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Neue Rezensionen von Growler Guy

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2 Personen fanden diese Rezension hilfreich
87.2 Std. insgesamt (25.6 Std. zum Zeitpunkt der Rezension)
Star Trucker is part wide-eyed escapism and part muscular, slightly ponderous driving sim. It is as much about concentration as it is about relaxation.
Oh, and preparation - if you don’t want to asphyxiate miles away from the nearest cash n' carry.
Keeping your eyes on the road isn’t easy when the horizon hosts a crackling azure nebula; when the voluminous nightglow from the planet below makes even the gargantuan industrial indicators look like so many tiny, twinkling cat eyes.
I, a terrestrial chump, cannot help but be taken in by it all.
I get the sense all this spacey wonder is just so much unremarkable grease pooling at the rim of a diner plate for my Star Trucker.
He’s seen a couple of things, that’s for sure.
Taken the long way around the spiral arm to slip past security checkpoints and offload cases of booze for off-the-record cash.

Star Trucker is about that place where brake-fluid-soaked mundanity meets sprawling, supernal grandeur.
It’s a muscular, well-devised rig, but one I reckon you’ll want to be in a very specific mood to play.
To call it ponderous would suggest a lack of purpose, and that’s not quite fair.
You can’t make a slight shunt crabwise without feeling every ounce of tonnage, and so every swerve or dip is a deliberate, considered commitment.
It’s a game about alternately switching your mind off to relax and jerking into wide-eyed concentration; about leaning leaning back in your seat while keeping one eye on the diagnostics, and never letting the southern-fried licks slinking sweetly from the radio fully distract you from the telltale beeps of a flattening battery or oxygen-draining hull breach.

I learned the hard way. My gravity compensator is out of juice.
It’s not a complete 10-42 as bollocks-ups go.
My fragile UCC circuits are safely packed away in foam-lined hard cases, but everything else is scattered and floating around my cab.
It’s fine. I’ll pull into the local cash n’ carry, buy a new battery, slot it in the GC, and get back on the road.

You can tell a lot about about a truck space game from how involved docking is, whether you’re lowering landing gear and lining up your ship in Elite Dangerous, or enjoying a breezy auto-dock cutscene in Rebel Galaxy: Outlaw.
The docking maneuver here - the same one you’ll use to hitch cargo - can be tricky to master, but it’s just about lining your rear up with a maglock, then backing into it without getting too eager and arse-shunting a gaping tear in your rig.
To aid you, there’s a dedicated docking camera you can bring up on your cab monitors. Lovely.

Unless, of course, the lack of gravity means there’s a floating battery blocking your view to the monitors. Curses.

This is the other side of the game: a physicality that occasionally veers into stream-friendly chaotic silliness, but is mostly just explored to offer a thorough simulation.
There are six switches on your dashboard for separate interior and exterior lights.
You’ve got dedicated levers for hitching, jumping through warp gates, and emergency braking.
There are clickable switches for browsing through diagnostics and cameras.
You’ll manually replace each battery, circuit, and air filter.
You’ll whack up the heating when you travel to a colder sector.
If you decide to veer off the dedicated lanes and eat some debris, you’ll have to pop on your space suit, launch from the airlock, and weld the hull breaches shut yourself.

Star Trucker delivers its chill mix of Coyboy Bebop and Space Truckers the movie.
Where we’re going, we don’t need roads.
Because it’s space, innit?
There’s a certain beers-at-sunset spirit residing in the gears of Space Trucker that makes chasing numeric progress feel almost antithetical.
Your cab’s got a lot of doohickeys and plenty of room for supplies, but it’s really populated by whatever thoughts you bring with you - that lovely place where sim meets RPG.
If there’s a score counter here, it’s your mileage, and then only because more miles on the clock means more sights, and more stories.

