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Recent reviews by A Flying Nun

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38 people found this review helpful
2 people found this review funny
0.0 hrs on record
That this game wasn't even nominated for soundtrack of the year is a crime against humanity.
Posted November 16, 2023.
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1 person found this review helpful
50.9 hrs on record (31.8 hrs at review time)
Who the hell names their kid "Unsure," anyways...? I get people want unique names for their kids, but this is getting ridiculous.
Posted November 7, 2023.
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123 people found this review helpful
2 people found this review funny
5
2
45.6 hrs on record (11.4 hrs at review time)
There's a reason this game is being hyped and praised by the people who've played it. If you loved Wario Land 4 or A Hat in Time: Seal the Deal challenges in particular, this game is hand tailored for you.

So what does this game get right?

-The first and most important thing is that the controls are just right for this type of game and just right for satisfying adrenaline junkies. This is a game that understands that the problem with modern Sonic games is that Sonic plays the game FOR you and you don't need to touch a button, whilst also understanding how more complex key combinations can lead to frustration and "speed bumps" that slow players down or make some players want to abandon a challenge entirely, as it ceases to be fun for them. The result is a control scheme that feels very fluid, making sections of the game you thought impossible feel like a breeze once you get the hang of it.

I would be quick to point out for example that while it is true people might complain about Peppino doing things they didn't want him to do, I would say this is moreso a side effect of the necessities of the system in play, and the trade-off is 100000% worth it. Peppino can, if given an incorrect input, quickly chain this into a number of undesired actions that quickly run out of control for the player's combo, but the payoff is Peppino has exceptional mobility and control once one understands how he moves.

A basic example: if Peppino runs at a straight wall with no incline leading to it, he will crash into it and full stop. If however you grab an enemy near said wall and the grab animation leads Peppino and the enemy into the wall, this will cause Peppino to grab the wall once he's killed the enemy and start climbing it on his own without pause. This affords for quicker, smoother and unbroken runs through levels, but Peppino grabbing the wall over this difference might surprise and throw off new players.

Or as another: if Peppino is climbing a wall and you want to jump off it in the opposite direction, you simply hit the jump button. No directional, no nothing. Just one jump button press per wall jump you want. This initially seems counter-intuitive to what we as gamers might expect, but this is a control scheme you'll come to appreciate when Peppino rapidly needs to pivot between two opposing walls to navigate a level. It's beautifully simplistic, but yes of course it will also trip up new players when they mess up one of their wall jumps and this breaks the entire chain. Tying this back into the above example, if a new player doesn't understand the enemy-grab-into-wall will cause Peppino to start climbing the wall once the enemy dies, they'll hit the jump button in hopes of attaching him to the wall to make him climb it, but because he's already on doing so on his own, he'll jump off it in the opposite direction, which the player doesn't want.

However, these are not cases where one gets frustrated and thinks "bad controls," but rather you realize for this game to function well and for Peppino to be able to speed through levels as masterfully as he's capable, the inputs NEED to be simplistic or partially "on autopilot" so that it's possible for the player to keep up with it's pacing. This means the only hurdles with the controls are more about initially understanding how Peppino functions, and once you figure this out, it's a system that somehow manages to simultaneously feel satisfying, simplistic, challenging and rewarding all at once. The controls are FILLED with shortcuts, but until you realize which shortcuts exist, you'll trip up over them. Fantastic control scheme, but needs to be learned like any other.

-The soundtrack is absolutely phenomenal. I remember hearing early versions of the songs when the game was in the early stages of development and didn't find them too great, but somehow they refined the entire album into a friggin' masterpiece. If you're not convinced, do yourself a favor and open up Youtube. Look up "Thousand March (War)," "Unexpectancy Phase 3" (mind that you click just a pure audio version, as this otherwise spoils the final boss), "Oregano Mirage" and "Tropical Crust" for a good variety of music leaning towards varying styles, but all of them delivering. This is the first soundtrack I've heard in I don't know how long where I struggle to name a song I didn't enjoy. This is one of those soundtracks you buy AFTER buying the game simply out of principle of supporting the music.

