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Recent reviews by Fennec Gaming

Showing 1-9 of 9 entries
No one has rated this review as helpful yet
0.0 hrs on record
TL;DR - DLC is good. If you liked the base game and want to play more Cuphead, I absolutely recommend buying this.


Ultimately, I really enjoyed this DLC. I really enjoyed Cuphead! This DLC is everything you should expect from it: essentially, an expansion pack to Cuphead. It's not forcing you into a radically new playstyle (though you do have the option to change things up), or throwing some flashy gimmick at you. It's just more bosses with a few new charms and attacks for you to use. It was beautiful and gave me a bit more runtime in a game which I've come about as close as I think I ever will to "fully" completing. For $8, I don't think it's a bad deal for anyone who is a particularly strong fan of Cuphead's existing gameplay. It's literally just more good content. Not reskins, not fluff, not phoned in (in my opinion).
That being said, there are some, shall we say, 'minor' flaws. The biggest piece of advice I can give you is to just walk away once you've beaten the 5 various bosses (and the chess-themed side-game, if you'd like). As far as you're concerned, you won. That's it!
Of course, it isn't technically complete. There's obviously a main final boss of some sort after you beat the various bosses on the island, but frankly the fight feels like a slap in the face. Without going into spoiler-level specifics, the final boss battle feels a bit hashed together, and ultimately I spent more time trying to beat the final boss than it took me to beat the entire rest of the DLC pack. That's not a good sign. Playing against the final boss feels brutally unfair in the sense that it highlights some of the major flaws in the way cuphead runs and seems to have some questionable design choices. The only direct example I'm going to provide is that there's this little fireball 'enemy' That's present for the first two phases of the boss fight and, honestly, it feels like it wasn't there initially. I suspect MDHR thought the boss was 'too easy' and slapped a disjointed fireball that runs around as one extra obstacle, completely desynchronized from the rest of the obstacles. So desynchronized, in fact, that it's already active and heading straight for you while the flashing "Get Ready" text/voiceover is active - before you've gained control of your own character.
That just feels like a cardinal sin in Cuphead. Though I may be wrong, as far as I can recall not a single other boss in Cuphead begins attacking before you gain control of Cuphead/Mugman. It's cheap, it's dirty, and this time you can't even hide behind the excuse that "he's the devil, of course he doesn't play fair" because this fight ISN'T against the devil. He's saved for the main game.
The fight overall is especially vulnerable to the "too many disjoint attacks" problem that for me, made a select few boss fights in the original Cuphead particularly grating. There's a lot of separate attacks going on, and none of them really bear any strong relation/synchronization with the each other. With a special sprinkling of RNG, there are many situations in which you're just forced to take a hit by no fault of your own, you just got dealt a bad circumstance with no way out. Items like the Smoke Bomb help with that, of course, but frequently I found that obstacles were spaced apart JUST right so using a dash in these circumstances just sent you directly into another obstacle.
Posted July 6, 2022.
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7 people found this review helpful
0.0 hrs on record
To be quite honest, I mostly purchased this pack for Funhouse, as I'm sure many others have. Williams has a long history of great tables, but Funhouse stands above most of the others for me. And it's great! The classic mode feels and plays great, though the sound mixing is questionable at best.

My one true complaint is tied to the reason I had to buy this pack in the first place.
I played a lot of Pinball Arcade, and it has been very disappointing to be missing out on all the great WMS tables. I understand why the contract was not renewed, and I wouldn't be very upset if the tables that got removed were present in Pinball FX3. Yet, as it stands, my TRUE favourite WMS table - The Machine: Bride of Pinbot - has not seen the light of another digital release. Even the original PinBot was only ever released on a PS2 game, and with its removal from Pinball Arcade that meant the only way to play it digitally was to track down a 13-year-old game and relish in the sub-par graphics.

