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Senaste recensioner av Strayed

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3 personer tyckte att denna recension var hjälpsam
43.5 timmar totalt (20.9 timmar när recensionen skrevs)
Giving this a no mainly that if you are planning to play this game solo then its a hard pass, there's fun to be had in co-op but even then there is some faults in the game which will list below. It's also a bit overpriced on Steam for what it is so if you are planning to get it look somewhere like gg.deals first.

The first main fault is the AI which you'll mostly notice on Veteran difficulty. The enemy AI completely ignores your friendly bots and tunnel visions straight for you, however on Vet your bots also have a habit of charging on off ahead and slaughtering everything for you. Not even kidding where I felt like a spectator on this mode and in some segments I just sat behind a tree and watched the friendly bots kill all the enemy AI for me which never once attacked them. If it wasn't for the fact that the bots completely fall apart at objectives which become a horrendous slog since they suddenly become passive to threats near you then I think it would be possible to complete levels without firing a shot.

Next is combat and this is where the game really feels severely unpolished. Melee can best be described as high risk, zero reward. The game employs a parry and dodging system that seems great on paper but just doesn't work in practice. You can easily get stunlocked and parry/dodge prompts maybe show 50% of the time and it is often a miracle if they trigger sometimes. In Space Marine 1 you also recovered lost health via executions which also happens in the tutorial in this game but after that you can only regain it if it is part of a "white bar" of contested health that fades so quickly might not even exist. Either this mechanic is bugged or the devs have made the single most idiotic design decision imaginable when it came to recovering health as now executions are no longer rewarding and just a chore to restore armour segments that disappear almost as instant as you gain them.

Gunplay is the next stumbling point. I just cannot decide whether weapons are far too weak or enemies are far too tanky. It's probably a mix of both and the end result is bullet sponge enemies that don't react really to being shot and guns that are wholly unsatisfying to use or shoot. Doesn't help that recoil is absolutely ridiculous and you'll struggle to hit enemies 2 feet in front of you, meanwhile AI will be able to perfectly shoot you across the map. Player weapons are so weak that I honestly think the Guardsman lasgun actually does more damage to the AI that the bolter used by the player. Speaking of which, why the hell are there so many bolter variants in game, the vast majority of them are pretty much useless? There is a lack of gun variety in this game because its all taken up by bolters that really would have been better served with some sort of weapon customisation system.

Next part contains spoilers about the story
The story for this game is pretty decent up until the last planet, then it feels devs ran out of time and had to deal with a Matt Ward jerking off to Ultrasmurfs. The first disappointment here is you get to see Necrons and the game does absolutely nothing with them, despite what felt like what was building up to an encounter. Next is when Papa Smurf shows up to save the day, it is hard to describe exactly, but it really does feel like he completely detracts from the main characters of the story and there is to steal the limelight appearing as a manifestation of everything the Blueberries used to get mocked for back in the day. Those who remember the Wardian era of 40k will know exactly what I mean here.

The story is also not just told through the Campaign. The Operations mode which is meant to be played in co-op shows what the other Marines were doing offscreen in the campaign which is honestly a good way to expand the scale of what was going on while tying everything together. The missions although similar in layout each time have randomised spawns and sometimes objectives so replaying them doesn't always necessarily give the same experience. The only negatives would say is the unlock and leveling system just feels like a complete gatekeeping of higher difficulties, and while the levels are mostly well designed, six of them is just not enough if players are going to feel locked out of higher difficulties since they'll be likely to stop playing before the grind out the gear and perks required.


tl;dr version, decent co-op game with some highly questionable game design decisions, slog of a single player game with a good story for most part let down with bad AI.
Upplagd 8 september.
Var denna recension hjälpsam? Ja Nej Rolig Utmärkelse
Ingen har angett att denna recension är hjälpsam ännu
10.0 timmar totalt (1.7 timmar när recensionen skrevs)
Bugger me are the co-op mission servers a lot of fun!
Upplagd 12 mars.
Var denna recension hjälpsam? Ja Nej Rolig Utmärkelse
3 personer tyckte att denna recension var hjälpsam
1 person tyckte att denna recension var rolig
4.3 timmar totalt (0.3 timmar när recensionen skrevs)
This game can now be considered a historical documentary.
Upplagd 7 mars.
Var denna recension hjälpsam? Ja Nej Rolig Utmärkelse
2 personer tyckte att denna recension var hjälpsam
5.8 timmar totalt
If I was to sum up this game in one word it would be "unfair"

There is far too much RNG and bugs that completely break a run that losing really isn't the fault of anything down to the player doing anything wrong which in the end leads to a lot of unnecessary frustration. The difficulty spike when you reach sector 2 is outright punishing where the game can be best described in that it turns into what is essentially a juggling act where you are juggling live chickens while wearing a blindfold riding a unicycle hoping you get worthwhile loot to progress. The unlock mechanic is just there to gatekeep you from progressing and having fun, there is no other words to describe it as it becomes frustrating when you realise your defeat was essentially not having the tools unlocked to do the job.

