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Recent reviews by Buu342

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No one has rated this review as helpful yet
19.1 hrs on record (18.8 hrs at review time)
I first played Mr. Shifty in a game convention (In Lisbon, I think?) and it instantly caught my eye. Its main mechanic worked solidly and overall, I was left with a strong enough impression of the game that I purchased it on Steam as soon as I had the chance. Now, after completing it 100%, I feel like I can give it a proper review.

Gameplay
Mr. Shifty (MS) is a game where you play a thief with super strength and the ability to teleport a short distance. It gets often compared to Hotline Miami (HM) due to the top down perspective and the fact that everything is a 1-Hit KO, but that's pretty much as far as the comparisons go. In HM, the enemies move and react incredibly fast, while in MS they are slow to move, react, and stupid. The latter point isn't a bad thing, because it allows you to strategically place yourself in ways where the enemies will kill each other, as well as lure them into traps.

The game plays very solidly. The character moves fluidly, Attacks hit hard, and in general I don't have many complaints there.

The levels can be a bit of a mixed bag. The game starts off great, but the later half drags on due to the levels getting very large and the game insisting on increasing the enemy count. Honestly, by the first half, you've seen most of the things the game has to offer. There are some cool ideas later on, specifically with laser and rocket traps, but your enjoyment of them will depend on your skill, for I expect a lot of people to get frustrated in these sections.

Once you've finished the game, which I'd say is a good 5-7 hours, there's some replay value in the fact that you can try to beat each level with 0 deaths, but that's about it.

Visuals
Not much to complain here either. Game looks solid and its art is cohesive throughout.

Story
Story's premise is pretty basic, where you have to break into the building and steal something. As the game progresses, the scenario gets wackier and the stakes keep increasing. The game can have some humorous quips and moments, and overall it was pretty enjoyable.

Sound/Music
Sound wise, the game's fantastic. Attacks sound crispy and sell your impacts. The little voice acting there is (on the enemies) gets the job done and usually sells the AI's behaviour. Also shout out to the dedication on some of the screaming sounds that are used when defenestrating enemies.

The game's soundtrack is pretty small, with 6 tracks overall. The main themes (Dancing Between Bullets and Confidence Under Fire) are catchy, but the tracks sadly get repetitive due to how little variation there is between levels.

Bugs
This is the part that really hurt the game's enjoyment for me, and hurts my recommendation to a few people. The game suffers from a lot of stuttering throughout. Reviews mention that the game has performance issues when there's a lot of enemies on screen, but frankly I didn't notice a difference (in performance or stuttering). The game doesn't run bad, as I have an 11 year old laptop which ran the game on low settings with a full 60FPS throughout, it's just that it has a ton of stuttering.

The stuttering is especially bad if you're trying to speedrun the game. Your ability to shift is very dependent on your timing, and the constant stuttering mess with that, causing you to run out of shift meter early. I've also had quite a few annoying deaths caused by the stuttering. Not great...

Other than the stuttering, I haven't really encountered any massive issues with the game. Some reviews have mentioned crashes, and I have experienced some (maybe 5 in my entire playtime?), but they were never at inconvenient times. Maybe I got lucky in that regard...

Overall
As a casual player, I recommend this game. It's fun, it has some clever ideas, and it overalls feels great to play. The 15€ asking price is totally fair.
For the speedrunning and completionist folk, I'd wait for the game to get performance improvements (if it ever does get any, since it's 4 years old at the time of this review). Once you start getting into the game proper, you learn some really cool tricks which can help improve your times significantly (for instance, you can shift mid swing to hit far away enemies in the same swing), but the performance is definitely going to hamper your ability to get consistent times. It sure as hell didn't make 100%'ing the game very fun...

