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10 personer fandt denne anmeldelse brugbar
347.8 timer registreret i alt (25.8 timer, da anmeldelsen blev skrevet)
I don't understand all the b*tching about this game. If you enjoy CoH1 and you specifically enjoyed CoH1 multiplayer PVP, CoH3 is an EASY recommendation.

Out the gate we have four very diverse and unique factions, and they are filled to the brim with actual depth and choice. I'm 25 hours in right now and I'm still discovering new things about the US Forces alone.

The Battlegroups in CoH3 feel more reminiscent of the doctrines of CoH1 as opposed to the commanders of CoH2. The choices you make feel weighty and consequential. Choosing something will lock you out of another path, but the split-tree setup of the battlegroups means you always have two prize eggs to go after. The Battlegroups have personality and show that forethought went into them, unlike the CoH2 commanders, which often felt like piecemeal ideas and number tweaks stitched together to sell microtransactions.

Also like in CoH1, the game's pacing is even. Unlike CoH2, it's not just about late game heavy tank and artillery slogs. Intelligent and aggressive mid-game play matters. Fielding a light tank shock unit to force retreats and regain map control matters. Using barbed wire to cut off chokes, laying mines, and attacking cutoffs all matters. The resource and sector system is now back to how it was in CoH1, rewarding aggressive and risky plays to starve enemies of all the goodies they need to kill you.

In terms of presentation, the game looks good with all the settings maxed (keep in mind some of the most important settings CANNOT be tweaked during a match and must be tweaked in the main menu). Sure, it would benefit from raytracing, better ambient occlusion, and some tighter anti-aliasing. But all the unit models and cityscapes look excellent, high-rez and high-poly. Many of the uplift changes are subtle and lots of the complainers won't notice them. For example, if you tell an infantry squad to start moving one way and then abruptly make them shift to the opposite direction, you can see the soldiers' momentum and weight shift in their bodies. Every little piece of cover and every building can be destroyed in a totally bespoke fashion. It's all done with realtime physics whereas the previous games had scripted breakaway debris.

I have everything maxed out on a 3080ti, i9 10900k, 32GB RAM, Windows 11, and at the start of the match I'm getting 220ishFPS. Once more units hit the field this shifts to 160-120, and I don't know if I've ever seen the game drop under 110 or so. It's a very well-optimized release in terms of PC performance. This seems to have been a conscious decision, perhaps to orient CoH3 toward an e-sport footing, though it looks miles better than most bland, stripped-down e-sports offerings.

Admittedly, the sounds are on the whole are less bombastic than before, but they still sound excellent and realistic (I have heard it said that the first 2 games used more "Hollywood" sounds whereas the ones captured here are truer to the source).

Much to my surprise and delight, the voicelines of the factions HAVE PERSONALITY AGAIN. This was a huge part of CoH1's charm. You got to know the distinctive comments of the Pershing crew, the Riflemen, the Grenadiers, etc. They sounded like they were actually in a war and under stress when attacked. The Americans would make old-timey quips about how Jerry's gonna get it and Sherman crews would lament that "this tin can's a death trap!" IMMERSION. FUN. It was all there. The writers, voice actors, and sound engineers gave a damn.

That all went missing on a milk carton in CoH2. Maybe it was the stoic and cruel setting of the frosty Russian tundra that influenced this decision, or maybe THQ going defunct meant that the voice actors were paid with Sam's Club coupons, but the enthusiasm just was not there. It was a total phone-in, and I could not be happier that the CoH3 devs managed to rub the genie bottle one more time and recapture some of the magic that was lost for ten years.

Oh, and the online play has been smooth as butter, even though I (an American) am playing with UK teammates. Anyone who played CoH2 in the early days will remember how games would come to a screeching stutter-f*cking halt any time one player started lagging. The dreaded "waiting for player..." notification would appear as everyone's game froze and waited for the lagging player to resync. This no longer happens AT ALL. I've never once encountered any match latency. This is truly one of those games you can confidently play with friends in other countries without worry.

Is the game perfect? No. Still some bugs, still some stuff missing. Can't change player profile picture, replays are present but only with a command line workaround, some stats aren't showing up, there's no proper ranked automatch (even though ELO is accounted for under the hood), balance has some hiccups. But in the grand scheme of things, these are nitpicks. The devs focused on nailing the actual gameplay with the resources they had, and they achieved that.

