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Senaste recensioner av Miso Strange

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14 personer tyckte att denna recension var hjälpsam
116.6 timmar totalt (59.5 timmar när recensionen skrevs)
TLDR: Other fighting games are pretty lame to be honest...
This one is oozing with style, has a funky soundtrack that stands way out, and has impecable design!

The main feature is that you don't need to learn button mashing combos, instead you get ball control and an awareness not quite like other fighters. The speed just isn't found elsewhere! It's especially great, because I'm kinda disabled and have impaired motor functions, so it let's me learn in a really constructive way!

Also the soundtrack is a nice funky big-beat break from all the synth bangers like Furi and Hotline Miami. Looked into Hideki Naganuma and D Fast and I'm just as hooked as when Furi introduced me to Waveshaper.
This style too, there's been a huge group of people building up, who want to see Jet Set Radio have a comeback.

Let me give you an idea of the wackiness:
I recently had 2 interesting matches, picked Doombox both times, was practicing combos with him. First quick match, guy rage-quit within 15 seconds. Second ranked match, legend also picked Doombox, and we had one of the most incredible clashes; ballspeed up to 16,000!!!
Yeah, it's wicked!

My only criticism: FIX THE PING! I live in Australia, so latency is constantly a huge issue. I'm ok with dying to higher ranked players, I'm a good sport. But I get f-ing p-ssed off when they teleport around, and I can't learn from them! I get pounded without reason. Give me a fighting chance man...
Upplagd 4 augusti 2019.
Var denna recension hjälpsam? Ja Nej Rolig Utmärkelse
1 person tyckte att denna recension var hjälpsam
79.6 timmar totalt (36.3 timmar när recensionen skrevs)
Absolutely incredible. Needs more credit...
(I'll post an actual review at some point...)
Upplagd 6 april 2019.
Var denna recension hjälpsam? Ja Nej Rolig Utmärkelse
Ingen har angett att denna recension är hjälpsam ännu
266.1 timmar totalt (112.4 timmar när recensionen skrevs)
Unbelievable masterpiece. At some point I'll post an actual review, but at the moment I'm just sick of talking about game design, and with masterpiece like this, I have a lot of design to praise...
Upplagd 11 mars 2019.
Var denna recension hjälpsam? Ja Nej Rolig Utmärkelse
Ingen har angett att denna recension är hjälpsam ännu
26.9 timmar totalt (25.9 timmar när recensionen skrevs)
It's quite good value for $30 Australian, on both steam and consoles. I really like it.
This is an excerpt from a game design analysis document of mine:

The story is quite enjoyable, keeping players aptly entertained with it’s grim humor, perfect in a cyberpunk shoot-em-up. The clever, wittiness and charm in the writing can be found all over the game, even in the smallest and most unseen of places. There is a large range of creative, futuristic weapons, that all feel good to use and have their own tactics to them. The weapons and enemies are balanced quite well, and it feels good to use the weapons to take down groups of hard thugs. The enemies are quite varied and fun, providing interesting scenarios to fight in, and trying different strategies against the player. The game is full of intriguing lore and fleshed-out story that really immerses players in the depth of Rengkok South.