7/10
Posted June 26, 2021. Last edited June 26, 2021.
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3 people found this review helpful
4.8 hrs on record (1.2 hrs at review time)
According to one of the NPC's in this game (Hans, located in Lumbridge), I have spent 1291 hours in this game, and by my estimate about 95% of those hours were in Free To Play. I know that number is quite large, but I can also tell you it's inaccurate, because I've been playing RuneScape since 2007, and these hours are in my secondary (but main) account, created in 2016 after OldSchool mode was brought back.

Despite being such an old game, Runescape still gets content updates very regularly, most of which are voted on by the community of over a hundred thousand players. The game's simplistic graphics are misleading because this game hides a ton of mechanical depth and a crazy amount of content (Even for Free to Play users). You don't have to spend a dime in this game if you don't want to, as you can aquire membership through the ingame currency (Which no, you cannot buy for real money legitimately. This game's only form of microtransactions is membership, and the community is very vocal about not wanting any other forms of payment).

The characters in this game are quirky and memorable, with plenty of witty writing in the character dialogue and some of the quest lines. The graphics, while simple looking, consistently manage to land the atmosphere. Really, my only complaint is that there are some clashes between the really old NPC models and some of the newer ones. The game also features a really fun MIDI soundtrack. The songs might not be everyone's cup of tea, but when you have 650+ tracks, I'm sure you'll eventually find something that pleases your ears.

The community for this game is very active, with lots of people always willing to help and share some of the highest quality memes I've ever seen on the r/2007scape subreddit.

The Steam client version of this game is, alright I guess... Frankly, after spending a lot of time using the free and open source multi-platform third-party client called RuneLite , there are lots of QOL features which are a bit annoying to not have (such as GPU rendering), and if you want to play this game seriously, I recommend picking that up when you get the chance. It's incredibly silly that this client is Windows only too??? If you're on other OSes, then definitely grab RuneLite. If you prefer to play on the go, this game is available for iOS and Android.

To be frank, this game has a botting problem (especially in Free to Play) which, if you like playing with the ingame economy, will be the bane of your existence. I recommend that you avoid playing on some of the more active worlds if this is a problem for you. And beware of scammers, such as the classic "Doubling money" and "Free armor trimming". Don't do trust based trades unless you know exactly what you're doing.

Account security is laughable as well. The ingame passwords are not case sensitive (???) and while you can setup 2 factor authentication and an ingame bank pin, these are useless if you leave your account unattended for a long period of time, because you get no notifications outside of the game (like email) if someone accesses it. I had my main (secondary) account stolen and then banned for botting, but after contacting Jagex they found that this wasn't done by me and gave my access back (but not my items. If they have ways to check if I was the one who accessed the account, why didn't they lock it automatically like any other service would when there's a mismatch???). Jagex hasn't been very keen in improving this, the botting problem, or its communication/account support for a very long time, I don't think that's going to be getting any better with the influx of new users the Steam client might bring in...

Despite that, Runescape is completely free, and I definitely recommend picking it up and playing with a friend just to try it out if you haven't. Maybe you'll like it, and understand why so many people are still playing this old thing!
Posted February 25, 2021. Last edited February 25, 2021.
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12 people found this review helpful
102.3 hrs on record (60.3 hrs at review time)
Speed Brawl is one of those games that I'm not really sure of how it ended up in my library. Must've been something like a Humble Bundle? Regardless, that is a damn shame, because I genuinely wish I had purchased this game at full price.

Speed Brawl is a 2D sidescrolling brawler, where speed is your friend. It features one of the most satisfying combat systems I've played. The faster you move, the more damage you do. You can pick between 6 different characters (you start with 2 and unlock the others later), and you tag team the levels. This means that you can swap between 2 characters at your leisure. The game also features couch and online co-op, and online leaderboards.

I've looked around for reviews of this game and there doesn't seem to be many. Of note, I do remember one in particular (which was more of a first-impressions video than a review) where the commentators felt the complete opposite of what I did. They complained that they weren't feeling the whole "speed" aspect of the game, besides the basic timer on the screen. These commentators also proceeded to finish half of the levels they played with a silver rank. I'm not bringing this as a way to insult their skill, but rather to bring up a very important point: If you're not trying to play the game as fast as possible, of course you're not going to feel like it's a fast game. You've got a wide array of moves and mechanics to play with, if you're not using them as much as possible to try and finish levels with a gold rating, then of course you won't "understand" the game.


