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1 personne a trouvé cette évaluation amusante
4.3 h en tout
If you have positive memories of this game and any Mafia game - please do yourself a huge favour and don't buy this, especially after completing the Original's Definitive Edition and thinking you will get something similar. Truly dreadful remake here; absolutely no comparison to the Original's DE. Just now my game crashed and I can't progress beyond a certain point now as the frames drop to nil every time I retry the segment despite having a high spec PC; broken, unfinished, waste of time; money grab.

Visuals are the same, and maybe even worse than the original, quite surprising. Voice animations are very noticeably awful. Felt like I was playing the game for the sake of it after a few missions. Countless obvious model clipping in cutscenes. This remake reeks of zero budget and zero hours of labour; I wonder what they actually did differently. I had all my settings on maximum and I wasn't even close to the advertised game's screenshots on the store page; I guess that's some false advertising for you.

I'd happily drive to and from missions while playing the Original's DE, however the visuals and sound gives a very dull and uninspired atmosphere; it's a slog, whereas the Original DE was a pleasure to spend time in and take it all in.

Overall, I am very disappointed and completely recommend against buying this Mafia 2: DE. I will try to refund this.
Évaluation publiée le 27 janvier 2022.
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26.4 h en tout (21.3 heure(s) lors de l'évaluation)
A genuine pleasure to experience, albeit a little short with little replayability. This game isn't really my type of game, I was more intrigued by the shop mechanics initially as I was looking for a more interactive shop sim. I have never used a controller to play on my PC before but this game really used it well and I enjoyed it thoroughly with the controller. Despite some roguelite enthusiasts appearing to not be keen on Moonlighter, I genuinely really enjoyed it and look upon my experience of it as delightful.

It's not too hard, but can be challenging for someone new to the roguelite genre and the shop side is more of an engaging mini-game which gives you some progression goals to work towards.

Artistically, this isn't usually my thing, but again, I really enjoyed the art style and believe it to be well pulled-off, the music too. I usually play very competitive multiplayer games and this was a pleasant contrast to that, but keeping that high octane roguelite elements which translated quite well.

Upon the ending, I was a little disappointed as it was a bit of a hard stop. I think some kind of meaningful playability after the ending would have made a lot of sense, hell I would even pay for a sequel.

At the current price point of £15.49 I would say this is worth a pick up for someone interested who is maybe new to this kind of thing, as I was. Furthermore, if it ever gets any kind of discount, it would be a very good deal, especially if it ever goes 20% off or better.
Évaluation publiée le 13 juin 2021.
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9 personnes ont trouvé cette évaluation utile
3.3 h en tout
This is not my Stronghold.

Played all the strongholds and I have to say, and I don't say/review at all really, that this shouldn't be called a Stronghold game, especially from 2021. The Strongholds I know are teaming with character, but this game is very flat. The explosive new visuals, sound and mechanics (warlords) are very welcome additions, but again, falls flat of their real potential.

In a world where RTS games are few are far between that satisfy the OG RTS players, this game could have lifted this and pounded traditional RTS back into the scene with the strong foundations of the Stronghold Saga. Who better to make their stamp in history, for the Stronghold Saga and the dying OG RTS scene, in the beginning of 2021. Guess what? Uninspired, seemingly unfinished and so much shorter than its very high potential-ceiling. It makes me want to reinstall the older Strongholds, again, just to override this experience. Massive sigh.

It's very easy to take Asian-inspired visuals and run with it as something "different" and rehash the game under a "new" development, but if you are going to run with that then I would have hoped it wouldn't feel as synthetic as these visuals appear. I'm a thorough believer of 'go hard or go home' mentality and they just seem to have slapped quite generic, uninspired Asian visuals on this, but it's nothing on AoE3: Asian Dynasty visuals.