-A good balance between difficulties for more casual players and people looking for a challenge and something new to master. Each level has a letter grade, and "the Good Ending" can be unlocked simply by finding all secret ingredients, and does not require full 100% mastery. Likewise, a letter grade of A feels entirely feasible; I've gotten them multiple times when I felt I was playing bad. To get the elusive P-ranks though, one needs to get every secret and ingredient a level has in the same run, and you cannot drop your kill combo, which itself must be started in room 1 of the level. This effectively means you need to kill an enemy or grab something with a point value every ~3 seconds or the P-rank is lost. It's still forgiving enough that you're allowed to get hit and take damage, but a hit easily shaves a full second off your timer til the next kill. P-rank strikes a nice balance between being feasible (A Hat in Time for example sometimes felt absolutely brutal with it's Death Wishes, as if that part of the DLC was absolutely catered to the top 0.1% of speedrunners), whilst still being challenging and rewarding.

-The art style, while I could understand why it might look poor or off-putting to some, will grow on you incredibly quickly. I was neutral about it but have come to really appreciate it. It really fits the mood the game was going for, and it's always nice to see hand-crafted art that dares to do something stylistic instead of just copypasting the most popular art style of the era.

Peppino is also surprisingly expressive in a good way. For example, I love getting killstreaks in Team Fortress 2 with Scout in particular, because Scout will start trashtalking opponents real hard, which just suits the mood one feels when they know they're on fire and in the opponent's head. Peppino will similarly start levels timid and nervous, but as a combo builds and the score climbs, he becomes more headstrong and aggressive, even aggressively dancing in place or breathing heavily like an angered thug when idle.

I fully recommend this purchase for any speed junkies out there who want their adrenaline pumping. My only frustration with it is I'm a perfectionist who has to "prove" I can overcome any challenges, and now this game's got me bunkering down to get all those P-ranks lol. (That's on me though, obviously)
Posted May 1, 2023. Last edited May 1, 2023.
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32 people found this review helpful
2 people found this review funny
4
213.0 hrs on record (20.5 hrs at review time)
Early Access Review
My only qualm with this game is that it's still an alpha; I want more.

At the time of writing this, the project is ridiculously promising. You could buy it in alpha and easily get 20-50 hours out of it, depending on what kind of content draws you in. If you simply like the idea of building your town and amassing wealth as much as the game will let you, or watching your village age, with neighbors marrying each other and children being born, then you can already get 50 hours out of this. If you want quest or story content, it's still limited, so you'll be on the low end.

In my opinion, this game offers three main things: exploration, RPG elements where you level your character, and a simulated city builder in Medieval Poland. The RPG elements directly affect what you're allowed to build and craft, so the start of the game is mostly about becoming self-sufficient and unlocking such things. The world is surprisingly large for a genre that doesn't NEED a huge world, but it's nonetheless a welcome surprise to zoom out on the map menu and realize how much there is.

And finally, building your town is perhaps the biggest draw at the moment and the most promising. You can build your town anywhere in the world and you get to place every individual building or piece of decor. Each one will need to be handcrafted by you. You recruit people to move into your town, who then help with oddjobs like hunting and chopping wood. This frees up your time to do things you wanted to do beforehand, but couldn't. For example I'd say the beginning of the game largely demands you hunt, because otherwise, you don't eat and you die. Once you get a good hunter on staff though, you're free to concentrate on other things like expanding your farmland or starting a craft such as sewing or smithing. These too can eventually be automated.

The NPCs are pretty basic atm and have short interactions that either raise or decrease their relationship with you. However, to me the interesting part is that both yourself and your townies can get married and have kids, meaning new generations of each town will come. While I didn't get too far into this (trying to STOP playing so I have more content to come back to for the next big update), I can say I've seen NPC models for toddlers, children and teens, so I get the vibe they plan for NPCs to slowly grow with time. This means you can slowly build your own sprawling village with citizens who each have their own job and their own life; you get to watch your town grow with you.

NPC jobs are also fairly responsive and let you know what they need, whilst letting you choose what they produce. Only the shopkeepers seem currently inactive and serve no purpose yet, whilst Innkeepers cook waaaaaay too slow and need some tweaking.

There's a building and upgrade system to improve both the look and the villager satisfaction of certain buildings, your farm animals can reproduce and up your animal count, eventually you go from needing to buy fertilizer to being self-sufficient, with half your farmers gathering fertilizer from animals whilst the others use it to sow fields. I could go on and on.