I won't comment on the single player campaign as I really don't play single-player in RTS games except as a tutorial, and I already know how to play CoH. If you're hedging your bet on the single player campaigns, other reviewers will have more to offer you.

But what I can tell you is that if you value strategic depth, fun, immersion, and heart, this game's got it, naysayers be damned.

9/10
Skrevet: 4. marts 2023.
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19 personer fandt denne anmeldelse brugbar
2 personer fandt denne anmeldelse sjov
10.8 timer registreret i alt (0.4 timer, da anmeldelsen blev skrevet)
WARNING: This game has NO FIELD OF VIEW SLIDER and the default FOV is about 60-65. The main character takes up about 40% of the screen. If you get motion sickness or vertigo from low FOV, do not buy the game. I investigated the game's config settings within local appdata and there is no line where you can set FOV. Your only hope is to sit and wait for the devs to patch a slider in or to wait for someone to make a third party tool. Playing the game in DX11 and capping frame rate to my monitor's hz pretty much fixed the stuttering. But the low console FOV is an absolute deal breaker. Very sad as I was looking forward to playing the game. Guess it's time to just wait for the Dead Space remake. *sigh*

EDIT 12/3/22: FOV can be edited with Cheat Engine, which is generally safe to use on Steam for single player games (don't use it in multiplayer games). Just google Cheat Engine Callisto Protocol. I am currently playing the game at 100 FOV and I actually enjoy the game itself now that I'm not getting motion sickness. Striking Distance put out a patch for the stutters that seems to have mostly worked. I still stutter when loading into new areas, but I'm not stuttering much during moment to moment gameplay in DX12. I will change this review to a positive one if Striking Distance implements a native FOV slider.
Skrevet: 2. december 2022. Sidst redigeret: 3. december 2022.
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This game has come a LONG way from when it first went public. Tons of new characters, maps, modes balance changes, and quality of life tweaks. Now is a good time to step in if you're new. If you played it a long time ago, I recommend giving it another shot.

Rogue Company straddles a very fine line between casual and competitive. For the most part, it's not as sweaty as traditional team based shooters like CS GO or Rainbow Six: Siege. But it's also not full-bore arcade. You've got fast paced gameplay with hero abilities and a buy system that allows you to upgrade your weapons and perks as you progress through the match.

The newly added 6v6 TDM is perfect for a mindless unwind, but there is a proper ranked mode with no-respawn rules.

No, the game isn't perfect. Matchmaking could still use a lot of help as the game has a tendency to either place you with total noobs, who you won't be able to carry by yourself, or against total noobs, who you can body with your eyes closed. But the team is well aware of this issue.

Combat is only third-person aside from sniper rifles. You might think this would lend itself to cheesy corner camping. But it's not nearly as much a problem as it is in other third person shooters thanks to agile characters and a plethora of recon abilities.

Weapons have whacky names but they are mostly modeled on real weapons. The "Hydra" for instance, which was added for the Runway character, is the FN Scar. The KA30 is the AK47. Etc, etc.

As far as graphics go, the models are incredibly detailed and the game looks great with all the bells and whistles maxed. Performance is mostly solid also. Visuals are very impressive considering this is a free-to-play game.

If you want some fast-paced third person action without too many gimmicks intruding (like Fortnite building), I'd definitely give the game a go and see if it jives with you. The water here is warm and things are only getting better with time.

UPDATE 12/31/2024 - The game is abandonware now and the remaining few devs are just milking people for money while this game languishes on its deathbed in an induced coma. Stay far away.
Skrevet: 2. april 2022. Sidst redigeret: 31. december 2024.
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6 personer fandt denne anmeldelse brugbar
103.4 timer registreret i alt (55.5 timer, da anmeldelsen blev skrevet)
As I write this review for you, I am in the middle of an abandoned zombie-infested town about 20 hours into the game. Rain pitter-patters off log cabin and tin roofs as thunder roars overhead. It's sunset. I just used the fast travel feature to traverse several miles in a few seconds. As a result, my customized motorcycle is at 20% fuel. I'm on my way to another NERO checkpoint (basically a rundown governmental agent outpost), which will grant me a permanent Health, Stamina, or Focus (bullet time) upgrade if I can clear out the zombies and get the generators going so I can open the electrical doors.