Gameplay
The playable characters fall into two classes: The faster but weaker class, and the slower but stronger class. Honestly though, I've stuck to the same 2 characters (the starting ones, Ebba and Bia) throughout the entire game (and my subsequent platinum runs), only picking the first unlocked one (Cassie) on a specific level or two. Cassie is, by far, the best character in the game, as she's the fastest and has amazing aerial attacks. I mostly stuck to Ebba, however, as I felt like I had more control over her special abilities than Cassie's. Each character has it's own playstyle, so you might end up going with a different setup, I just personally found that the first two fit me fine.

The game's levels consist of arenas. You enter one arena, clear the screen, and move to the next one until you reach the finish line. Some levels bring up gimmicks, like needing to touch all the poles on the way to the finish, having to do as much time as possible, etc... Each level then awards you a rating based on how fast you were, from bronze to gold (and later on, platinum), and some randomized loot. You earn some money and XP (which go towards skill points), which you can use to buy more loot with, or unlock buffs for your characters.

The loot system is, well... It's there. It exists, but there isn't really much to think about. Just equip the items with the larger damage/defence numbers. Supposedly, different types of loot are more effective toward some enemy types, but in practice you really won't be feeling this difference (I finished every single level with Platinum using the exact same loot that I got at the end of my first full playthrough).

The skills do make quite a bit of difference, but you do need to pick your branches wisely, because you will not be able to unlock all of them (you can undo your skill points if you want to change it up). In practice, I've found that max'ing the first row, almost maxing the second, and putting some points into the third row, is the best setup for all the characters.

Difficulty depends on what medal you're trying to get at the end of the level, but I overall found it pretty alright to get golds at the end of each (outside of a few, especially pole races), getting them most on my first try. After my first playthrough, pushing myself to get platinums in all levels eventually got me to pretty consistently getting platinums, so it's very much a skill thing (except levels featuring the mantis-like bosses. In those, it's primarily luck based as you need to hope the boss gets in a staggered state so you can do more damage to it). The one thing you might struggle with initially is getting the timing of the dodges right, but with some practice, you'll start to figure out how it works (hint, don't dodge when you see the flash, you need to wait a bit for the enemy to attack).

Co-op exists, and it's perfectly servicable. You don't get new characters, so in the beginning you and your friend are stuck playing Ebba and Bia with slightly different palettes or skins. The levels are exactly the same, except enemies get double the health. One small annoyance is the fact that camera controls don't exist, and while you don't need them for singleplayer at all, you definitely do for Multiplayer, because you and your friend are sharing the same camera and the game won't care if one person is faster than the other. I tried playing two people on one keyboard, but I don't think it's possible as the game requires the other player to be on a controller (however, you can use controller input mods to trick it into thinking your keyboard is a controller).


Visuals
Not a major complaint here. Looks great, animations are incredibly smooth and bouncy, backgrounds are lovingly rich, and the particle effects are satisfying to look at. Each character has a distinct silhouette, and the enemy and level designes are distinct. However, as the levels change, the enemies pretty much just change their palette, so it might end up feeling like you're just hitting the same things over and over.

The UI is perfectly fine, though managing your items can be a bit annoying as your window is so small and fiddly. Probably not very fun to do that with a controller...


Story
Story is this game's weak point, and to be honest, you're not really looking into fighting games because of their story. It's not bad, but it is very predictable. Probably because of the game's structure, there is only so much you can do on this front without interrupting the gameplay.

You're fed story between levels, as the main team exchanges dialogue/quips/insults with the owners of each Speed Brawl league. The characters are cliché/stereotypical, which is why you can usually figure out what they're going to be saying in each exchange. The story itself doesn't really bring anything new to the table, as it's your typical tale about how teamwork prevails.