Understand this game is an Alpha. OF COURSE there's potential for the devs to screw up and make this game a non-functional dud. However, for the moment I will be watching it's progress with great interest, my only complaint being I wish there was already more.


Some minor suggestions for the devs, should they happen to read:

-Villager wood consumption is lolwtf. Are they all pyromaniacs? Please tone it down a bit, it feels like I need multiple woodsheds just to feed their demand for firewood

-While the weight of logs is realistic, it also makes building new buildings the slowest, most annoying job in the game. Some form of solution would be fantastic here, whether it be buffing the gather rate of lumberjack villagers, letting you place a blueprint without having all 10 logs the building first needs for the foundation, or letting you automatically use logs in the resource storage when building without them needing to be directly in your inventory.

-Give each vil a personality type that's apparent to the player to add a little more skill/depth to social interactions, where the player can memorize which responses are favored and unfavored by personality type. As it stands, the system is serviceable, but pretty barebones.

-Give each village a different specialty in terms of products sold or quests added. As it stands, I struggle to justify making the journey out to villages on the edge of the map. If they each had a unique specialty though, where I can find a large supply of a given type of product in that village (for example, one village having every crop type), then suddenly I have justification to do so. I see elements of this already with certain tools being available only in certain towns, but more of this would be welcome.
Posted December 25, 2020.
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10 people found this review helpful
18.8 hrs on record (13.2 hrs at review time)
This game is a pretty decent simulation of running a business, which is both it's greatest strength and it's greatest weakness.

The major pro is that this isn't really a game you can look up a guide for. Process optimization and cost efficiency are things that people get paid to do as actual jobs, so the upside is this is a game that, if you enjoy improving and seeing what you can manage, the sky's the limit. Plenty of room for improvement, plenty of room for replay value to see if you can get your score higher and higher. It's also fun for people who like a game that makes them think, or for people in business who legitimately enjoy their job.

The con is that the more you try for a higher score and more wealth accrued, the more it starts to feel like actual work. There's nothing stopping someone from playing casually and enjoying the game, but if your goal is the highest score possible, eventually it feels like you may as well slap open an Excel sheet and start running calculations on the best way to go about things.

Game feels polished, my only complaint being there's a small handful of optimization options that could'v3e been included, such as:

-Let me tell my managers to aim for balance between the produced products instead of just leaving it "on a whim" to the team what desired component they want to produce. You can alleviate this with more managers and teams, yeah, but a basic part of business is optimization. Allowing us to toggle balanced production means less managers and teams, which means less costs. If the devs want it as a game feature, paying research points for this seems fair, since real world companies would have to develop algorithms to monitor such things before it's easily manageable.

-In a similar light, let me upgrade website features evenly. The game punishes you if one website feature lags behind the others, and the problem is if you sit down to improve features, then it ends up either being guesswork or again, you have to sit down and calculate out how many level ups the "weakest link" can get, and don't upgrade the others beyond that. Unlocking an algorithm that upgrades every feature to the maximum possible level WITHOUT one of the features lagging notably behind would be a nice feature

-Say I want to check my managers and find one that's managing a certain team. Filter the work list for managers, click one, he's not it, and now I have to re-filter and check the second guy. Open a pop-up instead of changing the window, or provide a back button. Adding the names of the manager's team in the list would be nice too. Just one of those small quality of life improvements.

Overall I recommend this, just realize it's definitely not a game for everybody, as one person's challenge to try and optimize their business as much as possible will feel like boring work to someone else.
Posted April 13, 2020.
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2 people found this review helpful
1,801.9 hrs on record (1,801.0 hrs at review time)
This is simply the greatest game ever made.