A floating battery blocking my goshdarn docking camera, and still, there’s both cash and experience at the end of a job, with penalties for late deliveries, damaged cargo, and traffic violations.
What doesn’t get spent on more supplies, you can use to customise and upgrade your truck.
Experience unlocks licenses for trickier and riskier jobs, and the more road-hardened you get, the more likely you are to make contact with other truckers through your CB radio.
They’ll each have their own quests, letting you flex your steering wheel and thrusters, and learn a bit more about the people you’re sharing space with.
Verfasst am 22. Oktober.
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2 Personen fanden diese Rezension hilfreich
13.4 Std. insgesamt (4.2 Std. zum Zeitpunkt der Rezension)
Early-Access-Rezension
Storage Hustle offers a realistic experience in storage management.
Establish your own business, transport goods intelligently, and delve into the intricacies of storage management in the business world.
Start expanding your business and become an expert in the world of salesmanship!

Start out living in a garage, and old truck.
Buy storage units, and try to make a profit selling on the internet.

Please carefully research the products in the storage units you purchased with your scan tool.
Repair damaged items with your hammer, and increase their value.
Don't let any valuable items go unnoticed, be cautious!

Work your way up to buy a larger vehicle to hold more items.
Move out of the garage in search of your dream home.

Visit yard sales, or have some fun at the fair.
Run your internet business, showcase your negotiation skills by buying/selling cars, and master the art of the haggle.
Verfasst am 19. September.
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Niemand hat diese Rezension als hilfreich bewertet
88.4 Std. insgesamt (56.5 Std. zum Zeitpunkt der Rezension)
Early-Access-Rezension
Start a rags-to-riches story in ContractVille.
Start out in a Tuc Tuc, and a trailer home.
Work your way up doing different jobs for the community, and clients.
Remodel, Renovate, Decorate, Demolish, Build.
Take a Logistics job or clean some windows for extra cash.
Buy supplies from Furniture, Hardware, and Electronics stores, and sell used items at the Pawn Shop.
Make money to buy an office and improve the infrastructure to maximize profits.
Buy a larger vehicle to carry more items, supplies, and logistics.
Build your dream home or sell it at auction for the best return on the investment.
Accept different contracts, improve your fame, or go green to make the world a better place.
There is a lot to do when your the CEO of a successful contract business.
Verfasst am 15. September. Zuletzt bearbeitet am 25. September.
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1 Person fand diese Rezension hilfreich
1 Person fand diese Rezension lustig
39.8 Std. insgesamt (15.1 Std. zum Zeitpunkt der Rezension)
This is a Driving Simulator like The Bus, and City Driver.
There is no racing, and all traffic laws apply.

Taxi Life: The City Driving Simulator.
You’re a taxi driver, starting up your own business and working on your way to becoming a giant of private hire transport business mogul within the Spanish city.

A Calm Driving Game In The Right Ways, Chaotic In The Wrong
Before you can run though, you must first learn to walk.
The game’s tutorial is quite neat, placing you in a typical driving school environment marked out with white lines and cones.
You can choose to skip it but I’d suggest giving it a go - taking you through the basics of car functions, and best practices for parking.

Regardless if you take the tutorial or not, though, you will need to complete a test fare before you’re let loose to make your own way in the world of Taxi Life.
Here you’ll learn the basics - pick your passenger up and drop them off.
During this, you’ll have a couple of things to watch for.

The first is a ‘Patience’ meter.
Despite the name, this isn’t time-based - instead, passengers will lose patience if you drive poorly, be that speeding, running red lights, heading the wrong way down roads, entering streets prohibited for car use or not using your indicators.
The more patience remaining, the higher your tip will be.
If the bar empties, you’ll lose the fare.

During your drives, you may also be prompted to have a conversation with your passenger.
These are pretty robotic conversations and the voice recordings definitely sound like someone’s reading a script, but answering them will reward you with XP.
Similarly, you may be given requests such as opening windows or turning the air conditioning on.

Once you’ve completed your first fare, you’ll have a couple of extra guide bits to complete.
These include visiting a petrol station where you can refill your car (or recharge if you’re driving an EV) or clean your car. A neat touch, but perhaps little more than a gimmick as visiting one of the games’ garages - the next place you’ll be asked to visit - will allow you to do any of these.

