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+ teamplay is good when functioning
+ incredible atmosphere, really love the whole environment and setting of this game
- terminal is fun but having to remember the details can be a little frustrating for query/ping commands
- being a mule for the mission item wasn't too bad for solo since you can ask a bot to carry it but not a fun experience for MP, often nobody wants to carry it so it gets left behind which made me feel like scanning was useless outside of swarms
- repetitive voice lines, especially with bots
- from what I could see, no pinging option or voice line to update team on how many sleepers were nearby
What I don't enjoy is the limited time nature of the content. Each rundown comes with the removal of the last. I have no frame of reference on lore and can only grasp the meaning of all of this via youtube videos. If I purchase the game, I will have nothing to do in the game once a rundown is complete and all unlocks are collected.
It's a game where you're paying to wait through every content gap, until a new rundown arrives. The fact that the game has no random generation to it means replaying a rundown is routine. I see this game as I would view a Destiny raid.
The first clear is the best. You're working together and learning the mechanics, and its very rewarding to execute the plan and best the challenge. The problem is that once that experience is over, it's over. Even in Destiny, nobody would go back to the raids if not for weekly refreshes so they could farm the drops they want.
In this game, what incentive is there to repeat the rundowns? Once you complete them and get all the cosmetics, you're just sitting on the game until they do another release.
GTFO isn't built for maximum retention, as most games are today. Often more time = more money spent. GTFO you buy once, get regular content updates (even though we rotate out the old). We don't see it as a problem that GTFO isn't the game you grind 24/7 until you are bored with it. It is also a game about teamwork, and playing solo with all bots is doable but not the best experience.
I'm fairly sure there is a option for that in settings
It feels like deep rock galactic but worse.
The shooting feels amazing. they really nailed it.
Except then the game makes you shoot as little as possible, and gives you absurdly little ammunition. We found that we had to make every shot count...
Which would be fine, if it wasn't for how poorly selected the game arsenal is.
Seriously, why is every gun in this game an absolute 1200 RPM bullethose with a massive magazine if then i am given barely two spare mags? It makes it very hard to dose rounds, and i don't see an option to switch to semi-auto. The mission we played also had one poor bastard carry an item through the entire map while being unable to shoot or run or do anything...
Why? Who thought this was a fun idea?
HELLDIVERS lets you shoot with your handgun while carrying objectives for a very good reason, and that is good design. Carrying an item for prolonged periods of time while completely stripping the player of their agency is not particularly fun.
It seems to me that the game doesn't play to it's stenghts very much.
Haven´t you figured out that the game is not a shoot em up?
what yoyu saying here is like asking swat 4 to play like DRG or L4D2
Also you can drop the hsu to the floor anytime you want LMAO.
One thing I believe would help tremendously is having a sort of an in-game database players can access, which contains basic information about enemies / objects / guns. Being able to look things up while not having to check a second monitor or tab out of the game would be nice, I think. Hell, make it uncover new information as you complete further levels of the rundown.
I understand the concept you are going for sir, however, the fact that at this time I can never play the first 6 rundowns means i don't have the full experience of the game. There needs to be a way to go back to the previous rundowns, so a new guy like me can grasp the story and get all the pick-ups.
Maybe have an option to DL the older Rundowns and play them if you want? Especially for the price your asking. I understand this game isn't like Destiny, but i would like to go back and have the same options other players had.
Thanks
Atmosphere is cool, weapons are mostly cool
Enemy kill animations are jarring, the ragdoll physics are really janky and having enemies dog butt scoot over the floor is laughable not scary, and the small stars they shoot is both uninteresting from a gameplay POV and not scary
By far my biggest reason for not buying: I'm really worried about repetetiveness of objectives and the levels feel very.. RNG made not handcrafted. Rooms feel senseless, they are just boxes with some computers in them and have no logical purpose or identity. Doors and hallways make no logical sense, I never feel like I am in any sort of facility but rather some lifeless, pointless... void of a place. And I got bored of the objectives on the second mission.
I understand your design philosophy, but what is the projected shelf life of the game? What happens to the game when your team decides to stop developing it? Are we all left with one rundown that is static, and no reason to turn the game on again, or is there some plan for prolonging the games life when that time comes?
Again, this game is pretty unique and awesome. I do like it, I just think there's a lot of mystery about it and I'm trying to find some answers to help justify my purchase. The issue with the game being better with humans is that an individual requires 3 other humans, of similar mind set and patience, to grind through the content with.
Even if I were to source out 3 others to continually attempt runs with, the game is now burdened by the same weight Left 4 Dead is. As soon as the first person in the group grows tired of the game, it spreads through the group and nobody plays it any more.
I guess what I really need to know is what the future of this game is when your team calls it quits and begins a new project? Because if there's at least a future, then there's at least a chance to come back and have different experiences with friends or randoms.
I totally agree on the Deep Rock comparison, but where Deep Rock has 'infinite' replayability due to the random level generation, this game feels like it's always going to have a death day.
But I think calling GTFO "HARDCORE Game" is misleading. Cheap instant-hitting enemies do not make "hardcore", after fighting a few hordes, it just gets irritating because it feels like they designed that way to just punish you and your team when ♥♥♥♥ hits the fan.
Then the guns.. I noticed the dismemberment, it was actually cool watching a big fat guy coming down the hallway with his torso missing with all our gunfire, however most of the time guns feel inaccurate even when aiming them. It's weird. Is that supposed to add to 'horror' atmosphere or something?
Still, a cool game. I wont be forgetting the starting cutscene of the shaft descent for a while.
On the very first mission he started saying that this is boring. Too much sneaking around doing nothing.
Some of the mission objectives are really not clear sometimes.
Like on B1 you have to put that big box thing that you have to carry around on a "tray" at some point. We searched around for a while and finally thought of that lol, then we died because we ran out of bullets.
On the second mission we ran out of bullets and we couldn't do anything... there was no more ammo on the map lol.
Ammo shouldn't be this scarce. The game is still really hard even if you have ammo in your guns, there are times when you MUST use your guns, but if you have no ammo it's over.
Not everyone is a pro gamer and can kill a mob with 3 bullets. The recoil on some guns is too strong, yet the damage doesnt seem to be there. One bad move and half your health is gone.
A lot of people shoot and they hit nothing, they try to reload and they are suddenly downed.
Melee feels weak when the enemy is already alerted.