Do you want an intriguing story with realistic choices and consequences? New Vegas - without spoiling too much - essentially has you choosing between capitalism, a dictatorship, democracy or pure anarchy as the best solution for the region. Or of course, if you so choose, you can simply pick the one that benefits your character the most. You may read that list and think democracy is obviously the best choice, but what New Vegas does is it challenges you to understand the flaws of each, so even if you stick with democracy, you will absolutely be exposed to some inherit flaws of that system and be asked time and time again "are you sure" and you will absolutely be faced with compelling arguments against your choice. This is the game that intrigued me so much it introduced me to philosophy, because a number of characters quote real-world philosophers as inspiration for their lifestyle. It's a game where the conflicts are often based on real-world history and you can put the game down thinking "this type of conflict could actually happen." (yknow, without all the Sci-fi parts)

The first time I played this game, I had to put the game down because the weight of responsibility that was suddenly thrust upon me was too much at first. So many opportunities to make a choice you regret, and I hated that. I only came to appreciate the game once I sat down and pushed through, deciding to simply play as a loyal NCR Soldier and picking whichever option benefited them, allowing me to see the game's content from a neutral perspective as the audience. Once I saw all the game had to offer, I never turned back.

The story isn't all that's on offer either. Something New Vegas does that I've never seen any other game do right is that there's no "best" weapon in New Vegas, the best weapon is subjective. Depending on your stats, one gun could be crap and another could be amazing, but take that same gun and put it in the hands of a different character with different stats, it might perform drastically different. Any gun that reloads one bullet at a time for example demands agility, certain guns demand good luck to abuse their crit rate, and traits affecting your accuracy vs. firing speed will more or less enable or lock off your ability to use certain weapons viably.

The perks are fantastic too. What this game understands is that every new perk should feel like it's unlocking a new way to play the game. Reload speed too slow on your favorite gun? Have a perk to up reload speed significantly. Being rushed down by too many enemies? Have a perk that lets shotguns knock them on their butt when shot. Love the crafting system? There's a number of perks to unlock additional craftables depending on category. (consumables, explosives, ammo types, etc)

The crafting system is fantastic too. Almost every junk item in the game has a use, it's only a question if you want to bother carrying it to the next crafting bench or not, and it can be surprisingly fun once you opt to get involved in some of the more complex recipes.

This is also the first game where I've had no buyer's remorse with the DLCs. Every single one of them feels worth the price. They're all dramatically different in style, yet they tell an interconnected story, which is a super neat concept leaving you eager to play the next. You may find one you don't like, but that'll be it, because all of them deviate in style so dramatically.

Top it all of it's got great characters with great voice-acting. This is the game that left me puzzled that Bethesda always hires 1-2 famous actors and traditionally kills them off fairly quick. This game has soooooooo many fantastic voice actors and great names, I don't understand how they could afford it or how Bethesda CAN'T afford it for their titles. You will encounter a number of characters that grab your interest and have a story you can relate to, whether it be a character struggling to let go of their past or one that wants to help the world, but doesn't know how and needs inspiration to do so.

War. War never changes. Men do, through the roads they walk. And this road? Will change you.
Posted October 13, 2019.
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193 people found this review helpful
5
1
0.0 hrs on record
So this DLC has mixed reviews and I'd like to address why:

Seal the Deal has two parts: the Seal part and the Deal (Death Wish) part. The Seal part is a new world with 5 time pieces instead of 7. Yeah, it's a little smaller content-wise (though not map-wise), but given the price I don't find this bad. It's just something to keep in mind before you buy, otherwise you may be disappointed when you realize that you're just getting one new world and 5 new time pieces in terms of the usual Hat in Time content. I've seen comments stating the level design of the new world is awful, and I'd disagree. It can be a bit confusing to navigate at first, but luckily you really only need to navigate it yourself for one mission and one mission only; the rest you get aided in navigation or you're in a time rift or an altered world. All the same writing and endearing characters you'd expect from A Hat in Time are still present here.

Then there's the Death Wish part, wish is all challenges. I suspect this is what causes the mixed reviews, though I imagine a lot of people don't want to admit it since admitting something is hard makes you a filthy casual.

Here's the thing people need to realize about Death Wish: Death Wish isn't the Dark Souls of a Hat in Time because Death Wish absolutely puts Dark Souls to shame. Dark Souls was a "hard but fair" difficulty that drove off filthy casuals, but Death Wish can honestly feel like it's geared towards speedrunners and people that have sunk hundreds of hours into this game.

To give some examples of the difficulty in Death Wish....?