I have to touch on the intentionally pixelated cutscenes and just flat out say, this is unacceptable in a 2021-released game. What are the devs playing at?! It's 2021! A first year 3D Modelling student, even a lowkey hobbyist, could make a more appropriate cutscene sequence. This is the same for low definition little character monologues you get through the matches. This really gobsmacked me, I actually think the OG Strongholds had better visuals than this. This is criminal. Total War: Shogun 2 topped those visuals, in 2011. Unacceptable.

So far, this is screaming "gutted budget" and "no OG devs". Did another license holding company tragically murder a classic franchise? I'm not sure I'll ever take a different excuse for this.

Shall we talk about the uninspired voice overs? Insert "slightly eastern-asian accent that doesn't have much time, so will say the words once and then run away." If I had the budget, I would have thrown in a heavy accented Asian voice actor native to each of the areas. I'm trying not to use the term more, but it just rings true on so much of this game; it just sounds flat and falls flat. I expect the same energy in generic voice overs for online-courses that quickly rile people into hating the droning course. It almost feels unprofessional. I really hope this wasn't a "pull them from their desk and give them a script" scenario, but it begs the question.

The final issue I want to touch on is the Warlords mechanics. Conceptually, I think this is great and it's a very welcome concept to the Stronghold saga, as it needed a few little new things, but not game massacring nukes. However, I feel it does just that. This little pick-me-up was actually a soul destroying nuke that takes up half of my game for very mundane reasons. I want to brawl my enemy for the whole game for that key stone deposit, not kill 5 units and get it. It's ultimately quite a small mechanical addition that provides a small inconvenience in order to get map supremacy and/or a blocked resource. This specific addition to the game has embodied the theme of the entire game in that it means well, but falls horrendously...short of its potential.

I almost want to round this up with a refund, but as an OG RTS and Stronghold player, I'll keep it for the hope of maybe some updates or something, I don't know. It has Stronghold in the name, I guess. I wanted a Stronghold game that would give me a fresh breath of Stronghold air (fuming medieval Asian cesspits), but it isn't even a breath of old Stronghold guff. This isn't Stronghold. A new RTS player won't enjoy this, an OG RTS player won't enjoy this; do the devs even enjoy this game? I don't know what this point of this game is other than to tick the "Asian rehash" box. It ain't even a rehash, damn it!

Absolutely gutted.
Évaluation publiée le 11 mars 2021.
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132.5 h en tout (47.9 heure(s) lors de l'évaluation)
Beast of a game. Multiplayer Mod by Zetrith is great too!
Évaluation publiée le 30 juin 2019.
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5.6 h en tout
The combat system is great, it innovates several systems which are known are favourable (Mount & Blade directional base blocking and attacking, Mortal Combat style combos, Witcher style dodging/lock on/movements) and blends it into a cohesive 2017 melee combat system that feels great to use and rewarding to pull off well. There are a few game modes you can utilise this system, stretching from objective based team play to duelling. The duelling definitely shows the system off the best as you can channel your concentration to a single opponent. It starts getting quite chaotic in the larger 4v4 obective based modes as you have to manage AI soldiers, capture points and multiple players.

A game with great combat can be fun, but you will get bored after a while as there is not much other than the great combat. Half a dozen map modes which I'm sure are the first of many is not a lot for a £40 game, for me.

Then you have the MMO-esque Faction Vs Faction Vs Faction which is constantly going on. You are given the sense that you are contributing to the larger war but earning War Assets you can then fuel the defences and offences of various region on the world map, but it's just your War Assets versus theirs. So like all World vs World or Faction vs Faction, the most popular will win. It's despressing to be the underdog and the satisfaction of dominating the other two factions will eventually fade, just as it does in the MMOs.

Visually, this game is actually very pretty. It's nice to see that technology and progress in the visual arts really storming forward.

That is where the game ends, unfortunately. No other depth than that. Can only hope that many more features will be added, because for £40 you could have purchased the Witcher 3, Unchartered 4, Battlefield 1, Dark Souls 3, WoW: Legion etc etc. How many features and how much depth do they have? So, so much more than this game right now. The opening video upon installing/starting the game for the first time baited quite an interesting storyline, which just adds to the disappointment after playing it for a few hours.

