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Recent reviews by DiogoSN

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Showing 1-10 of 41 entries
1 person found this review helpful
35.8 hrs on record (35.5 hrs at review time)
"DUUUDE! WE'RE GONNA DIEEE, DUUDE!"

- Awoo, 2023.
Posted November 25, 2023.
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No one has rated this review as helpful yet
1.0 hrs on record (1.0 hrs at review time)
As of current, the performance of this game is too low to justify the graphical demand. Also, it's quite basic in it's combat, writing is bit subpar and the pacing is too slow.
Posted January 20, 2022.
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2 people found this review helpful
4 people found this review funny
0.4 hrs on record
I know a lot of people like it but due to the low production value, I cannot recommend this game at all. The issue is that there's very little gun feedback and cathartic impact to the guns. This is an inherit issue shooting robots, however, the issue remains. Aside from that, voice acting is poor, script is amateur, crafting is simple but needless, open world serves to pad out time and there's nothing that pulls me in mechanically in the game.

Even cheap I don't recommend the game, it's simply tedious.
Posted November 30, 2021.
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No one has rated this review as helpful yet
53.3 hrs on record (31.4 hrs at review time)
Full of adrenaline, it is worthy game to be played. Rip and tear until it is done!
Posted November 25, 2020.
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No one has rated this review as helpful yet
165.9 hrs on record (145.0 hrs at review time)
If you hate TCG games like me, you might wanna give this one a try. The card mechanics may confuse you at first, BUT you'll learn with them soon enough.
Posted November 22, 2018. Last edited November 27, 2019.
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No one has rated this review as helpful yet
0.2 hrs on record (0.2 hrs at review time)
Doom is quite outdated, so if you feel like you cannot play it, you can try Brutal Doom! Conserves the aesthetic and level structure, while massivily improving the gunplay! Guns have a better impact, there are smoother animations, there are better special effects, etc. Buy the whole collection and play them with Brutal Doom!
Posted November 23, 2016.
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No one has rated this review as helpful yet
674.1 hrs on record (312.9 hrs at review time)
Preety fun game, only with friends as the community isn't as trustworthy.
Posted November 13, 2015. Last edited November 24, 2021.
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No one has rated this review as helpful yet
64.7 hrs on record (47.0 hrs at review time)
And thus another adventure ends. I'll admit, the series didn't glue to me until Dragonfall, interesting premise that Returns wasn't able to execute properly. After another Kickstarter, Hairbrained Studios come in to deliver a third journey to the dark deep magical and corrupt world of Shadowrun, this time, in the bustling ciy of Hong Kong. Hope you know how to speak cantonease.

So here's the the intro of the story: you're an ork, a human or whatever that was just released from a max security corp prison and have been summoned by your foster father to join him in Hong Kong, along with your foster brother. No doubt, nothing will inevitably hit the fan and everything will be alright. In fact, that's what happens, your father wanted to meet up with you and your brother so you can have a nice family reunion. Kind of anti climatic, but enjoyable and simple... ok that doesn't happen. Stuff does go south, rather a bit slowly, and the whole of Honk Kong's police force are looking for you and the party you met upon arrival. At least it's not the London bobbies. Even more, your farther is missing and nothing is making sense. Why were you attacked? Who attacked you? What's behind the fridge?

So from on there, the story preety much takes the same formula as of Dragonfall: peal out layers from the conspirancy surrounding you, take on varying missions that test you with hard choices, meet fantastic characters and do the Bioware thing where you help them in a Loyalty Mission. AMAZING MISSIONS, ranging from opening a pickle jar for a character to opening TWO pickle jars! I might add that the majority of the 47 hours spent in the game was me reading every line that the game presented me, the dialogue is more than spot on! Can't and couldn't stop reading it! I'm also glad that the game now features a more diverse race of a crewmen, not for the sake of race equality, just to get a more varying story.

I prefer a different location from Hong Kong, but it's nonetheless interesting and the asian background is also explained within the universe's rules and it's quite intriguing.

As for the combat and general gameplay, it's preety much the same as that of Dragonfall. Read it in my review of it here if you want to: http://steamcommunity.com/profiles/76561198014021112/recommended/300550/ . You can now also ambush enemies and plan proper "door breach-in" situations. A point to be mentioned, there is no proper tutorial to tell you how its mechanics work. HOWEVER, there's a big change.