You’ll spend a lot of time at the garages too, as this is where the core non-driving elements of the game here are done.
You can buy new cars, modify your existing ones with performance and visual mods and manage your company.
Once you head back out, the game pretty much becomes complete fares, earn money, rinse and repeat.
There are some variations in route length or the option of doing ‘Challenges’ - fares which remove road rules and instead have you try to reach your destination as quickly as possible.
It’s hard to judge the handling model so finitely in a game that sees you driving mostly under 45mph, but it feels engaging enough.

There’s a skill system adding an element of progression, giving you perks such as better fuel economy or more XP for visiting points of interest
Earn enough money to buy more cars, and you’ll be able to hire drivers to generate passive income.
Micromanagement isn’t a thing, so you’ll most likely just hire them and forget about them as the capitalist machine works in your favour.

Mostly, then, Taxi Life should be a serene way to zone out and take in a virtual rendition of Barcelona.
Verfasst am 5. Mai.
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3 Personen fanden diese Rezension hilfreich
227.2 Std. insgesamt (7.1 Std. zum Zeitpunkt der Rezension)
Early-Access-Rezension
Dealer Simulator offers a realistic experience in storage warehouse management.
Establish your own business, transport goods intelligently, and delve into the intricacies of storage warehouse management in the business world.
Start expanding your business and become an expert in the world of salesmanship with Dealer Simulator!

Start out with a pick-up truck, and a camper trailer.
Buy storage units, and try to make a profit selling at the swap meet/flea market.

Carefully research and examine the products in the storage warehouses you have purchased.
Have damage items repaired, and recycle the trash.
Don't let any valuable items go unnoticed, be cautious

Work your way up to buy a larger vehicle to hold more items.
Buy you own shop, and buy your dream home, and add household items.

Take full control of your shop.
Buy store location, design store interior, provide customer service, and manage employees.
Take a side job for extra money, or visit the auction for store items, and buy/sell cars.
As the manager of a second-hand shop, showcase your negotiation skills and master the art of the bargain!
Verfasst am 21. März. Zuletzt bearbeitet am 28. März.
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3 Personen fanden diese Rezension hilfreich
8.4 Std. insgesamt (3.9 Std. zum Zeitpunkt der Rezension)
Early-Access-Rezension
I've played a lot of farming sims in my time, but I've never tended to alien crops and gathered resources behind the windshield of a mech.
Thanks to Lightyear Frontier, I'm doing exactly that, and from the get-go, it proves to be one of the more novel and downright fun ways to farm.
With a handful of different tools that can be attached to my right arm, I use a Vacuum Harvester to suck up all the fully grown plants in my plots of land.
Then, I switch it up to my trusty Seed Shooter - which as the name implies - lets me fire out seeds in the now vacant sections of soil.
Coupled with an Irrigation Hose that acts as the mech's equivalent of a watering can, a Spike Saw that can break down trees, rocks, and minerals, and a Sprout Canon that can be used to plant saplings, the tools and design of the mech make everything feel far less laborious.

The enjoyment of farming is also helped by the fact that Frame Break's adventure sees you land and try to make a home for yourself on such an inviting, peaceful planet with no combat or threatening presences.
It's the kind of place you want to get lost in; with verdant fields, vibrant trees and plants, unusual wildlife, and starry skies decorated with a few neighboring planets.
There's plenty to discover and do in this alien world, which you can explore solo or with three friends quite comfortably.
The Early Access build already shows heaps of potential, but it is in need of a little refinement.
Some absent smaller features came to mind during my time in the mech that could make the experience more streamlined, and with a touch more guidance in-game, Lightyear Frontier would really shine.

After a bit of a rocky landing, the beginning of Lightyear Frontier sees you put your mech back together by reattaching its arm and front engine with your pickaxe tool - which can levitate and move objects outside of your mech.
After flipping it upright, you can then get inside and set out to collect your tools which have been scattered around the landscape.
Each tool is marked by a yellow flare of smoke that can be seen from a distance, and after a bit of scouting, I had every tool available to me, which can be swapped out from a dial wheel menu. From this point on, you'll get a variety of tutorial objectives to complete, from building a basic homestead which comes in the form of a tent, to creating a plot of land to plant your first seeds.

