlights. The rest of the arsenal however, goes wild with attachments. You can have rails that adapt sights, you can have an offset rail to attach more weapon sights to your rail, so that you can rock an acog and a red dot sight and cycle between the two depending on how you want to use them in any given context.

You can also ad sights to magnify other sights, just, sights on sights on sights essentially. Alongside that, if you wanted, you can add two lasers and two flashlights if your heart desired so. This goes for most firearms, and in the case of firearms such as the AK74 which doesn't support too many sights/attachments, they even have a rail adapter for it. The arsenal of rifles/pistols also sound and feel pretty realistic with range and punch, but I believe they're still finetuning sound since from what I hear ingame, a lot of rifles borrow sounds from eachother, the only distinct difference I feel in sound is the AK vs any NATO waeponry. But no game other than Ground Branch has given me the freedom of putting a sniper scope on an mp5 then sitching to an offset red dot sight.

(GAMEPLAY): Well, that's a bit of a rough one. It captures the feel of classic Swat/R6 pretty well, and for those that don't know, it's tackling a map slowly, having shots kill you in a realistic manner (no health bar, bullets hurt very much), and you're the specops dudes fighting against Terrorists on a very tactical map. Maps themselves can be tight yet pretty open on how you want to tackle them, or sprawling with an island essentially with four different areas to drop into. They look very beautiful, and have a lot of depth and believableness to them in how they are structured, such as a mine with a cave entrance that has many different tunnels around it, then looping back to the entrance, all beautifully rendered with Terrorists included.

However. Going back to how guns work and behave realistically, taking 2-3 shots on semi auto has a recoil to it that feels believeable, automatic swings the rifle in the way that it would in real life. Terrorists don't have that problem. In a lot of ways, they truly have laser rifles and aimbot on. Its great that the game punishes you if you screw up a shot, however, when you're on a map, and you kill a bunch of terrorists in a very controlled manner, then have one across the map suddenly snipe you while looking through two pipes behind a corner, it starts to get a little aggrivating, especially when they force your gun up with collision when you bump into them during the sweaty moments, but they get an easy pass and kill you on the spot. Alongside that, its also hard to judge killshots to the chest of some terrorists, sometimes bullets don't have that impact you want while they shrug it off, 360 towards you and kill you. Once they spot you and shoot, you're locked on and most likely dead since they never miss, you can duck behind cover and move to a different spot, but if you don't get into an advantageous point, they can easily overpower you with their buffs. So hitting them with a couple of shots yet them not going down, or, screwing up a shot and getting back into cover with it not really mattering at all considering that they have no penalties in recoil, is a death sentence to a mission usually. Not that I hate them having armor and ballistics handling right according to reality, but I wish that the developers could make the AI somewhat more believable, rather than them being killmachine wardens once you're being punished. It makes the game feel like the true angle-game, where you have to find the appropriate leverage against a terrorist, tactical yes, but even skirting back to the corner of window to get to cover, you still can be killed since they have a definite aim-lock with bullets brushing by the pixels of your elbow. I feel there are only a handful of lucky moments where you survive in all that. But its still early access, only critiquing the current quality of what the game has to offer for the moment, which is their main course.

Hopefully the T-Hunt will be better with more flare to how the game presents itself with its animations, or more forgiving or at least more challenging in a manner that doesn't seem too gamey, as at the moment the game itself feels like a heavily-buffed version of Insurgency's player v. bots mode. Overall, without making this review even longer than it is, the core mechanics of the game feel very good despite the early access, such as weapon customization, maps to utilize them, and how the weapons behave. However, the core gameplay which I consider is T-Hunt, needs work for it to be properly realized, as I feel some weapons at the moment such as snipers, are almost useless against multiple foes unless you truly have range on them (with only a couple maps allowing that) considering that once they spot you and they have range, they instantly have the advantage with their aimbot. In this, the weapon customization, and loadouts, feel a bit weak on how you tackle a mission, since in the end you shoot first, hoping it hits, while they can kill a game in seconds no matter how decked and properly-fitted your squad is.

In the end, great early access game, but very, very early access, enough to sink your teeth in, not enough for a full bite yet.
Publicado a 22 de Janeiro de 2019.
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184.5 hrs em registo (98.0 horas no momento da análise)
This is an interesting game.