I could just go into the encampment I'm partnered with nearby and pay its mechanic about $200 to refuel my bike. But I'm tired of paying everyone money for fuel. At another encampment, had I not spent so much money paying their mechanic for gas, I might've had enough cash to pay for a tire traction upgrade, but I was too poor.

So now I'm saving money by foraging a nearby abandoned town for a fuel can. I sneak up on a couple wandering zombies and stab them viciously in the side of the head, silently so as to not alert the rest of them. I searched two houses and gathered up some medical supplies before JACKPOT, a fuel canister sitting on the table. I bring it back to my bike, fill 'er up to 100%, and continue on my path toward the NERO checkpoint to permanently upgrade my character.

Listen, if you at all love the idea of post-apocalyptic zombie adventures, BUY THIS GAME. It's awesome.

I'm normally more of a multiplayer FPS guy, but I am a sucker for zombie media (The Walking Dead, Dawn of the Dead, etc.), and this game captures the atmosphere of the best zombie flicks perfectly, all while maintaining an extremely solid set of gameplay mechanics and an engaging storyline.

Nevermind the set of bonus challenges which are fun in and of themselves and grant rewards that apply to your character and his bike in the campaign. Nevermind the well-optimized and GORGEOUS graphics. Nevermind the engaging and fun physics of the dirtbike or the intelligent AI which can create massive hordes of 300+ zombies at a time. Nevermind the multiple difficulties or the New Game +.

This is possibly the best zombie game ever created.
Skrevet: 24. august 2021. Sidst redigeret: 24. august 2021.
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12 personer fandt denne anmeldelse brugbar
1 person fandt denne anmeldelse sjov
1,441.6 timer registreret i alt (1,037.4 timer, da anmeldelsen blev skrevet)
Wallpaper Engine is kind of a no-brainer. You get a crap ton of cool-looking well-animated wallpapers as well as lighting themes as long as your RGB peripherals are compatible (I know Corsair ICUE is). Depending on your rig, certain ornate wallpapers may be a performance hog, but you can always suspend the wallpapers during full-screen apps or just crank down the graphical settings. The buy-in price is tiny compared to the value you get.
Skrevet: 10. august 2021.
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42.9 timer registreret i alt (4.0 timer, da anmeldelsen blev skrevet)
Really digging the game so far. I am a long time beat-em-up fan and had the privilege of growing up the late 80's and early 90's and playing many of them in the arcade. Final Fight, TMNT, The Simpsons, X-Men, etc.

The developers did a really good job with this one.

I was initially very scared during my first five minutes with the game after I picked Axel. He doesn't have a dash / run and I couldn't figure out how to launch enemies, so I thought there wasn't one. I thought I was in for hours of literally just mashing a button.

As it turns out, there is more depth, but it's subtle and somewhat hidden. With Axel, you can launch enemies by grabbing them, holding forward, and then tapping the attack button a few times. The final hit launches them and you can follow up with whatever you want.

Axel's lack of running / dashing seems to be a conscious design choice. He controls the ground very well and is meant to be a plodding, menacing threat (though he does walk faster than Floyd). Blaze gives you a bit more agility and can actually do a special combo if you pick up a knife. Cherry can do a full dash and plays a lot like SoR2 Skate (she has the move where she jumps on enemies' heads and punches them). Pro tip for Cherry: Her neutral jump attack is a flip kick. It's not only a good anti-air, but if you turn your back to an enemy and do this attack, you'll floor-bounce them and can start a juggle off it. Floyd is super slow but he has a variety of grabs, including one where he picks up two enemies and smashes their heads together. He brought back memories of playing Batman Returns on the SNES. He also does a huge homerun swing with the pipes. Adam is unlockable after 3-4 missions into the story, and he feels pretty similar to Axel, but he has a nice dash you can spam. Pro tip for Adam: If you dash while close to an enemy, you'll get to their backside and automatically face them.

All the characters play differently from each other and they are all pretty interesting. They feel more unique than most characters do in beat-em-ups. They can all launch enemies for juggle combos in various ways. You can also wall-bounce. And each character has a strong move they can do by charging the attack button for a couple seconds. So you can interrupt the usual punch-punch-punch-punch combo with things like punch-punch-punch-[HOLD] punch.

If you launch an enemy you can also under some circumstances catch them with a jump attack or two before they fall down.

So the combat depth is there, and that's what I was hoping for.

The music is good. Some songs are better than others, so there's a bit of inconsistency but on the whole solid.