Go play the marching band level from Battle of the Birds, and when you get to the part where you turn on the Pyrotechnics, take note of how much time you have to move away from the marching band after hitting a switch. This same mission in Death wish, I once accidently did a double swing, which Hat Kid does in quick succession, and that extra swing was enough of a time sink to screw me and make the band catch me. That same band also had a bad habit of launching me to the moon, so I'd usually end up in the crowd, where I'd take more damage. Often one hit meant the run ended. I also want to stress I was typically utilizing the Time Stop hat when hitting the switches because hitting one without Time Stop felt like a 50-50 gamble if I'd be hit.

Another example is that the boss for Battle of The Birds has you fighting both of the birds simultaneously. I think most of us would assume they would code it in such a way that they split their attacks, but no, that doesn't happen. This means it's perfectly possible for both of them to be dropping multiple disco balls at the same and now you've got serious concerns about if you'll be staggered and screwed. There's also no bomb defusal, so it's a race against the clock to kill them.

When you sneak into Dead Bird Studios in level one? It's heightened security, and that's what you'd expect. That seems fair, right? Well, obviously that's TOO fair, so explosive fireworks chase you through portions of it, meaning not only are you trying to avoid being spotted, you're trying to avoid being spotted AND being blown up. This still remains one of the easier missions.

Finally, there are a number of missions where you have to collect things or perform a task on a timer. The issue here is the timer is SOOOOO tight that the logistics of the path you take will make-or-break the run. It's not about if you use expert moves like diving for extra speed boosts or utilizing the Time Stop hat to milk every second out of the timer, but rather if you go down a certain path, you're basically dooming your run because the path isn't efficient enough. One of these missions involves collecting pons in Mafia town. Ask yourself this: can you - without even looking - name the optimal path for collecting X amount of pons within a time limit in Mafia Town? I can't. I have to practice or look it up. That's the thing: some of these missions aren't even about a standard challenge where you have to outmaneuver opponents well or know how to use every tool available, but rather you basically have to sit down and study the level and figure out how to do X within a time limit.

As stated, the DLC honestly feels geared towards speedrunners. While a challenge is nice, I feel there's two problems with this:

1) The difficulty gap between the base game and Death Wish is honestly absurd. "Difficulty CURVE" is what companies aim for, and this is like you just run into a side of a cliff and look up confused, only to realize the game actually expects you to suddenly become a speedrunner.

2) Yes, difficulty is nice in a way, but this DLC honestly feels like it's demanding PERFECTION at times. Perfection is a bit different, perfection is frustrating. Perfection means there's no room to breathe, no room for errors, and if you spend the first 98% of the challenge doing everything expertly and beating the challenges with finesse and masterful movement, but the last 2% throws you off? Well peck you, you're gonna lose. Go back and do it again. That can be frustrating, because often it doesn't feel like you deserve to lose, yet you do. As I said, I could do that marching band mission without being hit once all the way up until about 5 seconds before the time piece was revealed, get hit once due to bad luck (can be as simple as Hat Kid clinging to a ledge; yes, something that simple means the Marching Band catches you), and that one hit would cascade into 4 in quick succession and my run was over. That's not exactly fun to endure.


Overall, I am recommending this on the premise that I find the Seal part to be worth the modest pricetag of the DLC, and I'm sure there's people out there that love challenges THIS unforgiving. Having said that though, I think everyone needs to realize before going in that this may be the most unforgiving difficulty I've ever seen from a game, and I would bet that the majority of players won't like this. I personally love challenges because I want to see what I'm capable of, but when this game is punishing me because only 98% of my run was clean and the last 2% had a minor error...? Yeah, even I hit a point where I'm left questioning what the hell is the value of proving to myself that I can do that last 2%? I know I can, but going through the frustration of proving it to this game isn't always a fulfilling experience and often only involves frustration.
Posted December 31, 2018.
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5 people found this review helpful
396.4 hrs on record (34.1 hrs at review time)
I bought this on sale expecting it to be bad and expecting it to be disappointing, but regardless it's a huge open world game, so even if it's sub-par it'll still entertain me longer than most games, right...? Boy, was I wrong.