One thing I do appreciate is the little lore tidbits that are present in the loading screens, item/enemy descriptions, and the fake advertisement billboards in the background of each league. Thought that all of that was a nice touch.


Sound/Music
The sound effects are grisly and punchy. They really work well to sell the impact of your punches and kicks (or paddlings). Voice acting is perfectly fine (not really much to talk about, as in the dialogue scenes you only get some grunts or laughs, and during gameplay you get more grunts and shouts).

Music is fantastic. Vibe Avenue made a fantasticly catchy theme song, and there are many variations of it as you play, so I sure hope you enjoy ear worms. My only complaint is that I couldn't find any CD versions of it (because I collect CD's), but the soundtrack is available in lots of different digital media.


Bugs
I don't think I encountered anything horrible throughout all my playthroughs. Of the issues I did encounter, I have brought them up in the game's forums, and the developers have said that they will look into and/or have fixed it for an upcoming update.


Overall
Fantastic feeling, fantastic looking, fantastic sounding. If these sorts of fast paced beat-em-ups are your thing, or you love speedrunning, then this is the game for you. I really hope to see more people playing this game in the future, because it's some of the most fun I've had in a while.


8/10
Posted January 30, 2021. Last edited January 30, 2021.
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1 person found this review helpful
11.1 hrs on record
EDIT:
After a bit of consideration, as was pointed out by a friend of mine in the comments, I might've been a bit too hard on this port. I think it was just all the new issues and inconveniences that this port brings rubbed me a little too much. As it stands, this port is the currently the only way for you to experience DOOM 64 on most game consoles without getting your hands on a ROM (which not many people have the luxury of being able to do so legally). So if you're just looking to play Doom64, then sure, go ahead and grab this port. I've changed my recommendation from no to yes, and I have left my original review below, unedited, since the things I say are still relevant, just maybe not the conclusion.


Original review below:

This is one of those cases where I wish I could rate somewhere in between a yes or an no, but as it stands, if the question is "Should you spend your money on this?", I'm going to have to lean onto no, which really pains me to do. I'd also like to point out that this is not a review of DOOM 64 the game, but rather this port. DOOM 64 is a fantastic entry in the DOOM franchise with a unique atmosphere that really brings out the horror aspect of DOOM. A lot has been said about the game, and I recommend looking through those other reviews if you want to know more about the game than the port. I've played through the entire game before writing this review.

My main issue with this port really just comes down to the fact that Doom64 EX exists. It's free, developed by the same lead programmer (Kaiser), and has a buttload more features, including mod support. I can understand that this port is trying to be more faithful to the original game, but when you're trying to set yourself apart from a free port, you need something to stand out. In the end, this is just a barebones port of the original game, which is a massive letdown considering that Nightdive Studios has done fantastic work reviving other older titles, such as Turok and Strife... So why fall so short with this port? All this port really has of note is the addition of the Lost Levels, which exist solely to tie DOOM 64 to the new DOOM games (2016 and Eternal). The levels themselves, are ok... They're really just more of the same, down to the exact same final boss fight.

One choice that baffles me is, in the spirit of keeping the game as pure as possible, that things that should definitely have been an option simply aren't there. I'm not referring to the lack of vertical mouselook or jumping, but the ability to toggle strobing lights. Instead of making the game optionally more accessible to people with epilepsy, Nightdive instead chose to just put a strobing lights warning during the game's boot sequence, consequentially barring people with epilepsy from playing certain levels in the game.

Another thing that I found disappointing is that, again in the spirit of purity, issues that I had with the original N64 title are still present in this port. That includes but is not limited to:
  • Janky collision detection. Unlike the original DOOM games, DOOM 64 suffers from annoying collision detection which can lead to your character getting stuck when strafing along walls (unlike in the original game where the character glides along them effortlessly) and the character being able to clip through enemies. That last issue is also present with bullets...
  • Enemies continously repeat their spotting sounds
  • Tearing on wall textures
  • Some agressive geometry optimization which leads to items, enemies, and sections of the level popping in and out of existence.
  • I noticed once during a playthrough some missing textures on a lift. I'm not sure if this issue is present in the original game as I pulled off the bug in one of the lost levels episode.