During the kickstarter, Harebrained promised a revamp of the Matrix areas. The Matrix areas are virtual network world realities. So imagine the internet in a futuristic tron-like world.... actually don't... I did find that the Matrix was quite shallow in previous games. Now, it's a bit of stealth and a bit of puzzle. So the stealth part comes in by figuring out patrol patterns of the guard programs and avoiding. The puzzle involves "Simon Says" interactions and figuring out the right code out of a certain selection. To be honest, this feels more like faffing about, rather than gameplay that makes sense with the rest of the game. It all feels out of tone with the rest of the game. You're reading calmly and performing long thought-out tactics in the combat, THEN PRESS 1,4,5,6,7,2,3 IN THE PRECISE ORDER OR YOU FAIL! DON'T BE CAUGHT BY THE LINE OF SIGHT! Get it? I didn't hate it, but I felt like it didn't belong in the game.

The game's end boss fight did improve imensly. Now, I'm gonna try to avoid spoilers, even though it's in the title of the game, but in Dragonfall you get to face a dragon! . Except during the battle it just sits there in front of you doing nothing. You can't even hurt it! Again, without spoiling, the final boss fight of Honk Kong not only makes you fight it but you can also dissuade it. I find it important of the implmentation of the latter because the whole point of the game is to understand the lore of the game and it the final battle, you get to use it as a weapon.

So the soundtrack is my biggest complain: it's too bland, unorginal and uninspiring. I get it that the studio needed to adapt the sounds to an asian background, but I miss the creative electronic sounds from Returns and Dragonfall. The latter had thematic music that associated with each crewnate. Quite a dissapointment. Aside from that, the game runs fine but there are various bugs to be fixed.

In conclusion, I'm very satisfied but I do feel like this formula might be getting a tad old. Either way, I felt quite satisfied from the unmonotonous game even though it was a tad long... I recommend it!
Posted August 29, 2015. Last edited September 2, 2015.
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1 person found this review helpful
4.8 hrs on record
Disclaimer: I had the main developer in my friend's list once but we were at best: acquaintances. I spent much of my time in the Steam Group Chat with him and some other users who, some, became my friends. I don't like him, I don't hate him, I'm quite neutral towards him.

Wrack is Maze-Based First Person Shooter, obviously, trying to hit that nostalgia weak spot of the Doom fanatics with a very clean and attractive cell-shaded look. I love first person shooters and if your game description included "Doom" in it, then it better be as good as "Brutal Doom"!

Lets get the story part done with quickly, you're Kain, who is... some guy that needs to stop Earth from being invaded by the Aliens. He does this by, surprisingly, shooting a lot of stuff and preventing them from stealing the great Hyperion Generator! He's preety much the only character that gets any characterization, but even then, it's minimal as hell. Starlyn, which seems to be his girlfriend, doesn't have much to do during the whole story, only a convenient romantic plot device. She even gets kidnapped and the game forgets about her. The there's Fabian who has luscious long hair brown hair and is also a funny ponce, so basically John Romero. Finally there is the main villain, Exo, who just comes by as your average quirky bad guy. So nothing much on the story side but 10 euros isn't gonna get you an epic greek odyssey.

So what would make this a Doom-Like FPS? Well, during the glorious decade of 1990's, FPS concentrated on offering a labyrinth of nasty monster that you had to shoot. This was before Halo and CoDs came in and astonishingly enough, made an already simple formula, even more basic. Back then you had to work for your survival, traverse through some complicated well-thought out level design and use a good variation of weaponry to blast away your enemies! So does Wrack achieve these objectives?

For me, the most important part of any shooter is the actual shooting! Level design is great and all, but if I'm not seeing limbs of corpses flying, weapons shouting god's fury, skill-dependent guns, screen shaking (not too much though), walls being painted with visceral red fluids and better gunplay feedback than early access fanboy reports, then you're gunplay has, as Jim Sterling would say: "all the impact of the limpest willy of America". Wrack comes about halfway with this portion. Cartoon gibs explode to the air like a leprechaun pub vomit and most weapons sound preety good. The sword is as good as Serious Sam 3's sledgehammer (quick and snappy kills, although it is a bit risky), the pistol is piss weak, shotgun is competent (kills nearly everything in one shot and the fire rate lets you decide which body falls next), plasma pulse rifle is ok (requires some good aiming since the shots fall off) and the rocket launcher has nothing wrong with it to be honest. Each rocket is a precise mini nuke that'll make a room full of enemies, a quick sludge of organs. Not an amazing list of weapons, so I'd say it's competent, but combined with the speed of your character, then it's near to an adrenal fueled experience like that of Shadow Warrior (2013).