The first issue to arise was Survival mode. Wanted to play it because I enjoyed hardcore mode in New Vegas, so decided to give it a shot even though the "only save when sleeping" mechanic sounds like a terrible idea for a Bethesda title. I made it one hour and thirty minutes before my character got stuck trying to reach a computer terminal they never got to, leaving me stuck there without any way of backing out. Googled solutions and was told to use the tcl console command to fix it, tried opening the console and it wouldn't go, so initially I blamed my German keyboard. Turns out though that Survival mode disables console commands. Bethesda seems so out of touch with the buginess of their own games that they've disabled console commands thinking this will stop cheaters or something, when in reality it just stops people from playing their game. Finally went to download a mod to allow me to Quicksave since I trust myself not to save scum, but upon doing so the game yelled at me for having a mod installed and told me that file would no longer unlock achievements. Is combatting cheaters THIS important, Bethesda?! Again, I think you guys are confusing "cheaters" with "people that want this piece of crap to actually work." Eventually I just restarted without survival mode.

The load times going outside into the main hub world are surprisingly long for a Bethesda title. I'm talking 20-30 seconds+ each time you go outside. I've never seen this happen in any of their other games: Morrowind, Oblivion, Fallout 3, New Vegas, Skyrim...all of them can load the main outer world in less than 5 seconds, but this game somehow can't. I have a top of the line computer too...

The controls feel very clunky and odd. Many people criticized FO3 and New Vegas for not being able to decide if it's an RPG or a first-person shooter, but I think FO4 takes that title. FO3 and New Vegas were RPGs with shooter mechanics. Enemies had predictable and basic UI; Geckos and Deathclaws you were expected to kill before they reach you or they'd do heavy damage, enemy raiders had predictable patterns where they may take cover, but they'd come out of cover when it was time to shoot at you and that was your chance to kill them. FO4 comparatively, both you and the enemy raiders will die quickly if you come out of cover. The result is you can't ever just chase the enemy down, and you must instead hit a headshot on them as they try to do the same to you from cover. This actually just results in rather tedious and extended combat than previous titles, because sometimes you simply cannot get an angle that allows for this. It's not really intense combat or skilled in any way, it's just you repeatedly trying to headshot a guy by clicking on his head, then you wait to see if the hitboxes and collision meshes feel generous today. If they don't, perhaps you get frustrated and try to run out to close the gap, and then you start bleeding hard because omg you left cover you idiot. I'm also not sure how melee is supposed to work; New Vegas understood melee would get shot at so it provided perks that increase defense while a melee weapon is in your hands or lets melee weapons knock an enemy on their butt, but Fallout 4 just...does nothing. As I said, enemies in my experience do NOT abandon cover to come hunt you down, so waiting for them to come to you so you can jump them with melee doesn't really seem viable.

And that brings me to the final and most important thing holding Fallout 4 back: the perks are terrible. I welcome anyone to go google Fallout 4's perks right now and you'll quickly notice something. Take Solar Powered for example. In FO3 and FO:NV, this was a nice perk for regenerating health while outside in the sun, and you could take it at level 20. In Fallout 4, you need 10 Endurance and you can take this perk immediately....except you can't. The first level of the perk that you can take immediately provides a rather meaningless STR and END +2 buff when you're outside in the sun, the second level gives radiation decay and can be taken at level 27. The final level can only be taken at level 50, and FINALLY you will regenerate health while outside in the sun.

This pattern continues for all perks. If you take a level of a perk...? The next level unlocks in 7, 15 or even 25 levels. What's more, the majority of the perks are simply older perks that have been gutted and split up into 3 or 5 different levels. I swear, it's like a developer had a perk quota to meet, didn't give a crap about the game or it's quality, so instead of thinking up fun new perks he just took existing ones and started splitting them up into multiple levels, often with the most interesting effects only unlocking at level 40-50. Bethesda honestly just couldn't care less about designing fun perks for the player, they just wanted to provide the illusion there's loads of new perks. Even Skyrim...if you wanted to focus all your time and effort towards Archery perks to be a beast with a bow while terrible at everything else, you could do this. Now imagine Skyrim if every time you took an Archery perk, the game made you wait 7 levels before it let you take another archery perk, and this 7 level gap would increase to a 15 level gap the higher you went, until you can FINALLY get the truly interesting stuff when you hit level 40-50. Think about that a second: the entire duration of New Vegas' level system must be achieved before you can expect to get ANY meaningful perks that give you new abilities.