While these initial objectives set up the basics quite well, the guidance early on could be a little clearer.
It wasn't immediately obvious to me for quite some time, for example, that you have another tool you can switch to when you're outside of the mech that lets you paint objects.
For the most part, it's all quite straightforward to get to grips with, but there were occasions when I’d have appreciated some more explanation.

There are multiple forms of progression in Lightyear Frontier that I really enjoyed.
The first ties to resources: as you gather minerals and wood and grow new plants in the world by finding seeds, you'll unlock more blueprints for various constructs.
This will range from decorative items you can make to increase the coziness level of your homestead, to different crafting stations that let you create new items that you'll need to build more advanced blueprints.

Your mech also has various upgrades available, which you'll need to work towards to get your hands on more resources in the world - not unlike Stardew Valley, you have to improve your tools to break down stronger minerals or bigger trees.
I can see how Lightyear Frontier is trying to encourage discovery, but I did run into some issues because the game doesn't tell you, or provide hints, as to what you need to do to unlock certain recipes or resources - I would often being able to see resources I needed before I was able to actually make them, which did sometimes cause confusion.

The map itself is also broken up into different areas that need to be discovered and then restored by cleaning up noxious weeds or slime contaminating the ground.
This again ties to your mech upgrades, since you'll need to improve certain tools to get rid of stronger noxious substances.
The more you restore, the more you have access to. Overall, there's a satisfying sense of progression that feels rewarding and keeps me invested.
It's always exciting to see the places I've restored thanks to the work I put into my mech upgrades, and in turn, unlocking more blueprints by discovering what resources new areas have.

The main sticking point I had early on in Lightyear Frontier is how quickly I got over-encumbered.
Especially when playing solo, a lot of the upgrades, constructs, and decorations are going to require you to do a lot of resource gathering, and the space your mech has is pretty limited to begin with.
Thankfully, you can build storage spaces to lighten the load, and one of the mech upgrades will allow you to carry more, but it takes some time to get.
This means that I was often running back and forth to deposit my bounty more than anything else to start off with.
On the plus side, since you're in a mech, you don't ever have to worry about stamina, which is a common hindrance in farming adventures.

When it comes to building in the world, it’s happily a breeze to set down your homestead and the various crafting stations thanks to its snap system that automatically adjusts an object's position when it’s nearby something else.
The only downside is that there doesn’t seem to be a way to alter or tweak the position of something once it’s placed down.
If I wanted to, say, move a decoration, I’d have to recycle and rebuild it. Hopefully, this is a feature that will come later down the line.

Playing in co-op certainly makes quick work of the earlier stages of the game, since you can band together to collect resources to go towards constructs.
You each get a mech and have to gather your own tools, but then you can work together to build up your homesteads.
While it works quite well and it's easy enough to host a world for other players to join, there isn't much currently in the way of in-built features for communication.

On the world map, the markers are also very limited in general.
You'll only see the location of where you've built your homestead, along with the option to place down one other single tag.
Even when playing solo, having more tags to place down on the map would make it so much easier to mark notable locations to come back to.
With so much resource gathering to do, it would be handy to have additional markers you could leave on the map to remind you where you found a good batch of copper, or coal, for example.

In spite of some features I would love to see, I've really enjoyed my time with Lightyear Frontier's Early Access.
As a longtime fan of farming games, the mech offers a novel, refreshing approach to the farming sim genre.
The satisfying sense of progression and peaceful world also kept me coming back, and my plan of doing just one more in-game day often turned into multiple as I got lost in my pursuit of advancing.
The Early Access launch has so much going for it already, and I'm looking forward to seeing how Lightyear Frontier grows in the future.
Verfasst am 19. März.
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1 Person fand diese Rezension hilfreich
30.3 Std. insgesamt (3.2 Std. zum Zeitpunkt der Rezension)
Early-Access-Rezension
Boring game loop.
Same boss copy, and paste assets
Not multi-player
No Manual Aim or cross hair option.
Moderators are rude, Developers don't care.
Data collection from your system.

You just end up doing the same game loop no different monsters/bugs or bosses.
The only thing unique is the different maps.
Game is described as to hard or difficult.

