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Just because its hard or it is not original doom?
Go play doom if you want to play oldschool doom....In my opinion this game is exectlay what it should be.
Good gameplay, its hard, its not unfair, it makes fun, u have to be skilled, the athmosphear is great and remembers me so much on Unreal 1+2...I just love it!
All whiny reviews seems like kids that just think it is too hard but hey Newsflash...games in the past where hard and didnt explain everything so u had to figure it out by yourself.
I cant comprehend to the negative reviews at all.
This game desperately needed to be in Early Access, and the devs really need to listen to player feedback right now. I've tried so hard to enjoy this game, and about the only thing that's well done are the visuals. The game really does look like an old school shooter, and that's about all it gets right. I wish I could say that it even got audio right, but audio barely exists in the game to begin with. Elevators are utterly silent, there are no footsteps at all, and environments barely make any noise. I might forgive some poor FPS mechanics if there were some really compelling rouge-like mechanics, but there are exactly 2 rouge-like mechanics that are present in this game, and those are perma-death and random levels. That's it. I am incredibly dissapointed, and I really hope the devs listen to the feedback presented on the forums. I want to like the game, it has the potential to be fun, but somehow the devs missed the mark on making a good, old-school fps, and also missed the mark on making a compelling rogue-like.
I think you need to boot up Unreal again, because this game has a lot of problems that make it unfairly difficult. Enemies are utterly silent, meaning you can be attacked from behind and have no idea there's an enemy behind you. Enemies also run straight at you, leaving you with no room to move. The negative reviews are not whiny, the majority of them are on point with the flaws of the game. Games can be hard, but they need to be compelling. You can't claim to be an old-school shooter where the carnage is the main attraction if you make it difficult as hell to reclaim lost health and shields. In old school shooters, proper level design with secret areas made it possible to go all out in combat and still manage to move on to the next area in a decent shape. However, in order for a player to do this, they have to be perceptive. Old school shooters trained a player's reflexes, memory, eyes, and ears to pick up on enemy patterns, find secret areas, recognize certain attacks or environment cues, and those who mastered all of those aspects were able to progress incredibly quickly. You can't train your ears in this game, there's next to no audio cues of enemies. You can't train your eyes, there's only one type of secret area and it's randomly placed. You can't train your reflexes because you have to reload every five seconds. You can't train your memory, as enemies perform a single move over and over again. Ziggurat outclasses Strafe in every single respect.
I'm totaly fine with it.
They wanted to change something, to make it a little bit harder and more fitting in modern gaming.
I'm also fine with it, if done correctly.
So, what did they do?
Absolutely nothing in terms of old-school-shooter.
It's not just the reloading (or the completely stupid reloading mechanic), it's just too much of an roguelike.
In an old school shooter, you had the chance to heal up and mess around in the game.
In "Strafe", you have barely any health and recovering it is really difficult.
This combined with perma-death kills the whole "old school" mechanic.
Look at "Flinthook".
It's a roguelike and a plattformer.
But but in terms of health, the game is incredible fair.
You can't loose too much with one simple mistake and after each "arena battle", a chest pops up that heals you for around 1/5 - 1/4 of your max health.
Sounds easy, but it isn't... but you have plenty of freedom to mess around with the game-mechanics and if you got hit while swinging around too much... who cares?
You don't find health only 1 time per level.
And in "Strafe", you have to as cautious as possible.
Even on the second hardest difficulty (I hate respawning enemies), "Doom", "Wolfenstein 3D" (on hardest) and "Duke Nukem 3D" were incedible fun to play.
"Roguelike" and fast paced gameplay is hard to combine and it's hard to do it right.
Even "Immortal Redneck" did it better by letting the enemies drop health.
It's still hard, but you are not punished too much by getting hit once.
I didn't even know Immortal Redneck was a thing, and now that I've seen the trailer I wish I picked that up instead of Strafe. Another good example of an fps rouge-light done right would be Ziggurat, which also allowed enemies to drop health.
I love "Ziggurat"!
And yeah, "Immortal Redneck" is much better than "Strafe", at least in terms of "old school".
Sure, enemies never spawn naturaly and each room is like an arena (like "Ziggurat"), but the movement is so much better.
It has also one or another negative thing, like running out of ammo, some curses can be a game-killer (already patched) and the weapons don't feel that impactful.
But hey... you can carry up to 4 weapons at once... phenomenal!
And after finding a new weapon, you can switch it with one of your own weapons (like... "Ziggurat"...?).
I was still unsure, since I wasted this month a bit of money, so I could just "test" Strafe and Immortal Redneck... but wow... the decision about which game to buy is now such an easy one... ^^"
Don't forget they're hitscan enemies too. So they can get alot of cheapshots in if you don't keep your distance.
Immortal Redneck is surprisingly good and the devs are listening very closely to feedback (they're working to fix the gunplay, which is ok atm). I picked that up and Strafe to scratch my FPS roguelike itch. So far, Immortal Redneck is the better of the two by a long shot. It's more rogue-like in many ways similar to Rogue Legacy. If you liked Ziggurat, you can't go wrong with Immortal Redneck. Strafe on the other hand... hmm... I'm going to give it another go soon, but I'm already not feeling it.
I feel like if this game was given more time it could of been a lot better but unfortunatly it wasn't so now it just feels like an unpolished beta. Maybe future updates will be able to redeem this game.
Oh i did not know that they are planning on fixing the gunplay in Immortal Redneck, it was a major turnoff seeing the weapons with poor muzzleflashes, little to no impact effects on surfaces and enemies, no blood or dust flying, enemies barely registering taking hits, weak sound effects.
It was a shame because otherwise I really liked the style of it, and I loved seeing a fast paced fps with ledge grabbing in it, makes that fps platforming actually enjoyable.
No, I'm not confused that it's a roguelike, I'm utterly lost that there is nothing that remotely warrants it to be called a roguelike. Nice to see you've read the above comments.
Where are the unlockable characters? Where are the randomized scenarios? Where are the level ups and unlocks? Where are the audio or text logs? Where is the variety in enemy encounters? Where are the boss battles? Where are the buffs and debuffs? Nowhere, is the correct answer. This game is not a rouge-like in the slightest.