24
Products
reviewed
262
Products
in account

Recent reviews by Somsoro

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Showing 1-10 of 24 entries
No one has rated this review as helpful yet
200.3 hrs on record (186.2 hrs at review time)
hey that community outcry thing worked, this will positively impact the spread of managed democracy

This game has made me feel more patriotic than ever before in my entire life.
Posted May 4. Last edited May 6.
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3 people found this review helpful
1 person found this review funny
42.6 hrs on record
FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU FOUND YOU
Posted November 23, 2023.
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374 people found this review helpful
131 people found this review funny
9
2
2
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5
97.7 hrs on record
cheaper than two skins in halo infinite
Posted November 10, 2023.
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1 person found this review helpful
32.2 hrs on record (5.5 hrs at review time)
one of the challenges required me to punch children back to their parent

its peak
Posted November 8, 2023.
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3 people found this review helpful
1 person found this review funny
5.2 hrs on record (1.6 hrs at review time)
im sure it'll be good a month from now, just like overkill's walking dead
Posted September 22, 2023. Last edited September 22, 2023.
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No one has rated this review as helpful yet
143.8 hrs on record (46.7 hrs at review time)
Wow,

My husband is UNFRIGGINBELIEVABLE!









now if only progression wasn't dog crap
Posted November 27, 2021. Last edited November 27, 2021.
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253 people found this review helpful
12 people found this review funny
2
4
2
2
2
7
14.3 hrs on record (7.1 hrs at review time)
I would strongly recommend this at a discount.

if you're deeply in love with by trial and error games, cyberpunk visuals, and want both of those things in a first-person melee parkour experience then this is a game to keep in the back of your head when a steam sale rolls around.

I absolutely loved the environments, art direction, hidden collectible swords, and the most of the short story (despite the painfully predictable twist at the end). I Enjoyed the movement (mostly), melee combat (to an extent), and the rush of chaining together kills; losing myself in a blur of neon slashes and multicolored viscera and/or circuits. However, as I played more and more, the painfully rough patches became harder and harder to ignore.

I felt as if the movement at it's best was simple and fairly fast, but at it's worst it was clunky, imprecise, inconsistent, and needlessly restrictive. Clambering can be an absolute life-ender when an enemy is positioned on the edge of a platform you're all too likely to clamber onto. Clambering also will force you forward, so if you wanted to just climb on top of a crate odds are it'll vault you with mild speed well past it. Also the game introduces a grapple mechanic past the first level and at what range you will be able to use it is functioning entirely on a case-by-case basis, sometimes barely crossing a gap you would've just been short of jumping past and sometimes allowing you to cover entire canyons with no real distinction as to how much momentum you'll be given. The game also right out the gate gives you the power to dash and later you'll be able to mod to hold multiple dash charges. The catch to such a potential mobility increase is that while in the air you can not dash more than once. A massive pet-peeve of mine was figuring out that while in air you can not quickly tap your dash key to strafe left or right, you have to enter the slow-mo mode to input such a command. Also, I just wish your base movement speed was faster in general, even after figuring out I could maintain a good speed by chaining quick slides and jumps, It just didn't quite match the kind of speed I'd expect from a fully-augmented cyberpunk samurai warrior who relies primarily on melee combat.

The enemies for the most part were fine and I enjoyed facing up against most of them, with four being more of a nuisance than a compelling threat. The first being 180 shield units, which I'll give the benefit of the doubt that fighting them hasn't quite "clicked" for me, despite my brain telling me that their shield hitboxes are larger and less forgiving than the visual would indicate. The second being lunging melee units, just because I can't play more aggressively and strike them down mid-air, trying to do so just results in death. The third is samurai units, who I again wish I could play more aggressively against; a simple change to make it so striking them first would result in an immediate counter attack (that I could then parry) would make a world of a difference. The other unit is the suicide units, which I hate on a personal level not for being a threat, but instead lacking any compelling method of dispatching them besides having an ability charged or simply running away.

Speaking of abilities, I feel like they could've been much more compelling, but after I had unlocked all upgrades I fell onto using tempest for virtually every situation. Considering it accomplishes the jobs of both blink (excluding lunging you forward) and surge by also being a large AOE cone in front of the player that can destroy bullets, but also having an upgrade than upon killing just two enemies at once will refund the entire ability cost back. I thought overlord was interesting as well, but was much more niche in use.