The art style is something I would personally have modified. I've gotten used to it, but I would have liked the devs to go for a slightly less exaggerated / cartoonish style. The graphics techniques themselves remind me a bit of Skullgirls.

On the PC side, there are way more options than I expected. I'm playing on a PS4 pad, but I was able to remap every button, toggle between the default controls and legacy (3 button) style, and disable / enable commands for various things (like back-attacks). On the video end, you can toggle about 8-10 different elements from low to ultra and play around with render resolution and vsync. You can even enable a frame counter & ping display.

Game seems locked at 60FPS but it's not a big deal for this type of game.

My one gripe so far is that the online play seems pretty laggy. Granted, maybe the people I matched with (2 of them so far) were just very far away, but there's no way to see their ping to you. If your goal is to play with friends online, then you may want to wait a bit to see if this is a universal issue or if it will be patched.

But overall, I must commend the devs. I got to the final level on the second-hardest available difficulty (one more is unlockable). I haven't even begun unlocking the retro characters yet. Considering the non-standard price tag, there is plenty of replay value here.

8.7/10
Skrevet: 30. april 2020.
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4 personer fandt denne anmeldelse brugbar
22.4 timer registreret i alt (19.1 timer, da anmeldelsen blev skrevet)
Simply the best beat em' up on Steam. I grew up on all the classic Konami & Capcom beat em' ups and in terms of depth and fun, this one is right up there with the very best. In terms of complexity, think Aliens vs Predator. At first it may seem like your only option is to just mash the attack button, but you can do so much more - I highly recommend hitting up the training mode to discover all your options.

Length is a bit short but there are plenty of unlockables, new difficulties & modes (survival), so the replay value is good for a game of this genre.

Graphics are cutesy & well done. Animations are very fluid and HITTING PEOPLE FEELS GOOD, one of the most important elements of a beat-em-up.

As someone who loves the genre, this is an easy 9/10 from me.
Skrevet: 9. december 2019. Sidst redigeret: 9. december 2019.
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3 personer fandt denne anmeldelse brugbar
52.7 timer registreret i alt (21.0 timer, da anmeldelsen blev skrevet)
Tiny Metal: Full Metal Rumble is a VAST improvement over the first game. I maxed out at 6 hours on the first Tiny Metal and as of the time of this writing I've hit 21 hours in FMR. The devs did an excellent job listening to community feedback. The biggest additions are: transport vehicles, munitions & fuel management, CO powers, and hugely improved AI. Nevermind the many added units to keep things interesting.

I am a long time AW fan who started playing in 2003 or so on the GBA. TM:FMR is the closest thing we have today on PC to the classic games. The game is deep, fun, and balanced. Missions are designed intelligently and the Hard difficulty is giving me a run for my money deep into the campaign. Literally all I've done this entire time is play through the campaign and I'm not sure I'm even close to the finish line at 21 hours in. Beyond the campaign you've got skirmish maps and multiplayer. I was looking forward to the multiplayer but there is no automatch system and people don't seem to host lobbies often. However, the game does have a Discord and people are arranging matches there, so there's that. I hear the multiplayer base is more active on Switch. Just FYI.

One pro-tip - the game controls much better on a controller. I suspect this is because FMR was designed for the Switch first and foremost. Scrolling the map is done by moving from tile to tile (digitally rather than analog), and this feels a lot better on D-pad than it does with a mouse. Of course, the controls are still serviceable using KB & mouse, but they are a fair bit clunkier.

Graphics look pretty dope for me at 1440p and all settings maxed out. The models are clean and fairly detailed if you zoom in on them. Graphics settings are not super robust, but you can toggle AO settings, turn motion blur on / off, and the max FPS cap seems to be 144 (I'm running on a 165hz monitor & the game's in-game performance monitor shows 144 FPS).

The up-close battle animations are a little sparse and eventually I turned them off, but a nice addition is the "fast" animations, which keep you in the normal map-overview. So in other words, you send a tank to shoot an infantry and you see it "pew pew" from the same angle you'd see it move normally. I don't believe the first TM had this, so it's a nice touch, looks good, and speeds turns up considerably.

Sound is decent. Music is fine, though the VO's do get a little repetitive. Not a big deal though.