The only reason I will play this game for more than a few hours is because I love competitive PvP, so I want to pwn some nubs before the open beta ends, and I also love playing pretty games.

Add some more features, of any sort, and I would recommend this game, otherwise it's a no from me.
Évaluation publiée le 10 février 2017.
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9 personnes ont trouvé cette évaluation utile
2.0 h en tout
Avis donné pendant l'accès anticipé
If you liked FTL or space simulator type games then this one is pretty sweet. It's very hard not to compare it to FTL because it's identicle in presentation and in having a random encounter system. It's still a very early, simple version but I enjoyed it. Kudos to the devs for presenting the core of the game and making it playable right now as some Early Access games have some serious derp-level unplayability. Already has a ship-building system which is pretty sweet, many people will enjoy this; efficient ship design is rewarding. For what it is I think it's respectable and is one to keep an eye on as it develops.

It's not as hardcore as FTL right now and it's still fairly simple. I played it for a few hours and completed it, replayability will be a thing, similar to FTL. A core feature being the random events system has very little variety and should be something which is expanded upon as there are only several different types of events and that's very repetitive.

Early Access and indie games seem to be very expensive for what they are at the moment, £10 is in the middle of the Indie/EA range. For the game I am given I think it's a bit high, but after playing it and thinking about it, I have faith it will live up to that price should the current features be refined and expanded upon.

My main disappointment is the art style. It could use more vibrant colours as everything is is grey, white, and just pale upon space's black backdrop. Maybe there will be more additions to spruce things up a bit but it's not visually impressive at all. It's getting increasingly difficult to pull off the pixel look as it becomes more popular in the Indie game culture. The description mentions "candy colours are for candy games", but quite frankly, you are significantly reducing your capabilities by choosing the pixel style and then choosing this colour scheme along with that is very risky. If you have nothing to contrast the greys then the greys are super grey and you are looking a grey game and that's not appealing, regardless of any reason. A fellow artist once told me that if you have to justify to someone why your style is the way it is, then it hasn't been pulled off. It's a very grey game in an era where colour and visuals is ball-bustingly good, and competitive. I feel this is a very risky move that must be pulled off perfectly, and I believe it hasn't and so it takes a big hit from the visual perspective. Space ships IRL are actually very colourful because of colour coding. Important things are vibrant blues, reds, greens etc and so they should be and so I think this style is unjustified and needs work if not reconsideration.

It's also strange/annoying how the game kind of tilts like it's on a pane that can rotate slightly left and right; I'm pretty sure I wasn't high when I played this. There was no explanation in-game and it just looks weird and brings the visuals down more.

Aesthetic - 2/10 it just doesn't work for me and as an aspiring CGI artist, it's painful.

As a concept, imagining what it could be on release - 8/10 an expansion to the delight of the FTL experience, and perhaps a fresh take on a concept we love.

As a game to play right now - 5/10 it will need a lot more content to be interesting enough to want to maintain playing beyond the first short playthrough.

All in all it's a game for the fans of this genre, as they will be able to see what it's capable of becoming. If you are a fan of the genre but sceptical then I would advise not purchasing until it's further down the production line; it's still raw and only has its core right now. I hope the game can be conceptually appreciated and I wonder what others will think of the aesthetics.
Évaluation publiée le 15 novembre 2016.
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629.5 h en tout (163.0 heure(s) lors de l'évaluation)
Avis donné pendant l'accès anticipé
The size of my character's todger reflects my outlook on life; I can't see it.
Évaluation publiée le 5 mai 2016. Dernière modification le 5 mai 2016.
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33.7 h en tout (11.0 heure(s) lors de l'évaluation)
Surprisingly fun; claiming a fair few of my hours!
Évaluation publiée le 25 décembre 2013.
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Affichage des entrées 1-8 sur 8