Weapons must be unlocked before you can overclock them so you making two runs with the same weapon just to level it up.

I get a refund on this game if I could!

Games that do it better than this one are:
https://gtm.you1.cn/storesteam/app/2218400/Greedland/
https://gtm.you1.cn/storesteam/app/2024230/Project_Lazarus/


The original Deep Rock Galactic is way better, and this is a sad sequel.
Save your money for Deep Rock Galactic: Rogue Core, and support the Original Developers
Ghost Ship Games

https://gtm.you1.cn/storesteam/app/2605790/Deep_Rock_Galactic_Rogue_Core/
Verfasst am 14. Februar. Zuletzt bearbeitet am 21. Februar.
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4 Personen fanden diese Rezension hilfreich
46.9 Std. insgesamt (4.8 Std. zum Zeitpunkt der Rezension)
For the love of exploding "bullet heaven" or "reverse bullet hell" or roguelite survival horde defense genre is well documented at this point. But folks... What the hell do we call this sub genre?!

Upgrade your Mech's arsenal to outlast the wave of alien monsters.
Pick up items and crystals to level up, install and upgrade your Mech and establish fire superiority.
Every Mech has its own control scheme and weapon installation slots, so make the right choice for the environment and your style of gameplay.
Then, deploy your Mech to the ground of an alien planet and survive the drop!

The Different Types Of Equipment:
The Lazarus has four Dreadnought slots, two Primary (starts with Machine Gun), two Secondary and two Expansion slots.
Each weapon and upgrade you buy in a game, except for health and armor plate items, has a designated type and each Mech has a unique allotment of how many of each kind they can equip.
An easy way to find out the type of all the equipment in the game is to look in the Armory.

In general, each type of equipment is meant to fulfill a role in your load-out.
Primary weapons are meant to be your most reliable form of damage, having comparatively long up-times.
Secondary weapons, as their name implies, are good for supplementary damage and tend to have long cool-downs or unusual firing patterns.
Dreadnoughts start out relatively mild but scale well and are the only type of weapon that can evolve.
Expansions are upgrades that apply to your Mech or your weapons as a whole, boosting things like firepower, fire rate, movement speed, etc.

How Armory Upgrades Work:
The Armory allows you to buy upgrades that take effect when you buy the related weapon or power-up in-game
Once you get some Cavarium, the game’s meta resource that you spend on permanent upgrades that don’t expire between runs, you can spend them at the armory to buy upgrades to weapons, expansions, and passives.
You can refund spent Cavarium freely and with no cost, so you can customize your load-out best on your plans for a run.

While most upgrades either apply passively to your Mech or apply across all instances of a weapon that you buy in-run, keep in mind that when you buy upgrades for Expansions, they only apply to the first instance of that Expansion you buy in-run.

Some Weapons Evolve:
Stand in the glowing circle to Evolve one of your weapons!
Like in similar games, some weapons in this game evolve, becoming even more powerful versions of the weapon they were and sometimes, some even picking up a new functionality when they do.

Dreadnought weapons are the only ones that can evolve in this game, and doing so is relatively simple.
You just upgrade them until they’re level 10, then upgrade them again, which will mark their icon with the word EVO.
A spot will be designated on the map with the icon of the weapon you’re trying to evolve and if you stand in that spot long enough, then you get a shiny souped-up version of your weapon.


Crystal Processor Is The MVP:
Less a Mech and more a building-sized weapons platform, the Aramech can hold four primary weapons at once.
Its ability to give bonus experience per crystal is quite useful
So, you’ve done a few runs and might have some Cavarium burning a hole in your pocket.
While you might want to juice up your favorite weapon or buy some extra Emergency Shielding, consider instead boosting the Crystal Processor.

While it doesn’t do anything for your combat performance directly, it does something even more valuable: it allows you to level up faster, which means you get more weapons and more upgrades, which means you’ll do a better job staying ahead of the difficulty curve and last longer in a run.


Skips Are Dubiously Useful:
Skips allow you to not choose an item for your level up, to help preserve your build should you not have favorable options.
In similar games, Skips are useful to have when you have some experience in the game and know what kind of builds you want to use, since they allow you to mitigate the randomness of your options and make it so you don’t have to clog your build with items you don’t want.