Strongest Aspect
Ruiner’s strongest aspect is definitely its abilities. While the gunplay is nice, it can get very repetitive killing the same enemies with the same guns over again. This is why the abilities are so great in Ruiner, because they provide a lot of interesting tactical options and expansions from standard combat. The system works quite well, using energy that can be refilled to a point by standing on pads that do so until they run out. This is also good, because when the player doesn’t have much energy for abilities left, it means they get more strategic with their use of it. It is also extremely forgiving, letting the players take points off one ability and put them into another at their ultimate will. It is hard to comprehend how this could have been expanded, as it works very well and has a lot of uses in combat and puzzles in missions. Maybe some more movement based options could have been added, but coming up with ideas might be hard. It is likely that the Ruiner team thought more weren’t needed, and left them out because it would create clutter and overload what was already quite nice and balanced.
Upplagd 7 mars 2019.
Var denna recension hjälpsam? Ja Nej Rolig Utmärkelse
6 personer tyckte att denna recension var hjälpsam
361.9 timmar totalt (58.3 timmar när recensionen skrevs)
First off, I like this game. Played it for 70 hrs so far, so I feel like I can comment. Bought it pretty early on in EA, thought I would come back to see how much content there was after release. There isn't much.
... So here's where I say it's not worth it.
Now this game is fun, and it's got some pretty cool stuff, but a lot of it is either counter intuitive, cool but lacking in utility, or just passable. You might consider this game as multiplayer or co-op, but that's simple marketing BS. Yeah, you can play with friends, but really it's just a singleplayer survival sandbox with OPTIONAL multiplayer, so that's how I played it not because I don't have any friends or anything
Saying that, it makes a lot of this game kind of mediocre, and makes me question some design choices. So the basic way to think about this game in terms of comparisons is this: Osiris: New Dawn or No Mans Sky but much more child friendly and watered down. After thinking about it for a while I had a revelation: It's just No Mans Sky but before they updated it to make it good!!!
Once you think about it like this, it starts to make a lot of sense: the lack of content, the grinding, the garbage space flight. It's completely true.
Ok, gameplay talk. First thing you do when you land is set up your base. It's really neato! You get to unpack boxes full of base equipment, and start placing down printers on platforms. There are a lot of modules, and it works very well, all serving unique purposes. They're balanced quite well, and aren't too hard to create. They can also be re-packed, making (most of it) pretty portable. It's cool. Here's where the first problem comes it: portability balancing. I'll elaborate soon.
So I mentioned printers, the printers you gather resources for to create everything with. This is cool too. It's also the second problem: grinding for resources. Now the actual going-and-getting them that is the problem, neither is the (arguably) large amount you have to get, but what is is where you put them and how long you bring them back for.
The next thing you do with you're printers once you've grinded enough resources is print veh- oh wait, I haven't unlocked them yet.
This is the research aspect. It works quite well, it's cool, but heres the third problem: Redundant research items and the lack of energy for them. I'll start explaining. Basic research gameplay loop is go out, get something, put it in research chamber back at base. ...but you have to power these. And there's no way of knowing how valuable the research item is. Why is this a problem? You can research almost EVERYTHING! Bah, I'll just chuck some aluminum in there and bob's your uncle! Research items are also plentiful throughout the world, which would be ok if they didn't all give such lousy returns. It works out like this: I spend valuable time driving out on a long voyage, putting myself at risk of stranding myself by loss of power, death, or failure to find home (Which is a BIG problem I'll elaborate on soon). Only when I get back to base do I get to find out if the research items I brought back are worth it or not. And if I don't get to see and research them anyway, I waste a LOT of time and power on some pieces of garbage that barely give me any bytes that took so long to get because it took 50% of the power that I DIDN'T have. This elongates the process exponentially, and creates a dual problem where expanding the base in a meaningful physical way takes longer because of lack of power to the printers or unlockable progress. But there's also a balancing issue, because I get late game things early, and early game thing late, rendering half the tech obsolete or useless.
Speaking of tech, the vehicles (finally). They look kinda cool, but they SUCK. The only choices are a couple of rovers and shuttles. The rovers are boring and uninspired, and they drive like TRASH! Compounded by the fact that when you daisy chain rovers the handling becomes ever worse. You can forget about reversing or turning ever! And if you don't have the right power generation equipment then too bad, but your rover is now useless junk that barely travels anywhere, so prepare to spend plenty of resources on batteries and large windmills. Not to mention getting stranded at night because your rover only has solar. Even then, you just can't drive these things, you'll be hopping out every 2nd second to dig it out of some rocks, or spiky terrain, or creating a bridge. Oh yeah, you'll be bridging many many huge gaps in terrain, thought you should know. Also what's the point of the tractor and buggy? And by the time I could make a medium rover, it was obsolete because of my already decked out dual large rovers. See they aren't even