With 3 installments, it almost seems too obvious: PinBot, Bride of PinBot, and JackBot would make an excellent bundle on their own, and I'm holding out hope that we'll see another volume from Williams containing them. If it did release, I'd be first in line to purchase it.
Posted December 12, 2021.
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No one has rated this review as helpful yet
535.8 hrs on record (166.7 hrs at review time)
Dead by Daylight holds a special place in my heart. My relationship with the game is mostly a love-hate relationship. Many pros come with their own cons.

A variety of Characters which each bring their own unique perks/abilities... BUT after a certain level, the perks can be 'taught' to other survivors, so it no longer matters which survivor you use.
It's a 1v4 Asymmetrical game, which can be a lot of fun... BUT Survivors can group together to collectively screw with whoever is unfortunate enough to match up with them... AND depending on who's playing, it might take half an hour to find a match as a Killer.
Perks, items, addons, and offerings make a ton of possible combinations depending on your playstyle... BUT with the right combo, the balance of the game can effectively be broken.

The game has it's strengths, don't get me wrong, but it has an equal if not greater share of issues plaguing it. The devs are highly active at the time of posting, and show no signs of slowing down, it just feels like they're beating around the bush when it comes to some of the more prevalent issues.
Infinite loading screens? "We're working on that"
Balance issues? "We're working on that"
Dedicated servers? "We're working on that"
But they still have time to make special event stuff for the 3rd anniversary of the game, a week after the game's official anniversary.

Many of the issues with the game stem from the early roots of the game as a tiny studio project.
There's a lack of dedicated servers making ping a slight issue, especially if you live in an area with very few players. The Killer is essentially the host for all 4 survivors, so if they have bad connection then the entire game will be a real nightmare.
Some items/perks/addons still have balance issues, and are having their numbers adjusted with every update. Keeping the game constantly in a state of change makes it really hard to keep track of what does/doesn't work.
Graphical and collision bugs are not uncommon, though they're typically not glaring issues that make the game unplayable. They're just.... in need of some polish.

Still, for some odd reason, the game continues to call me back, and I've yet to truly quit the game for good. Perhaps I'm just holding out for a real, fix-all patch? Or maybe there's something about the game that I just don't realize is making it worth the downfalls. Either way, If you've got the money to spare, or it magically goes on sale, I do recommend buying DBD since you will get tens of hours worth of playtime for every dollar you spend.
Posted July 3, 2019.
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No one has rated this review as helpful yet
6.5 hrs on record (6.1 hrs at review time)
TL;DR: game is 3/10 from me, bad control & design, but good core concept