The port also comes with some new issues not present in the original game:
  • 1 minute of unskippable intros every time you boot the game. These can removed by messing with the games files.
  • Bethesda.net integration which tries to get you to create an account in order to play. While this can be skipped, it isn't clear and betheda.net will still plague the game. By this I mean, if you play the game with no internet connection, you'll need to wait another 30 seconds as the game attempts to connect to (what I'm assuming is) Bethesda's servers, despite having no account...?
  • Some minor sprite issues, mainly the bottom of the chaingun missing during firing and censorship of the red cross on medkits (I'm not blaming NightDive/Bethesda for that last one, however. The Red Cross is the one that's hunting down games that use its symbol without permission, NightDive simply complied for legal reasons). These can both be fixed by messing with the game's files.
While some of those issues can be fixed by messing with the game's files, it shouldn't be necessary. These issues are well known and have been complained about, but months later and no signs of any fixes...

In the end, if you wish to play DOOM 64, I suggest you either play it on the original console (like I have) for the "authentic" experience, or play the Doom64 EX port instead which has many more features than the paid product. Purchasing this port will not support the original developers of the game (Midway Games), as the studio has been shut down long ago. If you wish to support NightDive (which you should, they do fantastic work), I would recommend you purchase Turok, Strife, or their upcoming System Shock games (including an official sequel!).
Posted September 3, 2020. Last edited January 30, 2021.
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8 people found this review helpful
85.6 hrs on record (52.1 hrs at review time)
First a little story:
I got this game back when Steam gave everyone a free game for Christmas. At first, I was massively disappointed. Why the hell did I get this crap while my friend got Half-Life: The Complete Pack? Sometime later, I learnt this game had TF2 items, so I popped it open and got confused the first few minutes in, so I cheated my way and got the achievements I needed to get my free items. All's well ends well...
Until recently, I was watching one of Mark Brown's "Game Maker's Toolkit" (being interested in becoming a video game programmer myself) videos in Youtube, and in one of them he praised SpaceChem. I felt bad for having tossed this game away back, even considering it's gained so many awards for being inovattive and a challenging puzzle game, so I popped it open once more, and here I am reccomending it.

Onto the game now:
The negative reviews on steam have a very good point in the game, this game is NOT EASY. You will benefit a lot by having programming knowledge from this game, however I could very easily reccomend this game to my friends who aren't programmers, simply because it does what it is supposed to very well, and that is being a puzzle game.

Chemistry, while it is in the game and is a theme present in the game, is not required for the game. Even if you're a chemist, your knowledge will not help you in this game.

It starts off slow and easy, and it has a considerable difficulty curve. I haven't quite finished the game yet, but I am enjoying it and I've never really had any big moments of head-banging frustration, but I've had many "EUREKA!" moments.

If you're not sure if you can really quite cope with this game, I encourage you to try out the demo. It should give you a rough idea of how the game plays.

Graphics:
The artstyle is quite nice, sadly though you spend a lot of time inside the reactors, so you get a gray screen with red and blue lasers most of the time.

Story:
The story is intriguing, and the written text files in the game are well written and have an interesting story developing (I don't want to spoil too much). That being said while it is not the focus of the game, it is still a nice touch.

Sounds:
The music has managed to staple itself into my brain. Bravo on that. It's a good soundtrack too. Sound effects are nice, my only complaint is that the sound of removing the pipes is a bit odd.

This game is even forcing me to reconsider Portal as my favorite puzzle game.

I even bought the DLC just to support this awesome game I didn't get the chance to purchase (As well as to get some extra content)

SpaceChem, I'm sorry I ignored you my love. You're staying in my heart for a while.