Wrack's gimmick includes a combo meter that can power your weapons with powerful secondaries. I do think it's a nice little idea, however, it doesn't work perfectly. The secondary shots aren't all that imaginative. The shotgun and the rocket launcher just make a bigger bang, the pistol shoots thing railgun-like laser, the sword gives also a bigger bang firing three plasma shots and the pulse plasma rifle fires a slow gigantic projectile that eats everything on its way. The combo meter decreases quickly and most enemies require at least 2 shots to kill them, so you better keep up. And once you clear a room with a combo meter prepared then you'll have to hold down the secondary fire button for a good while until you find a suitable target. Honestly, I wish you could fire these special shots any time you wanted as long as you had the special ammo for it. This would probably work better in an FPS arena-based shooter.

As for the level design, it's alright, for moments you'll get some nice imaginative sections, but they're a handful. This issue comes along with the enemy variation. Now if the enemy variation was low but dynamic, then I wouldn't mind, unfortunately you'll only face robot spiders, kamikaze robot spiders, kid aliens, adult aliens that change shirts from time to time, flying turrets and a giant damage sponge robot. Most of them fire a small colourful projectile which aren't too hard to dodge. The real challenge is when the game combines a group of enemies and one closed room, this happens quite often ambushes. It's not bad, it's actually what these kind of games and I love it, but it can be sometimes quite cheap. The WORST enemy would be the railgun laser alien. He charges up his laser and no matter where you are, how fast you are, you're gonna get hit unless you hide behind a wall, preferably one of the size of a chest. They're specially annoying when they're placed real far away from you, behind a bunch of of enemies and you can't hear them charge their laser rifle!

Now I don't like boss fight, however, most of the ones in this game are tolerable. Except for three of them: the last one (annoying, but hard as expected), the penultimate and the second one. All because of black missiles! They're heat seeking missiles and they track you so well that not a even a speedhacks can save you!

Now, what I've been saying during the rest of the review might make Wrack seem like an average game, but I don't think I should demand immensely from a game with a 15 euro price tag. Even then, I would recommend other games like Brutal Doom for it's gore and Rise of the Triad (2013) for its expansive levels over this one. But you know what, a simple (by that I don't mean one that shoves you into a gritty and grey line), fast-paced, short (5 hours) and well constructed first person shooter in the middle of time where you don't get much Doom-like games like this one is more than welcome. So I recommend it!
Posted July 14, 2015. Last edited July 14, 2015.
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2 people found this review helpful
32.7 hrs on record
Shadowrun: DragonFall is one of the best RPGs I have ever played and this isn’t being a fanboy on the game, I’m saying this genuinely! NO! DON’T COMMENT! JUST BUY THE GAME NOW! But because I like writing reviews, I’ll go ahead and write one… quite a shocker I know…

Shadowrun is a tactical-turn-based RPG based in a dark futuristic cyberpunk world mixed with magical fantasy. I love cyberpunk, showing us what the future of humanity could be, especially when new technologies start changing dynamically society. Magical fantasy just opens up many more possibilities for the game’s story that just makes me want to discover more about it!

So here’s basic initial story of SR: DF, you’re an ork or troll or dwarf or elf or a human (BLEAURGH, I hate human beings) who is a Shadowunner working in Germany in the year of 2055! You run... in the shadows… surprisingly enough… It’s just a fancy alternative word for “mercenary”. You join a new team and you start off immediately in a mission to assault a glamorous manor! Unfortunately, everything hits the fan and you bail off the mission! Now you and your team need to discover what’s behind the screw up of the mission, along the way you’ll be in place of awesome sidequests that vary the gameplay and narrative!

Pacing is very important in game because it avoids the curse of monotony and makes it so the player wants to unravel more to see what the game has to offer more. This is why I consider RE4 one of the best games ever: pacing! Missions range from loud violent fights to others that can avert any kind of fighting if you handle the situation properly. For example, one of the missions is to stop this anti-metahuman that glorify the human race as the only true superior one… in Germany… why does this ring a bell? Progressing is downright enjoyable since you’ll just be unravelling more and more mysteries through the storyline. It is quite linear, you can verge a bit to the right or to the left but at the end of the day, you’re going in a “one way” direction. I don’t mind that actually, I prefer a better structured RPG game rather than one that isn’t as organized and you’re just faffing about. This doesn’t mean that I like to have my hand held, I just like everything properly placed in order.