If you want a more detailed list of issues though:

UI

Its basically impossible in most cases to tell who is who on screen especially in the chaos that happens. Even with the different colours really is hard to make out who is who.
Primary reason for this is the game has it so you unlock characters with specific skill sets as you progress in rank. The problem is since you only have two gun you find a lot of people often using the same characters especially when new as you only have certain options available to you. This means you can get absolutely lost who is who if people are using the same character which can be mitigated by wearing hats which of course you only unlock by leveling up but with the caveat they can be knocked off characters and despawn which again means back to square one. I have honestly no idea why the devs didn't see the obvious solution to make player characters avatars only and separate the stats as possible classes/presets.

Second in terms of UI it suffers from that issue of "press use for everything" button which becomes annoying if say someone has put a repair kit down and you want to pick it up but cause it is so close to the gun you end up on the gun instead.

Third could attribute more to a bug but generally some events you frankly have to squint to make out where you need to go as either the area you need to go again blends into the background.

Bugs

To sum up there are some gamebreaking bugs, most notable is what appears to be a desync bug where you cannot use any item at all. You basically can float around with a repair kit unable to do anything till the event is over and you go to the next sector. This can cause you to lose and it is deeply unfair.

Second is a more hilarious one that if you get boarded by enemies they'll run around reloading your guns and repairing your ship. It was shocking how much better the game was when we had that additional crewman running around helping us out. This game in the present state feels like it's made for 5-6 player co-op to deal with the bull it throws your way and the improvement to the game flow from this bug I'll argue as proof of this.

Balance

To put it simply, there isn't any.

Was playing in co-op and our run felt really down to luck than skill. Getting trash rewards can make or break a run. Some weapons are just so godawful to the point they are unusable while others at the end effectively increased our damage twelvefold. Because only a handful of weapons are effective you are too scared to experiment and try different tactics since you know more than likely its not going to work. This is of course even touching on the unlock system where a lot of what feels like essential equipment and upgrades are artificially locked behind a rank/achievement system.

Enemy scaling is absurd where we gave up playing on Normal as the enemy ended up with such ludicrous amounts of health, firepower and crew that we basically could do nothing to do them. Even on Easy it still had these caveats to deal with. There is very little strategy involved when the enemy basically has the ability to pound you with 5 guns constantly, not worry about the same damage mechanics you have to deal with and essentially spams its way through engagements. From screenshots the developer looks like only playtested with cheats enabled.

Anyway could point out a lot more flaws but I am getting towards character limit. Got this game on sale, completed finally a playthrough with friends, would not recommend it unless the developer seriously does a major rebalance patch in future that tries to make more ways to play viable, cuts down on the RNG and frustration, and more importantly looks into ways to make it more fun.
Upplagd 10 januari.
Var denna recension hjälpsam? Ja Nej Rolig Utmärkelse
3 personer tyckte att denna recension var hjälpsam
5 personer tyckte att denna recension var rolig
6.8 timmar totalt (3.2 timmar när recensionen skrevs)
Early Access-recension
Lacks homoerotic beach volleyball
Upplagd 26 november 2023.
Var denna recension hjälpsam? Ja Nej Rolig Utmärkelse
4 personer tyckte att denna recension var hjälpsam
13.1 timmar totalt
Finally, a good RoboCop sequel!
Upplagd 2 november 2023.
Var denna recension hjälpsam? Ja Nej Rolig Utmärkelse
3 personer tyckte att denna recension var hjälpsam
8.2 timmar totalt (5.7 timmar när recensionen skrevs)
You can tell this is a British game when the first level is a pub and you need to know how to play darts in order to 100% the game.
Upplagd 23 juli 2023.
Var denna recension hjälpsam? Ja Nej Rolig Utmärkelse
 