While they perform that function in Project Lazarus as well, because of how the game works, you’re probably better off not getting them unless you’re profoundly unlucky.
Getting screwed by the options in this game just doesn’t happen that often, especially if you have your rerolls maxed out, since consumables will also show up in your level-up options.
So if you don’t like any of your choices, either reroll or pick the health/armor boost since at best, you heal and at worst, you skip at no extra charge.


You Get Walled In By Near-Invincible Enemies:
These bastards put you between a rock, and a hard place, and will ring you in slowly
If you get far enough in a run, these guys show up. They all look similar, looking like living boulders with club fists and spawning in a ring around you.
They are hard to kill and not worth investing the effort in doing so.
They deal a lot of damage to you if you touch them and will block monsters as they close in on you.
While this might seem like a good thing, they also block most kinds of bullets, meaning you’ll have a harder time hitting the monsters behind them.

At a certain point, when they close in enough, they die on the spot, but unfortunately the monsters they’ve been holding back will not and since they’ve massed quite a lot, if you don’t have the firepower to mow them down, they’ll likely swarm and kill you.
A good way around this is the Pulse Rifle weapon, which phases through enemies and damages them at the same time.

You Have To Kill A Bunch Of Penguins:
Penguins start showing up late into the Artic Stage.
Yes, you know those adorably funny tuxedo birds that live in Arctic climes? Yeah, you gotta mow those down in droves in the last few minutes of the Arctic stage.
Sure, you can argue that you’re in a building-sized Mech, so in theory those penguins are similarly humongous, but does that make them any less cute? Less tragic to mow down?

Do you enjoy games like Vampire Survivors, Greedland, and Super Smash TV then you will enjoy a stroll through Project Lazarus.
Verfasst am 26. Januar.
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Niemand hat diese Rezension als hilfreich bewertet
27.0 Std. insgesamt (5.0 Std. zum Zeitpunkt der Rezension)
Early-Access-Rezension
When I first jumped into Ripout, it felt like a standard FPS that looked like many science fiction-inspired titles, and while there’re elements of Deadspace, and Scorn littered throughout.
I appreciated how it was trying to do something different.
The concept is simple, and while it’s not without its problems, there’s a strong foundation for the future of it to be built on.
You choose to visit different abandoned ships to complete objectives, all while taking out the monsters that lurk in the shadows, gaining upgrades in the process.

My main concern is the repetition of these tasks, and how many of the ships look similar.
They’re dark, limited in detail, with objectives that all follow a similar formula.
Maybe this is down to the procedural nature of their design. The atmosphere is great, though, and wandering around blood-soaked hallways adds to the tension, yet it’s the difficulty in fighting the aliens where you’ll likely to struggle.
The gameplay is responsive enough, and the gunplay is a strong feature, but they take ages to kill.

When you see one of the larger creatures come towards you, you better hope you’ve got enough distance between you.
If you get trapped in a corner, no amount of bullets seem to be enough to destroy them, and you’ll end up dead.
You can revive yourself once, but after that the fear factor kicks in, and if you die, it’s back to the drawing board without any reward for your efforts.
Ripout has plenty of potential, but these issues do factor into your enjoyment.

If Ripout manages to balance the difficulty of enemy encounters, there’ll be a lot more fun to be had.
I’ve been playing FPS titles for decades and I’m certainly no stranger to a challenge, but with a lack of impressive weapons from the get go, these fights feel generic and a little dull.
Hopefully, there will be some new environments to explore, and even a little lighting here and there will go a long way into making each run feel different.

We’re in the early stages here, and I can see plenty of potential going forward.
One of the coolest features is the organic appendage on your weapon that can be launched at enemies.
Also, blowing off limbs and other body parts when shooting is something I liked.

There are some strong features at the moment, but it’s let down by its repetition at this stage.