If you want a character that specializes in Revolvers in this game...? It's not happening. You're gonna be able to take about 2 of the 5 levels of that revolver perk in your first 15 levels of gameplay, and the other 3 are gonna come veeeerrrrry slowly. There is absolutely no specialization in this game specifically because they've locked off all the interesting stuff for the vast majority of the game. The entire perk system seems sunk by something really really basic and avoidable here: terrible pacing. I like to feel progress when I play, I like to see my character changing and becoming better. In New Vegas I can have a character that can knock enemies down with melee by level 8, or I can get one that can paralyze with fists by level 18. I can knock people down with shotguns at level 10 or I can do huge amounts of explosive damage by level 10. But in Fallout 4...? The ability to knock enemies down with melee doesn't exist for some reason. Paralyzing with unarmed attacks is a level 46 ability (level 46!!!), you cannot knock down enemies with shotguns, and explosive damage will not reach the levels it can in New Vegas until level 22.

You will spend the MAJORITY of the game playing as a generic, forgettable character with no special abilities or perks, and only after you more or less "complete" the game and you're running out of things to do...? That's when you can finally start specializing your character.

I personally consider this terrible design, and I simply have no desire to play 50 levels worth of a clunky shooter just to be able to revisit old classic perks I can readily enjoy in New Vegas with a more reasonable playtime. The customization of characters in FO4 is single-handedly sabotaged by this system. If you're reading this review and want this game for the settlement system...? Guess what: it's limited by perks too. You must endure several levels of a clunky, reptitive shooter (go, kill, loot) before any RPG elements show their face. As I said, I personally have no patience for that, so I've already requested a refund.

Do not buy, do not give Bethesda your money, even at sale price. Sad to say, but I fully feel we just need to wait 5-8 years and Bethesda will start resembling EA.
Posted June 26, 2017.
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105 people found this review helpful
149 people found this review funny
0.1 hrs on record
I played this game years ago.

Killed capitalist pigs in the name of our glorious communist nation, got people to cry on the forums about it, saw a guildmate get swindled out of everything he owned when he discovered "the love of his life" was a man posing as a woman, saw people scream Bankai unironically , found a sweet new rap album to listen to , created a guide for mentally deficient people to help them fight mindless AI enemies, got assigned to purposefully die in the enemy base so I could scout their movements and then decided to trash talk the crap out of them while laying on the floor to see how many squads of people I could distract from the war at hand purely by angering them (spoiler alert: a lot), competed with and held my own/regularly got the upper hand vs people who spent thousands (yes thousands) on this game with better gear, exposed an Iraqi oil baby as a pathological liar, humiliated a man who spent all day in the game's world chat bragging about his English degree and his penis size (unironically bragging) by accepting his challenge to beat his guild with my ragtag team of alt characters in a joke guild and actually succeeding, used said alt guild to regularly crush the hopes and dreams of people with delusions of grandeur, taunted them about it like a jerk, fell in love with said alt guild and thoroughly enjoyed my time with it , informed people that Tunnel Snakes Rule, regularly got accused of hacking the server by launching the game's Toothbrush firework item, married a man, created an alt in honor of Best Korea's Glorious Leader and spammed worldchat with him, saw boobs posted on the official forum by a user because....no one knows why the hell she did that tbh, actually earned real tangible money on rare occassion by helping people make in-game coin, read yahoo answers sex advice questions on world chat when exceedingly bored, met a chill Israeli dude who invited me to play Team Fortress Hat Simulator with him when it went free to play, decided to play that instead when I realized I have no clue why I'm playing this game with the idiots that plague it's servers, currently have €160 worth of paints on sale on the Steam market thanks to TF2's healthy economy and am thereby regularly filling my steam wallet up enough to buy new games.


Downloaded specifically to write this review and I legitimately misread the newest expansion name as "PWI Asylum," yknow as if the devs were finally acknowledging what a nuthouse this community is.



3/10, would recommend if you like reminding yourself there's tens of thousands of social outcasts out there that are in every way inferior to you so you can feel better about yourself and remind yourself it can always get worse OR you find it outrageously fascinating to watch said individuals smash their head against a brick wall over and over and never learn a lesson about why what they're doing is stupid.

Would not recommend if you enjoy associating with people with more than 7 brain cells, you enjoy fair competitions where pay to win mentalities are not a thing, or you hate Toothbrush fireworks.

Also Tunnel Snakes still rule.

-Longiepoo <3
Posted April 19, 2016.
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