that bad on flat surface terrain, except for when you go through trees. Half the time though you'll need to cut through these areas though, to get to scrap, or a gateway chamber. Here's the kicker: you NEED the rovers. They're the only way to reliably mine for a decent amount of different resources. You'll drive them a lot underground (if you know what's good for you), but this can be a huge problem. Because you NEED to constantly terraform caves to be able to drive around down there, because every square meter is filled with large spires of rocks that are completely impassable for your rovers. This makes the drill mandatory in subterranean environments. Or anywhere really. The drills are pretty powerfull though, so they almost make up for it. ALMOST. It's still pretty hard to control though, especially since you won't see where you're going when drilling uphill. Which brings me to hills. You can't go up hills or mountains. You just can't there aren't any vehicles that can, you won't be able to tether properly because of the slant, and you'll run out of oxygen anyway. There's no point though, so probably don't go up mountains. I wish there were different types of vehicles, and bigger ones too. A walker would be cool. Maybe some kind of insectoid design, or mecha.
Also resource gathering was made a bit obsolete. I did a bunch of scrap runs with a large scrapper on my large rover, and came back with loads of scrap. It was cool, and using a trading station this way sustained me for quite a while, enough to fully deck out a large shuttle. Scrapping is cool! Also the shuttles. I said it before: spaceflight is garbage. You don't get any control other than which planet you land on, and which predetermined landing place on that planet. This creates problems. Made your base on one of the sides of the planet? Too bad, you won't be able to see it. Speaking of which, the only way to see where your base is on a planet is it's beacons.
The beacons, and general navigation in this game SUCK LIKE ALL HECK! You will hate doing the ""Story"", because you'll have to use the tiny and completely unreliable compass that you see when you hover the cursor over the astroneer. You can't see the beacons from very far away, rendering them useless for any sort of decently long travel. And there is NO MAP!
What's that, you heard me say story? Oh yeah, this horrendous excuse for content. Basically, you need to find gateway chambers. Each planet has 6 equally spread on it's surface, one at it's core, and a connection to a space station. You need to drive to each pole of the planet with a fully powered rover to activate these. When I say 'fully powered' I mean a large battery or two, and some energy equipment for good measure. Then it activates a portal to any other active gateway. ...in concept. In reality you have to spend hours upon hours driving to some dumb purple nonagon, just so that you can drive to another. Then drill to the planets core, and then back. Now do it again on the next planet, then the next. And you can't put your rover through. BTW, the large rovers components are smaller than the medium rovers box.
For the money, just get Subnautica or Empyrion Galactic Survival or Terra Tech. Bad value.
Upplagd 27 februari 2019.
Var denna recension hjälpsam? Ja Nej Rolig Utmärkelse
Ingen har angett att denna recension är hjälpsam ännu
63.3 timmar totalt (35.8 timmar när recensionen skrevs)
Bloody love Furi, more than anything at the moment. All it's elements: fast paced combat, grim story, kicking synths soundtrack, creative visuals and general indie feel. It just adds up. I needed this one-on-one [most of the time] boss rush of lightning quick, non-stop parrying and punishing. I just can't stop! The swordplay is so refined, and the bullet hell is hard and infuriating but neatly fair. Pfwhoah, I as gripping my controller so hard. These bosses got me so ♥♥♥♥♥♥♥ furious it was just heaven to evicerate them to death and just pound into their thick, goody-goody skulls. Get utterly as$ kicked by The Song [boss 6], and go back and immediately get an S rank against the hand. [why do these slash-em ups use S btw?]
"You can't beat m-AHH!" 'Sorry, what was that?" *BAM*
*hit him once mid his attack* *tries to counter me with shield* *CRASH-GODLIKE PARRY* I FEEL LIKE BLOODY RAIDEN!
Don't forget, the other half of this game, it's impecable sountrack! Waveshaper, Carpenter Brut, Danger, The Toxic Avenger; good lord, are you aware of what you have done?! Some of my favourite artists, evidently. I am WAY into synth so I may be biased, but this is some of the best within synth alone. Hell, I've listened to Wisdom of Rage at least once every night, even before I got this game. Because it was made specifically for the game, it just compliments it so well! Like a gritty spiritual successor to Hotline Miami. Needless to say, Yes, I bought the ost too.
Upplagd 5 april 2018. Senast ändrad 5 april 2018.
Var denna recension hjälpsam? Ja Nej Rolig Utmärkelse
1 person tyckte att denna recension var hjälpsam
153.7 timmar totalt (95.2 timmar när recensionen skrevs)
Literally one of the best games I have ever played. Over 100 hours and every achievement unlocked [even though steam won't say that!] Beautiful pixel art, good mechanics, and effective show-not-tell story telling through visuals. Although I with there was a speedrunning mode that combined new game alt and +, and some of the combat was a bit smoother, let's just say it's not that hard to manage.
Upplagd 4 augusti 2017. Senast ändrad 1 maj 2018.
Var denna recension hjälpsam? Ja Nej Rolig Utmärkelse
1 person tyckte att denna recension var hjälpsam
653.7 timmar totalt (314.3 timmar när recensionen skrevs)
Early Access-recension
I can safely say that this is the best keking game I have ever and possibly will ever play. My absolute favourite. kek me up the pepe. 420 hours in the game, 3000 more to come; I am an absolute pro. I am so positively sure about this game, that I am certain this will be my paradise in the next life!