Story: 7/10
Graphics: 8/10
Music: 8/10
Enjoyment: 9/10
Overall: 8/10
Posted August 29, 2016. Last edited February 28, 2019.
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10 people found this review helpful
1 person found this review funny
49.9 hrs on record (22.2 hrs at review time)
Before this review starts, some things I'd like to point out:
1) I'm a massive Doom fan. I've played Doom 1 and 2 at the age of 6. Doom was the game that got me into becomming a video game programmer and modder. Some of my fondest memories were playing these game and their multiplayer. DeHackEd and ACS were the first coding languages I learned, all thanks to Doom's extensive modding community
2) I don't hate consoles

With this being said, let's see how my favorite childhood game has got itself rebooted.

Single-Player
I'll just say it right out of the box that this is, by far, my favorite Single-Player experience by far. The explosions, gore and brutal-ness has activated a lot of adredaline in me. I felt my body all funny when I saw that they put my favorite video game villain (Spoiler) The Spider Mastermind in the game.

The Glory Kill System stolen inspired by Brutal Doom was interesting, but it fell flat later on. Especially because some enemies seem to only have 2 different glory kill animations (Cacodemon and Mancubus I'm looking at you). I found myself using the glory kill system to cheat out of death, because it gives me invincibility and free health. The Glory Kill system is also forced upon you certain times and it annoys me too. You don't get as much health/ammo by killing something normally as you do with the glory kill system. The Boss fights all need to be finished with a glory kill, and failure to do so will result in them regaining health.

The weapon arsenal and mods are great. There is too much emphasis on explosives though. The rocket launcher and plasma guns felt really flat and powerless. I never used any of the grenades the game gave us because I never found a reason to, and am still confused as to why they're in Doom. Also, one of the weapon mods is the ability to aim down sights. No comment there. The chainsaw... It felt like a cheap weapon and it was boring to use.

The music is gorgeous. Mick Gordon nailed it with his mixture of rock and electric. A lot of love and care went into the soundtrack, going as far as hiding images in the music itself

The graphics are nothing short of beautiful. IDTech 666 is really showing what is capable of graphics nowadays and it's impressive. The level design and environments are filled with particles and immersive visuals. The hell levels had some very creative ideas floating around, though I still think Doom 3's hell is a lot cooler. This one just looks like they went through a bad sandstorm, while Doom 3's had lava gushing everywhere, as well as buckets of sand. My only real complaint is that the color is all gone. Doom 1 and 2's level deisgn was extremely colorful, while this game focuses on brown and blue.

The AI is really impressive. Something that they kept from Rage was the enemy's pain animations. I loved how in Rage, shooting someone in the leg as they were running would cause them to limp and run for cover all funny. This game does the same thing, but with demons. The only bug with the AI i've seen was recently when replaying one of the hell levels, I caught one of the laser demons running around in circles.

The story is here, for some reason, and it is forced on you. I hate it. I hate it. I HATE IT. I came to ♥♥♥♥ ♥♥♥♥ up, not to sit locked in a room while some character talks. The ending left me there, wondering what the hell I had just spent a massive amount of time doing. It would have been so good if they let us blast our way out of those rooms so the doom guy would be like: "Pfft, I don't give a damn". The ending however... (Spoiler) I've been waiting the entire game to be able to punch Samuel in the face, but instead they just build a sequel? What the hell guys.... Doom is not about story. I liked the way Doom 3 built its story up, but Doom 3 was a different game and I wouldn't place it in the same level as the other 2. At least Doom 3 let you skip cutscenes.

Multi-Player
John Carmack once said: "If I were to redo Rage, I would put less emphasis on consoles". Looks like ID didn't follow his advice. Multiplayer is where the notion that this game is a console port really starts to show.

When I saw that this had taunts, I knew it was going to be EA Battlefront all over again. And funnily enough, I was right. There's no way to create servers, there's loadouts, and a massive emphasis on team based gamemodes.