A while back (2018) I wrote a lengthy, negative review of this game. Since then, I have developed a lot as an individual, and I've developed a better taste for games requiring skill and precision.
Unfortunately, RunGunJumpGun did not undergo any development, and it seems even in the game's creation the only development efforts were put towards the visuals, rather than the gameplay. Below are a handful of criticisms I have for the game.
  • For starters, I want to get the most prominent issue out of the way: The game is abysmal about reading inputs. I'm not just talking "input lag" or "drops inputs from time to time", I'm talking up to a dozen frames of missed or extended inputs at 60FPS. When a game's movement is entirely determined by when, and for how long you press two specific buttons, it is required for your game to pick up inputs accurately and promtly. Instead, your character will very often unexpectedly fly into the (likely spike-covered) ceiling, or unexpectedly plummet to the same fate on the ground. In my original review, I made mention of this fact, and it should be noted that I've since changed from a laptop to a PC since then, and I am using a completely different controller, so the issue is certainly not device-specific. I haven't looked into what engine the game uses, but... perhaps remaking it in another engine might solve many of these issues, and make the game more of a 6/10 than the current 3/10 I'd give it now.
  • Secondly, to compile with the issues with input, near the very end of the game a new mechanic is introduced: water. When underwater, your gun now shoots up, and you float upward steadily, effectively creating vertically mirrored gameplay. This is all well and good, as each world has its gimmicks, but it's so poorly implemented that it feels like an afterthought. You can't control which direction your character shoots, so if you start shooting right before you enter the water, you'll briefly slow your descent until the water flips you, where your gun now makes you move down faster. The game also has a VERY unclear boundary as to what counts as "in the water", since you can have your player sprite fully submerged and still shoot downwards like normal.
  • Next, the level & obstacle design is just asinine. While the early game has you avoiding static spikes and saws, and turrets that fire at a consistent angle in a straight line, later on the game begins to throw questionably-designed obstacles at you, such as what I can only assume are fire turrets that roughly aim at you, but their guns rotate at a limited speed, with inertia, meaning they'll sometimes overshoot you and begin firing in front of you, while other times they'll lag behind you. They can be avoided, sure, but only if you find the exact intended route the developer used to beat the level, as any other route will lead to the turrets behaving unpredictably and inevitably lead to your death. Another garbage obstacle are the rotating pillars of spikes, which rotate in the direction you push them in with your bullets. While not a terrible design by itself, these pillars are used in some truly god-awful levels that, again, were really only designed to be possible if you follow the exact route the developers had in mind, and even the slightest deviation gets you killed. This is because rotating the pillars often requires you to shoot down, which accelerates your character up, but the pillars are usually arranged in a +, so while the horizontal arm moves down and out of your way, your character (who is now hanging level in the air, if not moving upward now, due to firing downward) is swiftly bonked on the head by the same obstacle spinning down into it. From this point (around level 21), levels essentially just become increasingly narrow tunnels with spikes along the walls, asking for more precision from the player with controls that, as previously stated, do not allow for precision. Late-game levels really just feel like a fan-made hack of the game, a la Kaizo Mario, rather than genuinely thought-out levels that belong in the main game.
  • The opening few levels provide the player with checkpoints, which work well. And then promptly disappear for the rest of the game. I understand how, if you intend to make a "tough-as-nails" game, you can see checkpoints as a tool for babies and cowards, too bad at the game to beat it normally. Except, when your game's movement is inconsistent, and you're reliant on the player essentially following the exact same path with the exact same inputs as you, it's only fair to provide the player with some sort of assistance. At the very least, take after a game like Geometry Dash, and add a "practice mode" with intermittent checkpoints for those trying to learn the level. This isn't really a complaint I felt too strongly about, until I cleared the first world with all atomiks, and was greeted with a special challenge level. This level runs far longer than any individual level in world 1, and is a hodgepodge of essentially every technique and obstacle you've encountered so far. I'll admit, I found it neat.... but once again, the game's controls can't keep a grip on themselves long enough! There's never a time where I went long enough in between missed/extended inputs to completely clear the level beginning to end. I had to hope that the moments it did mess with my inputs wouldn't be crucial moments to the run, allowing me to adapt. Checkpoints would greatly salvage this level, and the other levels which I'm sure appear for similar reasons on later worlds, and honestly I'd be satisfied if checkpoints were only added to these challenge levels specifically, just to offset the agony caused by the dodgy input detection. For the sake of honesty, I did manage to beat the level, but it didn't feel very rewarding as my reaction was essentially "Whew, the game finally didn't cuck me over this time. Thank god."
  • Finally, the visuals. The game gives a photosensitive warning upon startup, but is probably one of the only games I've played with that warning that does NOT offer any settings to tone down or alter the visual effects. I do not suffer from epilepsy, nor do I have a problem with flashing lights... until those flashing lights obscure my view of the level that I'm currently trying to ♥♥♥♥♥♥♥ play. Very often during the later levels, I'll take a hit, and the subsequent flood of white on my screen stops me from being able to accurately maneuver myself as I proceed to slam myself into another spike just a few feet later, costing me the run.
Some final gripes/complaints I had that weren't about design: The game's visual style is that pseudo-pixel-art style where it pixelates the image on the fly for things like the opening logos, title screen, and world selection, so they wobble and move slightly. I always hated the way it looks whenever a game tries this, it always looks jittery and rough. There's also a couple parts of the soundtrack I'm not a fan of, such as a section in one of the tracks that just has an atonal rising synth sound that sounds entirely out of place with the rest of the track... it always makes me think something accidentally started playing in another window and is conflicting with the soundtrack. The game also, ultimately, runs a bit short. I'm only at 6 hours, and I have more hours than half the other reviews for the game... It definitely could take longer if you were going for full 100%, but... it's not worth it.