I've heard from somewhere that Paradox needed to kick over an anthill to get any real work done, and I'm one of the players that says it's well justified, as a preface I speak of the 1.0 vs 2.0 problem that many players seem to bring up. It really does feel like two different games, which are both good in their own ways, however, I feel as though 2.0 had truly revitalized the content, namely the gameplay and how war works.

Now you may be wondering, what the hell is this guy talking about, tell me if it's worth 50~ dollars or not. I believe Stellaris is worth buying in a sale, as it's a paradox game, which unfortunately every vanilla paradox game starts off bland and is later fleshed out with a cocktail of DLC and mods. This is no exception, however one thing I like about stellaris is that the dlc doesn't feel like spam, save for maybe the apocalypse DLC, but that's more fluff--as that DLC adds new factions within the game that do alter the gameplay landscape. The fluff part being more the planet-killer and the titan as they do look and feel cool but really don't shake things up as much as you would believe initially. For the most part however, Stellaris is a good game with it's dlc.

For gameplay, lemme explain, it's been shaken up recently, like, really really shaken up. Back then it used to be whoever has the biggest glob of firepower tied to a fleet would win, now with the hyperlane system, there's more of a feel for choke points, rather than being able to manipulate where you can enter or leave in space making it hard to read where fleets might go to. With choke points, it makes systems much more "heavy" as you're able to judge whether there would be a nice point to stop as that one last star you claimed could be the other empires only way into yours. Which I very much like, it makes turtling much more viable in this game.

With that, Fleet combat I feel has improved, as every 4x game is probably the weakest in combat, save for Sins of a Solar Empire, which was in the vice versa, suffering from everything else (not too much mind you) that wasn't combat. With that, fleet combat for the longest time felt like an afterthought in this game, just a tool to grow borders, now it feels as though if you have a bigger fleet, they still might be wiped out from the game if the opposing faction has better tech, at the very least you'll lose more ships that could hinder a quick victory against an empire (which happens to me on occasion, no more happy go lucky expanding).

Alongside that, diplomacy is nice, factions will like you through non-aggression pacts, defensive packs, and through other mechanics you can also attain the ability to announce a federation with those closest to you. Or they can outright hate you, depending on how you build your empires government and beliefs (Pacifists don't like aggressive space nazies). With that, roleplaying is very easy in this game, you can be a capitalistic empire, a socialist state, space nazies, space commies, space Jerusalem, space commie nazi Jerusalem, space commie nazi robot Jerusalem, all sorts of combinations of everything.

The one thing that sold me on this game, however, which hopefully will be further expanded, are both the mid and late game crisis's. These are galaxy changing events (which are wars usually) that really shake up the game. Something you inevitably prepare for once the late-game hits (either the years 2400 or 2500 ingame), they could be an AI rebellion, extradimensional invaders, long stagnant 2 million year old empires doing absolutely nothing in your game but sitting with 100k+ stacks suddenly awakening and invading everything around them pissing off other 2 million year old stagnant empires, or a combination of everything when mods are involved. For mid game crisis's I believe we only have the khan forming a space mongol horde, I wish they expanded more on the mid game crisis, as I felt that was a fun answer to the mid game slog.

All n' all, this is a great game, I believe on sale the price is justified as base game drops near $15-$20, rather than the $50 Paradox straight up asks for. Buy it for that price, nothing more, as you'll unfortunately will be needing to spend the $$$ on the DLC to get the fully fleshed out game. A good 4x that won't kill you like Distant Worlds, thin enough for everyone, thicc enough for vets.
Publicado a 21 de Maio de 2018.
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165.9 hrs em registo (4.7 horas no momento da análise)
The game is good, sure it's buggy, but I haven't had this much fun since XCOM when it came to turn based strategy games in the past five years. And not only that but it's set in Battletech of all the universes which hasn't seen a proper (single-player) release since MechWarrior 4. Load times are a bit stuttery throughout most of the menu's but nothing that is game-ending. I believe a day1ish patch would fix a lot of initial release problems I'm facing at the time of this review.

The game centers around you being pulled into another political incident in Battletech involving backstabbing, betrayal, and resolving it all with giant-ass overheating mechs. However you lose everything, get thrown into a mercenary company, and now you're just fighting to survive bankruptcy from the banks you owe sweet C-Bills to. The story so far in my 6ish hours of gameplay has been nice, if there's an odd twist, or total devolution of the plot then I'll re-edit my review to include that, but so far the universe is perfectly preserved for what Battletech brings, and the plot is fitting. Think Dune, but now with mechs.