Where the hell is the Arena Shooter that Doom was famous for? The demon runes are broken and only the people who reach them in time will ever have fun in this gamemode. Why do we even have unlockables which give you an edge in combat? How could you ♥♥♥♥ up Multi-Player this bad?

Worse part is that having played a lot gives you an edge with the arsenal, allowing you to spawn with weapons that mow down lower level players. And that demon rune...

Mod Support
Non existant outside of the extremely limited and console friendly SnapMap. My Mod Folder for Doom 1 and 2 is about 30GB in size. I grew up modding Doom. This is by far the most disappointing thing from this game. Doom 3 had great mod support, allowing you to basically make an entire game based off ID's tech.

This has a barebones level editor that doesn't allow you to place more than 4 players and hold 2 weapons because this was clearly just copy pasted from consoles. Computers have a lot more memory y'know? ID said they're planning on fixing this stuff, now the question is when...

Tech Issues:
I have an Alienware M14X. Yep, I played this on a 5 year old laptop. Played it at lowest everything and a screen resolution of 640x480, and I've had a constant 60FPS almost everywhere except on the first hell level, which would slow to a crawl most of the time. Congratulations on ID for this achievement. Some LOD models would really benefit this game though...

I was pretty worried at first though, the game was crashing upon booting when I first got it. I fixed it by updating all my GeForce drivers, so that wasn't a problem. Funnily enough, updating the drivers also made Dragon Ball Xenoverse run much better on my computer, so win win.

I've exprienced 4 crashes so far, all were in the second hell level. Must be a bug there or something. Funnily enough the acid mancubus was always present when it happened. Also, the infamous developer bug. I had to redo my saves three times as a result. Luckily I wasn't very far in when I got them.

Pet Peeves
- This game is called Doom. Why not Doom 4? I'm very certain they chose to call it Doom so that they get the top results in Google now.
- Lack of Colors. This game is brown and blue. Where's all the color from Doom 1 and 2?
- 40 ♥♥♥♥♥♥♥ dollars worth of dlc. Are you ♥♥♥♥♥♥♥♥ me? The 60$ price tag was already a massive steep.
- Everything about multiplayer
- Crashes
- 50GB in size. Maybe it's just me who needs to get used to this...
- Glory Kill System is forced + Chainsaw is boring.
- CONSOLE PORT
- Health and ammo is given by the glory kill system and is rarely ever present in a map.
- Plasma Gun Projectiles look like bubbles. Why couldn't you do something like in Doom 3? It looks so much better.

Summary
I know I've complained a lot, but believe me that it's been forever since I've had a singleplayer experience this fun. I'd reccomend the game just for the singleplayer. Everything else just falls flat and the game has bugs with no sign of patches underway. This game feels and is a console port outside of the singleplayer.

Final Scores
Single-Player: 9/10
Multi-Player: 5/10
Mod Support: 5/10
Tech Issues: 8/10
Personal Enjoyment: 8/10
Overall: 8/10
Posted June 6, 2016. Last edited June 7, 2016.
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No one has rated this review as helpful yet
2.5 hrs on record (2.0 hrs at review time)
The game is fun, however frustrating and impossible sometimes.

The ambulance missions were a pain, the physics look werid and the grabbing is just plain awful. WHile the game is funny, it needs a LOT of polishing before I enjoy it.

I really want to try the space and Tf2 missions, but the ambulance part is making me want to stop playing this. The fact that removing the sheet in the beggining of each surgeury is buggy and really hard is a huge problem for me

3/6
Posted March 29, 2014.
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No one has rated this review as helpful yet
6.1 hrs on record (5.1 hrs at review time)
I sadly found this game dissapointing. While Amnesia featured really scary monsters, lots of physics and multiple endings, a machine for pigs takes a huge ♥♥♥♥ on all of that.

The Physics? Gone. You can barely pick up objects. The only objects you can really pick up are objective specific ones. The monsters? Didn't scare me one bit. Probbably because they were pigs, and sounded like pigs. The story? Laughable and I found it quite stupid. Multiple endings? Nope.