Game is to difficult in normal mode, and easy mode seems to be bugged on some quest missions.
Verfasst am 15. Dezember 2023. Zuletzt bearbeitet am 3. Januar.
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Niemand hat diese Rezension als hilfreich bewertet
515.0 Std. insgesamt (385.5 Std. zum Zeitpunkt der Rezension)
There was a point ten years ago when it felt like the popularity of poker had reached fever pitch.
You couldn't turn on late night television without it appearing on more than one channel, and there always seemed to be some bloke down the pub who swore he'd made a serious chunk of change online.
This rise in gambling websites left poker video games struggling to compete, as they fell short of eliciting the emotional up and downs you get from putting your own money on the line.
Prominence Poker aims to offer exactly these sorts of thrills, via a free-to-play structure its developers hope will make you cherish every last chip in your stack.

Prominence Poker is touted as a poker RPG, and while you do create your own avatar and level up as you gain "reputation", this only serves to unlock the occasional stack of cash for your bankroll, or the ability spend your accumulated in-game funds on some quite pricey cosmetic items.
As a result, it becomes very clear this is primarily a multiplayer-focused title, where you'll spend most of your time dealing yourself in against other players.

Visually, Prominence Poker goes further than you'd expect from the genre, rendering both its characters and environments in 3D, and giving you control of the camera.
With the actions of each character at the table fully animated, and a soundtrack reminiscent of a Guy Richie gangster film, it all helps to give a bit of atmosphere to the proceedings.

Before you take your seat at a multiplayer table, you'll find its worth playing through some matches against the AI, as this provides you with some supplemental funds for your starting bankroll.
This single player element of the game frames your character as a tourist from out of town, who after winning some money against the city's Mayor, makes the dubious decision to play against various bosses of criminal gangs, as well as their henchmen.

In reality there's no real story to be found here, and the set-up serves merely as window dressing for a tour of some shady locales where you can ante up.
Thinking about it though, the word “tour" may be too grand a term for what's currently on offer in Prominence Poker.
With five scenarios available, once you've gotten the money from winning them once, you'll have seen all that there is to see.

Computer controlled players in this sort of title have always been pretty easy to best once you work out how they're built to react.
Whether it's supposed to fit with their criminal personas is unclear, but most of the characters are wildly aggressive, prone to playing some really suspect cards all the way to a showdown.
This means that conservative play is the way to go if you want to come out on top.
Admittedly, there was one character that seemed to be the exception to this rule, but they were so timid pre-flop that wildly over-betting had them folding so often that they could've been an origami master.

As you've probably guessed from the terminology in this review so far, Texas Hold'em is only the variant of poker on offer here, and the game has sensibly been designed with six-person tables across the board so as to keep the action moving at a decent pace.
Heading online you'll be able to take part in either ring tables – where you can join or leave whenever you want – or tournaments, where for a set entry fee you'll play until one person has all the chips.
Each game type has varying levels of buy-ins, but with the limited funds at your disposal early on – especially if you choose to purchase a cosmetic item or two – you'll probably be starting at the lower end of the scale.

As you'd expect it's a real scrap at these cheaper tables, as people throw their chips away with wild abandon.
However, unlike most poker video games, once you've lost your initial windfall of cash you'll have to wait to get back into the game, and this is where the free-to-play hooks come in.

If you want more money to play at the tables there are a few routes open to you.
Firstly, every 24 hours the game gives you your 'Daily Cut'. This is the equivalent of giving you pocket money, and how much you get is determined by factors such as your character's reputation level, and the number of concurrent days you've logged into the game.
If this isn't enough you can also get occasional cash injections when you hit certain reputation levels, or alternatively you can pay some real world money for one of the cash bundles available on the PlayStation Store, but to be frank, this seems like an odd thing to do – especially when there are other ways out there to spend actual money playing poker.

Prominence Poker's free-to-play approach certainly has its benefits.
By restricting the flow of money at your disposal it manages to make you feel each triumph and failure a little more keenly, while also keeping those hopelessly erratic players, with a penchant for going all-in, all the time, from over-running the tables.
This makes it an enjoyable way to play poker for anyone who doesn't particularly want to risk their bank balance playing for real money.
Verfasst am 1. November 2023. Zuletzt bearbeitet am 1. Januar.
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