However the only thing bugging me with the game right now is the grind, the soul-crushing poverty stricken grind. I can't break even with a contract, as the lower ones only play 100k which sounds like a lot, but when you lose just 1 mech that could mean a new mechwarrior to hire out, a mech to repair, and days lost until the monthly debt hits again for you to pay off. This means if you lose two contracts in a row, you might as well just restart since you'll basically be sold off as a slave and your ship for spare parts.

Gameplay is good though, it's overheating mechs squaring off with eachother using jump-jets for terrain advantages, laser lance-beams, autocannons, machineguns, and flamethrowers to resolve diplomatic disputes. However, I miss the meters in Mechwarrior telling you on how to spend your heat sinks, but they got a guy you can talk to. Though I think they should have it a bit more apparent in the UI somewhere.

Alongside this, despite the 30 something odd mechs, it was about the sixth hour after playing a bit more into the serious missions that I finally got a new mech, for the rest of the time I was just trying to keep my shadow hawks, and locusts running, which led a lot of mechwarriors to their death. I could just be playing like ♥♥♥♥, but in a terrible turn of events, Glitch lost her PPC cannon so I'm kind of worse off at the moment.

Overall though, I like feeling like a desperate merc, trying to see the light of another paycheck while keeping the missions under control and trying not to nosedive any further than where I'm at.

Good game overall, with more DLC to flesh out the universe (maybe expanding the timeline to include the Clans and more Mechs) alongside including fixes, this game will turn out to be incredible.
Publicado a 24 de Abril de 2018.
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7.9 hrs em registo
{Spoilers and fanboi rants in this review, read as you please}

As a long standing Batman fan, I can see why a lot of people were biffed at this. I personally enjoyed it, it was a great treat and the usual TellTale formula of excerpts saying somebody just reacted to what you said and the acute anxiety of seeing that. Course many of those prompts in most telltale games doesn't mean much, but still it adds to the ride.

I'll try to keep this as spoiler free as possible, the game isn't bad to start. It's quite good, the story, the character development, the thing I noticed that was different from most Batman incarnations, is that Batman is really green at points. Like Year One Batman green, and I tried to play it off like that in some story points as it feels, with many other reviews addressing the fact, that you're just constantly thrown into one predicament after another, while Batman most of the time plays one step ahead of the villian he's after--which fits the cowl perfectly as it plays into fearing Batman rather than having him fall into your plans once he figures them out and prepares accordingly. This as said, does a 180 at that fact since most of the time you're responding to most things that are entirely out of your control.

And despite that, I still liked this Batman. I think the thing that pissed off the fans, which I could kind of feel at points, is that they humanised batman. You will feel like you're dealing with a million different things and see Bruce/Batman show it as well, while I'm used to the more Stoic, cold, calculating Batman. This Batman shows a lot of emotion you don't often find, you either have the snarky batman, the cold Batman I just mentioned, or this Batman, who's human and makes a lot of mistakes that leave you to either appreciate what Telltale had to work with in their usual formula of doing things, or leave you biffed on something that didn't exactly follow the guidelines. I'm a little bit of both--again the game ain't bad I reccomend you play it if you're a fan, or if you're just like me and you've either burned through the walking dead and came out scorched, or unfortunately finished the Wolf Among Us and are clinging to what really sells a telltale game 'cause good Jesus that game was near-perfect. This one however? Well, we'll get more into that.

I would say, that I've been spoiled with the stoic, cold batman, the batman we see in the Arkham series and everywhere else, and I love that. However, seeing a Batman that can be manipulated, that can be a condescending jerk, a batman in a sense that doesn't think twelve steps ahead, and is more flawed than the original with a lot more Bruce facetime--is a totally different feeling than what I was used to. I think that was the big thing in this game that detracted from a more Batman oriented game, as it tries to follow a balance you want to walk in this game, highlighting whether you want to save Bruce's face against all the shenanigans a billionaire philanthropist falls into, or if you wanted to highlight Batman as the shining beacon of Gotham against all the shenigans a billionaire philanthropist has to deal with. And a lot of the time in this game is placed on Bruce, with batman almost bridging the gap into the next problem that, Bruce, has to face with Batman almost being a tool of his to use. There's also a lot of interesting developments they've did with Bruce Wayne's legacy, that I feel were handled right in the context of this game, the ol' batman predicament of whether he can uphold the honor of batman when he looks at himself.