Ultimately, RunGunJumpGun is a game that had a somewhat strong core concept, but the execution on it seemed mostly focused on flashy visuals and "hurr durr it's supposed to be HARD" game design rather than genuinely skillful and challenging levels with tight movement. I'd love to see another developer make this same concept themselves, perhaps in a more stable engine.
Posted December 9, 2018. Last edited June 8, 2022.
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No one has rated this review as helpful yet
410.3 hrs on record (126.2 hrs at review time)
Early Access Review
Factorio is a wonderful game that plays on that natural instinct to automate productivity as much as possible. Why spend hours crafting 100s of the item that you need, when you can spend 3 days creating a system of machines that do it for you? The game has intuitive controls and a graphics that provide plenty of detail without being absurdly high-resolution. Every action you do has to be thought about. Will it create too much pollution? will it waste resources? will it take too much energy? All these questions you have to ask before you build a brand new system. The game also has combat that is not really 'forced' onto you, but if you're industrial revolution interferes with nearby colonies of creatures then they will come and attack you.
The game has many strong points, but there's a few downsides as well.
For a start, the game is great at drawing you in for hours and hours. The gameplay is the kind of gameplay that makes you want to continue for days on end, or until you pass out at the keyboard. Depending on how you look at it, that can be a pro or a con. Another downside is that the game has lots of systems which can be extremely beneficial, but only if you take the time to learn and execute them properly. this includes the Blueprint, Railway, Logistics, and Research systems, not to mention the general automation arrangements you can do. I never really learned how to use the blueprint system, and I only used railways as a fast way to get around rather than a part of my factory automation. I still enjoyed the game and got through a bit of it, though I'm sure it would have sped up the process.