Overall, the game is a no-brainer if you are a fan of AW and even if you weren't totally sold on the first TM. Deeper tactics, more units, improved AI, commander powers, multiplayer out of the box. It's just an overall much better game and the devs should be proud of themselves.
Skrevet: 11. august 2019.
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6 personer fandt denne anmeldelse brugbar
6.9 timer registreret i alt
Tiny Metal is a passion project developed by an almost exclusively Japanese team. In short, they love Japanese War Games in the Advance Wars vein and, since nobody else has been making such games, they wanted to make one of their own and add their unique spin.

In my opinion, they succeeded wildly. This is a great game with loads of personality and a solid balance underpinning. It looks good (with tweakable settings on PC to make it hyper-crisp), sounds good, and aside from a UI that could use some tweaks (that the lead programmer has already said he wants to address), it plays well.

As of right now you get 19 campaign missions, a New Game + mode (with enhanced difficulty) and about 52 skirmish maps, some of which are labeled "Fun" difficulty, and some which are Expert level.

There is a multiplayer option -- it's just greyed out, but the devs have promised that it's coming soon and they have Sony's budgetary backing to make it happen.

Does the game have all the features and nuances of the later Advance Wars games -- a series, mind you, that started in the late 80's as Famicom Wars? No... those games had several iterations to cram in as many features as possible.

This is Area 35's FIRST game. They focused on getting the core gameplay down. Additions will come in the form of patches and DLC, but it's unrealistic to expect a tiny studio to deliver, in their first outing, what a Nintendo-owned developer achieved over several franchise entries in a 10+ year time frame. So the endless comparisons to the later Advance Wars games are off point.

The bottom line is that if you enjoy fun, tactical, turn-based war games and you were a fan of the AW games, you WILL enjoy this game if you keep in mind that the current feature set is barebones, with more planned to come.

I must give Area 35 massive props for breaking the decade long dry spell that Days of Ruin left in its wake.

This is a solid 8.0/10 for me right now, and with multiplayer and additional features, I could easily see that score jumping higher.
Skrevet: 24. december 2017. Sidst redigeret: 24. december 2017.
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2 personer fandt denne anmeldelse brugbar
24.5 timer registreret i alt (12.4 timer, da anmeldelsen blev skrevet)
This is the perfect Halloween game. That thought hit me as I exited my safehouse and was greeted by the scene of dozens of zombies shambling around and feasting on flesh under a foggy night sky in a creepy-@ss, delapidated neighborhood. This game is awesome. I'm 5 hours in now and don't want to stop.

- Great PC version: Looks stellar and has plenty of options to play around with. I disabled motion blur but kept everything else cranked up. Runs at around 70-90FPS on my GTX 1080 & i7 7700k, which seems a little low, all things considered. Not sure how it'll run on mid-range rigs, but I don't really have any complaints. Volumetric fog combine with dynamic lighting & shadows to pump up the creep factor.

- Thoughtful design: A mostly-linear story meshes perfectly with open-ended design that allows you to embark upon sidequests in the neighborhood that are usually worth doing. The challenge on Nightmare (the highest difficulty) is just about perfect. I feel powerful enough now to take on the standard zombies pretty confidently, which is saying something since just one of them used to terrify me. But...I just exited an encounter where I shot an explosive crossbow bolt right at some ugly-@ss multi-headed puking monstrosity... and it only made it angry at me!

- Rewarding progression: You've got three progression paths in the game: crafting, weapon upgrades, and character upgrades. These are all handled brilliantly. As you play through the game, you're given just enough to feel adequate but never enough to feel overpowered. In the open-ended encounters, you are encouraged to approach combat creatively. Spec into a stealth build and you can play your own version of Metal Gear Solid, except against putrid monsters with glowing eyes and green blood. Spec into a melee or gun oriented build, and you can pop out of cover long enough to give a zombie a threatening "Come at me bro!" stare so that he'll charge at you, straight into a tornado of knife swipes.

- An interesting story: I'm normally not one for long-winded exposition and games that try to be movies. But if a game can pepper just enough story to give me incentive to keep playing - and this one does - I'm down. The writing is great, as is the voice-acting. The story itself involves some metaphysical themes and toys with your sense of reality as the player.

I definitely recommend grabbing this game, especially in the leadup to Halloween as the Evil Within 2 sets a perfect spooky tone for the holiday.

My rating: 9.0/10
Skrevet: 14. oktober 2017. Sidst redigeret: 14. oktober 2017.
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