I must say though, Harvey Dent in this game, has probably the best character development I've seen for him. And despite the new batman feel you have, that could either turn you off, or have you wondering at the very least (or enjoying--to each their own amirite?) it's a good game. The only thing I have to say that I truly didn't like, which could be fixed if they use him right, is the Joker. He feels a little too...calm for the Joker. Yet Telltale has taken a lot of freedom in using characters outside the status quo, and I like that, they're trying something different rather than allowing the rhythm to bleed through every character in them following their archetype, this game doesn't do that and has leeway on characters and how they're utilized and built through the story. It's a breath of fresh air, but one that can also taste stale to others. In the end, the dialogue felt good, despite most of it not holding any weight in the story (as per telltale tradition) some points of the game force you to choose between what event to take on, but looking back on how the story progressed I don't believe it would have had any major impact. Looking back on said storytelling there were some things that weren't explained, things that were just thrown at batman, or for him to walk in on, but overall it concluded very nicely.

Out of my rating system--Great/Good/Bad style; were Great meaning it's a timeless classic that is amazing and whatever flaws it has eventually evolved into charm; good meaning it's a good game that has it's flaws but is still playable, engaging and fun; and bad meaning you won't find much enjoyment out of it and/or it's just too disappointing and/or boring to follow through on--I feel it's a good game in the end. It has it's flaws that can turn you off or on, has it's points that don't make sense or don't feel "batmany" and points where I felt like even if I didn't push the action prompts I still would've kicked ass and survived, it's still fun and engaging in the end, if just for the story alone. Quite good, as everyone including the villian, had their motivations and loose ties eventually connected while Batman had to survive it all.

{Sidenote} The game does have some technical issues, such as scenes stuttering, frozen characters, sometimes the models will be seen standing until the scene corrects itself, and even with my 980ti build, at parts it felt like the game was crying and my card didn't know how to baby it. Overall though, it didn't get annoying, and didn't persist onto important parts, it mainly only happened during transitions, other than that everything else ran quite smoothly.
Publicado a 23 de Novembro de 2017.
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8.7 hrs em registo
This is quite possibly the most relaxing game I've ever played in my life.
Publicado a 8 de Julho de 2017.
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7.7 hrs em registo
I'm a sucker for noir, hard boiled detective stories and I must say The Wolf Amoung Us, is amoung my favorite games that hold a light to such a seedy genre. Sure TellTale has their formula of point and click adventures that don't have many choices that truthfully impact the tale you're going through, a broken oldass engine that creates odd glitches and character displacement, alongside the feeling of immediecy when there really is none in the QTE's, but the story and characters balance it all. I wouldn't have completed the game if it hadn't been for such a grand spin on the noir way of doing things.

It's all just such a breathe of fresh air to get such stories like this that aren't afraid of saying things, doing things, and showing things, such as murder, prostitution, suicide, flakey characters, torture, and many other lampshaded events that cause you to think about the horrors of such places. Playing as Bigby Wolf, the Big Bad Wolf of the fables, was just such a ride considering you play as the sheriff which translates naturally to being a hard boiled investigator on the trail of a murder. The way that things start, the way that Bigby is in spite of all the horror you must face (which could either be just a man trying to do his job, or a sadistic crook enjoying the pain he puts in others--all dependent on your personal choices) is just so beautifully written and displayed. All the characters you meet are fables that are in desperate times, falling into debt, alcoholism, the seedy world of crime, prostiution, everyone is wrung through the ring of trying to survive the best they could in New York.

And in the end, what made me fall in love with this game, is how real it all felt, with them using Fable characters. All the crookedness, all the fading ends of the tales sadly long done, ending happily ever after, transitioning to trying to live the dregs of the Manhatten underbelly. The grey line is a well defined here, making the game truly feel real in choices, rather than good bad or nuetral every chance you get, Bigby sometimes shows his real character, rather than being a puppet by the player. Many of the dilemmas you face are not so easily solved with a choice that is a reasonable comprimise for everyone. It's a true ride in mature storytelling, I hadn't felt this way since the Witcher 3.