Although I digress a bit, overall this review is saying: It's a great game, but it will waste a lot of your time if you let it. It's certainly worth the price tag.
Posted July 28, 2018.
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2 people found this review helpful
1 person found this review funny
7.5 hrs on record (7.5 hrs at review time)
OK, here's the best examination i can do of the game.
#1. people complaining about the resolution, sorry the game isn't 1250X1800, it's really not that small and it's larger than a lot of games both worse and better than it.
#2. The game is actually quite nice, but I would say the "occasional" time-based levels are completely unnecessary and basically take the strategy out of a strategy game
#3. it is still quite functional as you can upgrade your troops and it has a large scrolling level design, similar to Candy Crush
#4. I DOES NOT HAVE ANY LIVES! Failed a battle? try again, it's OK. Failed a 17th time? keep trying or you could farm older levels.
#5 also, on farming. If you are complaining about farming for levels, go play Earthboud or any other RPG. The farming necessary for this game is miniscule and I doubt it's really that much of a bore, as you can still play the match-3 gameplay that the game is designed for.
#6, and finally, It runs smoother than an oiled up baby on a slip n' slide down a hill. No framerate issues, and the loading screen lasts a whoe of 3 seconds every time it appears.
My only big complaint is that the game crashed for no apparent reason in the middle of a level, but that's not so bad.
Posted September 17, 2015.
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No one has rated this review as helpful yet
1 person found this review funny
4.1 hrs on record (3.0 hrs at review time)
Early Access Review
I highly disagree with everything in this game.
Imagine, if you will, Minecraft graphics, Dark Souls difficulty, and just being dropped in like "hey, you will die now!".
The game itself is displeasing. Every collision box for everything doesn't read right, the graphics tend to be glitchy, and for a game with an "Easy" difficulty, It's a pain. The game expects you to survive without any way of killing, outrunning, or outsmarting the zombies. in order to do damage to them, you have to hit them. repeatedly. (as in, more than 10 times, I'd say). This would be alright if they didn't take 10% of your health per hit. combine that with the fact that you will rarely find them alone, and the fact that some can actually move faster than you, and you will almost always lose health every time you get near them. How many of us have played Call of Duty? A majority of people have. If the zombies gamemode had no health regen, how well would you do with only your melee? Most would die at round 5 or sooner. given how many times you have to hit them, it's like playing on (about) round 7. All of the craftable items and findable weapons are useless if you can't survive long enough to find anything! I spent more than an hour doing absolutely nothing in the game because you die every 5 minutes. they are nearly impossible to hit, especially without taking damage, and they have WAY too much health on them. Have you ever played a game where you needed to farm for levels or whatever it may be? Imagine that overtedious gameplay, but without getting anywhere in the process. The lack of a health regen makes it where, especially for new players, it is dificult to survive more than 1 encounter.
The only way to find weapons in-game is by exploring camps and towns and hoping someone kept a rifle at home. These areas are littered with these undead beasts. Army camps often have zombies with vests and other armor, so if you attempt to find everything there you better hope that there's a very powerful rifle lying there. if you find a backpack, congratulations! instead of actually being able to equip the stuff in the next 4-8 slots, you will be stuck with only 4 equip-able items! the other slots, instead of being assigned hotkeys 5-8, are anly accesable by viewing your inventory, clicking on the item, and clicking "equip" near the top of the screen. When i'm being chased by zombies, and I pick up a knife, ALL POSSIBLE REASONING WOULD SAY I COULD WIELD IT THEN AND THERE! Instead, I have to stand in place and let them attack me, or just keep running. Who was in charge of this design? I can take things out of my cackpack while walking IRL, and with the hotkeys, it certainly isn't hard to expand beyond 1-4 usage, as a good majority of games either allow for a more convenient inventory usage or allow such extra hotkeys to be used.
a majority of my anger is directed towards this fact: I am playing on this so-called "Easy" difficulty. If it's going to be so rage-inducingly hard, make the game a rage game or do as Super Hexagon does, and make it "Hard, Harder, and Hardest" difficulty.
Unless you want to pull your hair out, die more than Dark Souls without any strategy guides or help, and play a low-quality steam version of the poorly made minecraft parody games, don't play this game.
Posted May 30, 2015. Last edited May 30, 2015.
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20 people found this review helpful
6 people found this review funny
105.6 hrs on record (77.3 hrs at review time)
Alright, SpeedRunners is a fast-paced racing game that looks nothing like (and plays nothing like) a normal racing game. It blends elements from platformers and other genres seamlessly... kind of.
The game has a considerable amount of glitches and bugs, but it's been improved considerable since I first reviewed this game and it's a much closer to flawless.
There's a lot of glitches that I originally complained about, and I think the dev's edits and fixes to them has been phenomenol and deserves it's own mention. There's still a few issues, mostly with lag, but that's hardly a fixable issue due to poor ISP's and everything.
That being said, the game is still an amazing game. I would play this 24/7 if it didn't have it's road bumps (and, as you can see, I've still played it religiously). From what I've seen, the "Story" mode is mainly bug-free, and if you can't handle the lag from online players, you can always play with AI and friends in a custom lobby. There's a built-in solution for every issue I have found, so in reality, by the end of this, a LOT of people might be saying "SpeedRunners is an amazing game and you're wrong!" and I'd agree, especially since it's much more tolerable than other games *cough* Monstrum *hacking*, and it runs at a very smooth framerate for a game of this size and quality (most games I can't play in a resolution above 800x600. This game I certainly can).
Finally, I say buy this game for 3 main reasons: it has surpassed many MANY more games on the steam store, it's no longer Early Access, and it's an amazing game already. who wouldn't want to race their friends in a cartoon world of a guy in a unicorn suit, a cat, and a detective dog? I certainly do.
Posted May 23, 2015. Last edited May 13, 2016.
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1 person found this review helpful
32.0 hrs on record (29.1 hrs at review time)
A great game overall. One of the biggest downfalls, if any, is the fact that, unless you look up the great moves, it's a bit dfficult to do stuff like you find in the trailer. If you're playing this, there are 2 things you need: patience and strategy. a great game that is definitely worth getting, and I would reccomend it to any of my friends
Posted May 1, 2015.
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Showing 1-9 of 9 entries