Get Amnesia: A Dark Descent. This sequel wasn't as good as the original. Its like Star Wars. Its really awesome at the begging, but then it goes all Jar Jar Bings on itself. Kinda like Star Wars.

I was already expecting to give this a negative review due to the fact that it wasn't developed by Frictional Games, but by TheChineseRoom.
Posted January 8, 2014. Last edited June 6, 2015.
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5 people found this review helpful
12.8 hrs on record (1.1 hrs at review time)
Reviewing this game is a thoughie. As a huge doom fan from the start, i was very surprised that they were going to release a remastered version of D3.

Graphics (6)
Doom 1 and 2 are just as you would expect. They look the same as before, but i honestly didn't care. Why? They included new chapters which i never played before and it was really interesting playing doom with the original graphics they had. I'm so used to the sourcepot graphics now that i didn't realize how it actually looked like. So that was nice. My only complaint is how they "Censored" the game. I think it was pathetic to do so. They removed the Cross from the medkit and the wolfenstine levels because they were afraid that it was going to be banned in Germany.

While doom 3's shadow engine is amazing, they didn't "Remaster" anything. The graphics still look the same for me. Hell, there are mods that do a better job in terms of improving the graphics out there. That was very dissapointing.


Sound (8)
The sound in the doom games is what makes it so good. They sound awsome, and feel awsome. The music is also kick ass!
The music in doom 1 is a hell of a lot better than the one in doom 2. I recognize more music from doom 1 than from doom 2, due to the fact that you can barely hear the music in doom 2, or that it just doesn't sound as memorable.
In doom 3, if you dont play the game with sound, you ain't doing it right. The sound in doom 3 does a great job at keeping you shivering and careful.


Gameplay(6)
Doom 1 and 2 play well and run fine on my computer. Nuff said
Doom 3 sadly doesn't support my graphics resolution, as the max it does is 1400x600 ( i think, doesn't matter, it has very little choice) while mine is 1600x900. Another annoying thing is how the game tends to lower the graphics quality sometimes. My computer is very good, however, if it is not plugged in, it switches to the integrated, crappier graphics to keep battery life[forum.techinferno.com]. This is a huge problem for me since i face the Annoying plugged in not charging[en.community.dell.com] and i also like to play on the school bus. In the BFG edition, bethesda decided to remove the handheld flashlight and change it for a suit in battery. This not only makes the game easier, but it makes jumpscares less scary. In doom 3, you have to quickly switch weapons if you encounter an enemy, which leaves you struggling and trembling in fear and then making you look for them in the dark, however, here you can just shoot them. Done. Move on. In doom 3 BFG edition, they still haven't fixed the Alt-Tab problem with doom 3[hardforum.com]. Another problem is that since you have to run back after you completed a mission, you tend to sprint, but the player running feels like a senior citizen trying to powerwalk, which is annoying since you run really fast in doom 1 and 2[forums.stickpage.com]. The jumpscares in doom 3 also get very repetitive. You see a key on the floor and you say:

"ok, if i pick that up, a monster will probbably spawn"

And you pick it up and SURPRISE! A monster spawned!

However, doom 3 does have some very clever jumpscares hidden in it.


So to wrap things up:

Dom 3: BFG Edition is worth your money if you want an easier experience playing, you want extra episodes (like i did) and if you live in Germany. I liked having all the doom games in one pack (Final doom was not made by ID), but some things that they claim are not very true. I reccomend this for people who want a blast from the past or a game that will deliver quite frequent jumpscares. I quite enjoyed this myself, but some things need to be sorted out.
Posted January 8, 2014. Last edited January 8, 2014.
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1 person found this review helpful
59.8 hrs on record (27.0 hrs at review time)
Really fun deathmatch game. Too bad there aren't a lot of people playing...
Posted July 15, 2012. Last edited January 30, 2021.
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