Buy this game, the only sin this game has to offer is the hollowing realization that it's been three years since it released, and no sequel in sight. And the way that things look with recent TellTale releases, that might be a good thing since TWAU is just so damn good, it'd be horrible to ruin this with a badly writin' sequel.
Publicado a 2 de Julho de 2017.
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32.5 hrs em registo (21.6 horas no momento da análise)
Beware-- Long winded review ^^

Honestly this is the Vietnam game I've been waiting for ever since the aged Battlefield Vietnam that tried to capture the same vibe of the war. Both factions are balanced, I've seen good Vietnamese team wins alongside good US team wins, it all depends on whether you have a good commander or not, as supports are what really drive the gameplay with artillery, napalm, and recon. It has the same RO2/RS1 gameplay features of anything being instant death if you don't know what you're doing, or you just running around hoping the recoil of the enemy brings their accuracy down enough for you to hit a trench.

My only gripe with the game is the amount of maps, as with the maps they're very large and very accessible but there's only a handful at this time of release. However, I'm still finding new things in these maps, which not too many players utilize as much as the developers probably thought they would (unless you have an amazing team which I experienced once) such as rat tunnels and large flanks/swathes of jungle to go through. The majority of the maps you'll be experiencing are Hue City and An Loa Valley, anything else is just to play whenever people get bored of either/or. Yet as I said the maps are truly in depth, as I accidently found a rat tunnel that leads all the way to the citadel in Hue city on the actual US side once a certain point was captured, that nobody used, and the tunnel system in one of the maps that I can't remember at this time of the review has a simliar system of tunnels that span the majority of capturable points around the VC side that are actually used. I hope once people start to learn the game after release you'll start to see some crazy ♥♥♥♥. And to pair with that, nobody I've seen has used claymore's or traps at all, I feel that other than the tripwire, they're just too noticeable.

Alongside that however, a game can be winneable or unwinneable, all depending on whether you have a commander or not. And to that I've joined a lot of servers that have an empty commander seat on a team, or both teams, since well being a commander on a live server is quite nerve wracking if you don't know what you're doing, but I only wish to see more commanders commanding on the seat, rather than waiting for my team to get steamrolled, or for a very long dragged out firefight in the middle of the map that could be mitigated by an artillery strike or some fresh, spicy napalm.

Other than that, the game is quite enjoyable, I have my gripes of course, but those are negligible as I really had to dig deep into what I disliked about the game, which was hard to find in my experience. The game is fun as all hell, as when you're on the final point and actually holding back the enemy, it really is quite thrilling, all of the weapons in the game feel beefy, especially the shotguns which feel pretty realistic considering that the range on them is long but not impossibly long, hunting with a double barrel Soviet VC'ified shotgun is quite enjoyable when you can actually hit your target from a roof onto streets below within a 100-150ft range, with it not feeling cheap, nor unrealistic with the spray (as usually the recoil will tell you otherwise).

This is one of those games I felt that actually got weaponry right, as the AK is powerful but the recoil makes you think twice about giving away your position, or just spraying the whole mag in hopes of hitting something, and the M-16 feels a bit weaker but the accuracy is very very good for a field rifle, despite the shots feeling like they need to land in the right spot for them to count with it's 20 round mag. Even the submachineguns such as the MAT-49, and the famed Grease Gun feel powerful and wieldly in close quarter combat such as Hue City. And some rifles come with 2-3 variations, changing it in some significant way, such as range, lethality, and whether it has a folding stock or not (which I still need to figure out what it truly does in the game other than change your sites on the rifle.) And the sound effects are truly terrifying in a good way, artillery screaming down on you with it's flowery like explosions, napalm strikes screeching overhead with an F-4 phantom gazing down upon you, and the simple oomph of the guns as well, which already now with my hours I can tell the difference between the AK and M-16 easily, making me think twice of my position. Some players have already been switching their rifles out to confuse the enemy team, I was killed by a VC player using an M-16 close to our lines, I thought he was a teammate when I dove next to him and well, he very much wasn't a teammate. And the music, literally adapts to the situation of your team, for example, the US team starts to get a more rock/60's pop happy vibe if you're winning the battle, but a more Apocalypse Now/psychedelic vibe if you're losing. Very very immersive.

All in all, it's a great game, to put a number on it is something I try avoid nowadays so I just say it's great, I like it, it's fun, there's plenty of gear and things to experience in the game. It's easy to hop into, but difficult to master with the difficulty of merely trying to survive (as with RO2/RS1), which I feel is a good thing. Overall a very enjoyable, great game.
Publicado a 2 de Junho de 2017.
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