En utvecklare har svarat på 24 jul, 2023 @ 1:08 (Visa svar)
3 personer tyckte att denna recension var hjälpsam
381.0 timmar totalt (296.9 timmar när recensionen skrevs)
I'd recommend this on sale as it finally is at the stage it should be, though every update seems to keep bringing unexpected bugs that take a while to fix and the in game store for weapons is nothing but RNG cancer hence why swinging more to a thumbs down.
Upplagd 25 januari 2023. Senast ändrad 23 november 2023.
Var denna recension hjälpsam? Ja Nej Rolig Utmärkelse
Ingen har angett att denna recension är hjälpsam ännu
1 person tyckte att denna recension var rolig
0.1 timmar totalt
HDoom feels more tactical
Upplagd 23 november 2022.
Var denna recension hjälpsam? Ja Nej Rolig Utmärkelse
4 personer tyckte att denna recension var hjälpsam
9.2 timmar totalt (4.5 timmar när recensionen skrevs)
Kind of wish Steam would allow a "Meh" recommendation when it ain't quite yes and ain't quite no cause there is a lot to love but also hate. What sets this over the edge to "No" really is that it feels a bit overpriced even discounted at the moment.

If I were to sum up the main issue with this game is that this feels like it was created by people who watched nothing but competitive AOEII gameplay and as a result completely failed to understand AOE as a whole. Every screen and part of the menu seems catered to trying to throw competitive online modes in your face and its really annoying. It feels you have to do a fair bit of digging to find out where to get custom fun gamemodes and maps which realistically the vast majority of online players actually play, and even more digging trying to find out where to get the modtools to make content yourself. Seriously, RTS developers keep falling into this pitfall trap of catering to what is frankly maybe 1% of the RTS audience. Stop trying to force competitive down our throats, if your game is good enough a competitive scene will appear naturally, trying to force it just alienates a large proportion of your real audience.

Now the side issues are a weird mix of having the good mixed in with the bad:
Campaign
This does a good job of trying to be a history channel documentary before it became whatever it is today, certainly not history. Nice to show the places where the battles took place with decent footage to visualise what was happening.
Problem is that because it's trying to tell a story the missions have way too much handholding. You end up feeling very limited with what you can do to achieve victory. It also feels that a few achievements/objectives are bugged as you can complete them but it won't show as being done.

Units
This game has way less micro than AOEII and honestly that is for the better. It's all about using terrain and positioning to your advantage in AOEIV, and I wished the game made that a lot more prevalent. Its nice also units were automatically cluster into formations as well.
Problem is that you don't have a lot of options when deciding the formation or direction of your units, at least none that are advertised. There is also a severe problem where units just frankly disobey any orders you give them and can take multiple attempts for them to follow your instructions. Pathfinding is also a weird issue is that sometimes they'll do a good job, othertimes they'll do whatever they want to do, typically follow terrible paths or get stuck.

Skirmish
The mode that most players will try playing and a bit of a weird one. Best described as having the design all right but the engineering all wrong. It's interesting that Scouts are basically the ones that can herd sheep now but it does turn the Dark Age into a rather hilarious game of sheep herding simulator. What ruins the mode though is the AI but not for the reasons you'd expect. It doesn't feel like it cheats which is to be commended and does a decent job of building its economy, however the main issue is that it is trying to play the game as city builder. I'm not even kidding when I say you can successfully rush and beat the hardest AI in the Dark Age for the simple reason that it refuses to build units to protect itself until the Feudal Age. Needs at least some change to the build order so it at least makes an attempt at defending itself.

Buildings
This is where AOEIV gets interesting as it tries to mix parts of AOE with Stronghold. Something that AOE games were definitely lacking was the ability to build impressive fortifications so it felt like you besieging a castle/city with troops mounted on the walls. It's also interesting that buildings essentially terraform the terrain to make it feel like you are building a true settlement and makes it feel more alive. Nice enough if you are playing city builder, but makes you wonder why it isn't utilised in something like a siege gamemode?

Nations
This basically tries to be a remake of AOEII with nations while trying to make them feel more unique like AOEIII. Interesting enough attempt I guess although sometimes it feels neither here nor there, even though they try to give each nation their own gimmick. What will definitely stand out is that there is a lack of nations compared to AOEII without it feeling as unique as AOEIII roster, as a lot even with unique mechanics do end up feel like playing the same.
I am a bit confused why the Danes/Vikings are not in game as a choice or as an upcoming choice, because there are units/model assets for them that appear in the Campaign. It's like having most of the work done on a project then completely forgetting it exists.
Upplagd 29 augusti 2022.
Var denna recension hjälpsam? Ja Nej Rolig Utmärkelse
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