The writing is just spot on, it’s not stereotypical and exposition is delivered properly without being shoved down your throat purposely. Talking to characters requires some commitment to their personalities, constantly spamming the “ask X about Y” won’t make them convince them to trust. Don't get me wrong, what I’m saying here isn’t a DYNAMIC dialogue system, you’ll know how to handle your team in conversations right at the get go if you read their profiles in your PC. What’s trickier is handling characters who aren’t of your team, that’s where the challenge in the dialogue comes in, but really, it comes down to your luck and subjective thought, just like in any other RPG.

Good characters, good arcs and good story (much better than SR: R).That’s all that needs to be said about the narrative. I would’ve, however, had much more diversified team, you have only one metahuman, but their personalities compensate that.
The Shadowrun reboot continues its mechanics similar to another reboot: XCOM – Enemy Unknown. A simplified tactical squad turn-based strategy is how I’d describe this, however if you’re looking for combat, XCOM would serve you better. Your key to victory are: chest high walls!

My main issue of is that Shadowrun’s combat doesn’t have the same visual feedback and depth of XCOM. For example, due to the pre-rendered backgrounds, you don’t have any environmental destruction that can change the level drastically. The only environmental variables in the game are conveniently placed explosive barrels, although unoriginal, they do help with the variety of the battles. That said, this doesn’t mean that the combat system isn’t good and even then, the game tries a couple of small things. You have different firing modes for your weapons, different types of throwables, different melee combat options, battle drones, different magical powers that inflict status changes to characters and the game promotes a lot of consumable uses. The real environmental interactions come from outside of the combat that might affect the combat itself. For a simple example, if you search hard enough, you may be able to turn off the enemy turrets.

As any RPG, the game has progression system which is a very important part of the game, not only for the combat, but for the story as well. You don’t gain EXP, instead you gain Karma points in small numbers and they do depend when and how your receive them. Like in Fallout, you can use your points on a certain event to get something out of it. It’s a nice implementation, combining mechanics and story in a subtle way, although it’s a tad awkward to think of life like mathematics. There are two big criticisms that I have, which is that the most useful attribute is that of charisma (because you can sweet talk anyone to convince them to your side and most of the time, you’ll be chatting in this game) and your teammates (depending on their specialty) can replace the missing attributes that a situation asks from you. That’s why most of the time I took Blitz because he could easily hack anything that my character couldn’t.

This standalone expansion also improves the UI significantly. Although it places an awkward “directional pad-like” UI on the right bottom corner, almost like it was meant to be ported to a console. Hopefully, it will.
The AI is as good as that of XCOM: EU, no real complaints about them. They’ll be as efficient as they can be before they’re put down.

The combat gels well with the story and changes itself according to the situation of the plot thus, it keeps up with the aforementioned good pacing which makes the majority of the combat quite special and unique. Yet, there was one annoying mission that you had to chase down an enemy and at the same time, fight others, kept getting away because you were getting easily killed by other gunman. I also remember a mission where you had to go through constant groups of enemy in such a way that it felt like a sudden difficulty spike. Glad those were the only moments the game irritated me. However, if you go down, then it’s game over, even though your teammates are up. There is no permadeath aside from one mission and there isn’t an injury system from XCOM, I don’t mind that, considering you’re always limited to at max 4 characters to take you with. However, that permadeath mission might’ve made the missions ahead much more difficult than usually.

XCOM: EU was good but it had its issues, like the severely restricted 2 Action Points, it did remove many little ♥♥♥♥♥♥♥ like crouching behind cover but your tactics were limited. Same happens with SR: DF, you won’t get an extra action point until about the beginning of the end of the game. What’s more annoying is that you can’t control your characters in an RTS style, they all follow your character’s lead, which makes “door breachings” very awkward. So you’ll be out on the open as you breach through a door.

Graphically it runs in the Unity engine, with low quality models but beautiful pre rendered backgrounds. Options are scarce and for some reason, the game runs terribly when you zoom out, dropping the framerate to 30 even though there was nothing special of the game. Other than that, there are no technical issues aside from the AI freezing during its turn.

So yeah… that’s Shadowrun: Dragonfall! The Bollock's Edition has 33 hours of a nicely paced RPG with a memorable narrative and satisfactory turn-based gameplay. I recommend you play Shadowrun: Returns, it’s still worth it and if you play this first before Return, then you won’t enjoy it as much. I recommend it!
Posted June 26, 2015. Last edited November 22, 2017.
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Showing 1-10 of 41 entries