This game was solely based upon exploration, and shaped by survival. I have seen the lava zone a million times, and will see it a million times more, yet I cry everytime I see it, just because of my sheer love for such a concept. I am not too sure the direction of the game, seeming to be a bit more of a harder survivalist-realist one. I have mixed feelings about this, but change needs consideration.

I almost give this game a thumbs down though, because of the absolute buggedness and framerate of this game. I mean come on! I average 140 fps on high settings at 4k with my Aorus 1080 Ti Xtreme Edition card, and all of a sudden the game slams to a sudden halt of 40-60 fps.

I admit, there is a lot to work on, optimisations to be made, creatures to be added, content to be created, but for what it is, it makes me hard. Modding doesn't have a community, Sli support is yet to be added, and Ryzen isn't the sharpest tool with the Subbie; But damn, those NVMe load times...

Update: averaging 20-30 fps now and changing any number of graphical settings, resolutions, and save file lag-fixing has not affected these frames in any way, shape or form possible. All performance issues are strictly optimisation dependant. Loving the new UI graphics and emperor plot though!
Upplagd 4 juni 2017. Senast ändrad 17 juni 2017.
Var denna recension hjälpsam? Ja Nej Rolig Utmärkelse
3 personer tyckte att denna recension var hjälpsam
2 personer tyckte att denna recension var rolig
1
4,691.5 timmar totalt (156.7 timmar när recensionen skrevs)
Original Early Acces review at 156.7 hrs play time:

In Aussie:
Absolutely ♥♥♥♥♥ sick cuuaaant!
In a language that you will understand better: I love this game with the bottom of my heart, countless hours spent just looking at an assembling mashine trying to take in the high res model that was added! I can't give you a true quantity or description of how much I love this game, except for the fact that I failed the first english assignment (it was a soliloque) over it and already play it constanly in class with 2 other lads on our laptops. It doesn't help that this assessment matters because I am graduating soon. Since the A17 died, this is the only game I can play. (Fine! It is a lie alright, but there still aren't many games I can play!) Since I am no game mechanic reviewer, I can't give a detailed analysis of this führer, but I can say don't play this unless you have a strong mind and a love for automation and innovation.

Fin

Version 1.0 has now come out, and I'm still playing this game 1,000+ hrs in, only becoming more masterful. So far I've conquered: having an adequate base for post endgame play; keeping up a highly robust rail system; post-endgame mass uranium processing; flawless mass 238 into 235 kovarex; and superbly ratioed, beaconed mass oil setups. I'm only continuing to create and perfect masterpieces of automation, bordering on the way one might design cellular life. At the very top of this game, the mind just gets sharper and sharper, and it honestly gives you good motivation to attempt to put effort into a professional grade project of your own. I wrote my original review in highschool, as evidenced by how dumb it is, but I honestly hated that place. The only thing I cared about back then was game design, and the between school and Factorio, Factorio is the only one I've kept as sacred in my memories.
Upplagd 4 maj 2017. Senast ändrad 22 augusti 2020.
Var denna recension hjälpsam? Ja Nej Rolig Utmärkelse
1 person tyckte att denna recension var hjälpsam
2 personer tyckte att denna recension var rolig
6.6 timmar totalt (0.4 timmar när recensionen skrevs)
Early Access-recension
Ok first review of mine was a dumb meme I took out of a Filthy Frank rap back in like 2016 or some cpap... actually this game is pretty cool tho. It's like superior spore, with an indie touch. Frank is dead now so I can come back and be unironic about these things.
Upplagd 15 februari 2017. Senast ändrad 24 augusti 2020.
Var denna recension hjälpsam? Ja Nej Rolig Utmärkelse
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