The bosses of this game are one of it's notably disappointing sections. Painfully simple, repetitive, and under-utilizing of existing mechanics at best and outright ignoring them at worst. The first boss is itself a giant pattern, the only thing separating you from a flawless completion is a memorization of it's pattern and the ability to execute on it. The second boss is the same, yet when it leaped away I felt a slight rush knowing I'll need to move quickly and evasively to reach them, only to realize they had barely covered two-wall runs worth of distance and was throwing projectiles with the speed of a cheap paper airplane. Finally, the final boss, nothing short of a repeat of the prior albeit with a bit of variance to the order of 3 attacks it would perform. There was no parkour to speak of here, save for wall running in a circle for a few seconds when the floor became dangerous. None of these bosses allow for ability use, invalidating not only the abilities but the upgrades for said abilities as well.

The absolute lowest point goes to the cyberspace sequences, pulling you from your fast-paced hack/slash experience to throw you in an untextured grid space to solve puzzles no more complex than connect the dots. Even worse is when it requires you to do platforming without wall-run, dashes, or even sprint. I was fortunate enough to know about bunny hopping by the time I reached those challenges, but outside of moving through empty hallways faster, they became useless all over again when I realized the platforms were spaced to just accommodate a walking-pace platformer.

I've collected all misc items and all swords, I am in the process of building up the patience to return and complete the hardcore added a few months ago, and am still looking forward to upcoming DLC for the game. However, I can only hope a host of changes come to improve base gameplay alongside such updates, else I'll be putting off all future purchases until a very generous discount comes around.


UPDATE:

I finished the hard mode not too long ago and forgot to update this and while my opinion has definitely improved, my decision to recommend this game only while on sale has not. Maybe give it a shot when it's ten or more dollars off.

I've gotten a better feel for the movement, but not because I've necessarily been proven wrong but because I've figured out how to abuse the dash system. I'm now aware that your dash is not consumed when used in-air and so long as you make contact with another surface you can quickly go airborne again to dash right away. I would still want the overall movement speed outside of dashes to be better.

Enemies are mostly still a nuisance, but I've gotten a lot more accustom to fully utilizing the slow-mo airdodge and how heavily you can strafe mid-air to bypass 180 Shield units. I have also gotten lucky a small few times and managed to srike a lunging melee unit mid-air, but with no consistency so my complaint of no aggressive option remains. My opinion of samurai units and suicide units remains unchanged.

I have rethought abilities, as in hardmode I definitely got more use out of blink. I praised the two-kill full recharge of tempest, but I hilariously didn't get it to activate as often because I would often kill the enemy with a reflected bullet rather than the blast itself. I still never really gave surge or mind control much use.

Bosses fell further from the totem pole, hitting rock bottom in the experience as the cyberspace sequences are not present in hard mode (thank god). The first boss gets more complex, but remains a pattern at the end of the day. The second boss has enemies throughout the arena, which was compelling, but mostly became a part of a pattern as I would wipe out those units before tackling the boss. Furthermore, I'd say it's easily the worst by merit of annoyance, for not only being the same dull mechanics from before but also having very poorly telegraphed animations that can even potentially desync from the actual impact. The last boss is hardly changed and if not the final boss, would be very forgettable.

There's more complaints, but this is just a steam review, not a 1 hour retrospective. Try the demo and buy at your discretion
Posted March 31, 2021. Last edited April 8, 2021.
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1 person found this review helpful
181.6 hrs on record (98.3 hrs at review time)
The soundtrack for this game is so good, "The Rain Formerly Known as Purple" makes me want to learn guitar just to play a portion of the song that lasts for just a minute.
Posted November 25, 2020.
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1 person found this review helpful
483.0 hrs on record (335.6 hrs at review time)
makes my iron the big iron
Posted June 29, 2019.
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3 people found this review helpful
66.4 hrs on record (3.2 hrs at review time)
robotic exestentialism hasn't been this trendy since E.Y.E. Divine Cybermancy
Posted November 21, 2018.
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Showing 1-10 of 24 entries