5
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reviewed
376
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Recent reviews by Lava

Showing 1-5 of 5 entries
1 person found this review helpful
0.5 hrs on record
Video is roughly DVD quality (480p), upscaled to 1080 so it "looks" HD to Steam's video processors. It's really about the size and quality of the uploaded thumbnails, and selecting 720 or 1080 doesn't fix that. While I can't fault the publisher for not having an HD version of something made over 25 years ago, which realistically may not exist, they should be more clear about that. Especially for the steep price they're asking.

Audio track is English dub only, but NOT the version from Toonami, which you may remember. Characters are referred to by their original Japanese names, e.g. "Usagi" instead of "Serena". No subtitles, and no other tracks. OP theme song not the English version, but the original Japanese. Final episode doesn't even have the insert song in the fight scene - Japanese OR English.

Price is insane, $3 per episode, and it never goes on sale for more than 30% off. I know it SAYS 59%, but that's just adding in the always-present bundle discount. Each season is also split in two, so it's actually twice as expensive as it looks up front. Total price in USD (on sale):
Season 1: $28.29 + $28.29 = $56.58
Season 2: $27.94 + $28.14 = $56.08
Season 3: $28.50 + $28.50 = $57.00
Sailor Moon R Movie: $9.09
Total: $178.75 with movie, or $169.66 without. And this is just the sale price - for a DVD quality online-only version of a series from over 25 years ago.

Overall, not worth it. Especially if you want this for nostalgic reasons. If they ever put it on sale for like $0.50 per episode or something, consider buying, but otherwise just buy some of the other Crunchyroll series on sale and find an old DVD copy of Sailor Moon from a convention dealer or something. It's a waste of money on Steam.
Posted December 24, 2018. Last edited December 24, 2018.
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36 people found this review helpful
1 person found this review funny
0.0 hrs on record
Don't buy until you're sure you want to start playing right away. New players get this for free with the base game, but existing players have to pay $35 for it - except you have to buy "Crowns" (in-game currency for microtransactions) first and use those to buy it in Bethesda's own store, not in Steam. No, it's not a mistake that this DLC has no "Buy" button; that's specifically to ensure you buy it on Bethesda's own terms.

I bought the Tamriel Unlimited Imperial Edition of the game shortly after it came out, and I paid a substantial price for it partly to support the game moving away from a subscription pricing model. But now newer players get for free (with a $10-20 initial purchase) what would cost me an additional $35 on top of that, and within their own store even. I guess I should have learned from the Skyrim DLC prices since I pre-ordered back then as well.

If you're in a similar situation to me, and wondering how to get Morrowind from Steam, if it's even possible, there's still one way for now, there's one more option. The only remaining way to get it in Steam is with the overpriced Elder Scrolls Online Collection bundle here: https://store.steampowered.com/sub/249961 Wait for a sale, and make sure you don't have the Summerset DLC yet. Worked for me, at a steep price.
Posted November 23, 2018.
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1 person found this review helpful
27.2 hrs on record
This is a really fun and addictive turn-based strategy game in a fantasy setting, with both single-player and multiplayer. I was looking forward to its release in Steam for well over a year.

The game is pretty straightforward for beginners, and has an excellent built-in tutorial, but can get a lot more complicated in the advanced difficulty settings with new mechanics if you get bored. Gameplay is forgiving of mistakes made early on, but you can always go back a few turns (or levels) if things go badly. Each campaign, comes with its own story and lore, sometimes even hidden secrets to uncover.

What sets Battle for Wesnoth apart from the hoarde of other F2P games in Steam?
- Absolutely free, developed by hobbyists for no profit (game is open source).
- No microtransactions, loot boxes, or online purchases
- No DLC, "premium" status, paid mods or any other kind of hidden expense
- Actively developed NON-PROFIT since 2005
- Official and community-run servers and mods
- Fully functional on just about any platform
- Community-created add-ons with additional story content free of charge
Posted May 1, 2018. Last edited November 21, 2018.
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13 people found this review helpful
5.5 hrs on record
This is honestly one of the better CGDCT and comedies in anime.

The story follows about 2 angels and 2 demons sent to Earth as high school students in disguise to learn more about human kind. The angels are expected to bring good deeds and fortune to the world, while demons are expected to bring misdeeds and despair. None really succeeds at those goals, but you get to watch their ridiculous school lives unfold as the angels and demons bicker with one another like school children. It sounds cheesy, but it's really well executed.

If you're a casual anime fan who likes light-hearted adult humor, you will not regret purchasing this. If you're looking for something dark, action-packed, or just really hate slice, cute things, or memes, this is not the series for you.
Posted August 2, 2017. Last edited August 2, 2017.
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4 people found this review helpful
1,364.6 hrs on record
UPDATE for Module 6 and beyond (as of mod 10):

So in my earlier review I criticized this game for being buggy, and its aggressive pay-to-win model. A lot has changed since then, but with microtransactions the game has only gotten worse. Note that the majority of my time in the game has been outside Steam. I have a ~3k item level Devoted Cleric, healer build.

Pros:

Beautiful music and scenery in most levels. Much of the game has a sort of dice-rolling feel similar to what you'd expect from the tabletop D&D it's based on, especially once you start delving into the finer details of combat mechanics.

Free-to-play, though technically only free in that cash payments can be substituted with month-long consecutive time sinks (with daily and weekly caps).

Although much of the community remains toxic, there are guilds and groups of people often willing to help out another player. Dungeons (5-player) and epic trials (10-25 players) more and more require teamwork and coordination to win, and cannot be solo'd.

The community used to be worse when loot rolls were used for item drops, where votekicking during boss fights was commonplace, but drama-prone loot rolls have been all but replaced with per-player item drops (bound to account to prevent selling it).

Cons:

The game is extremely and aggressively pay 2 win. If you die, you will have a 15-second timer held in your face, offering to quickly pay real-world money in order to resurrect yourself (using scroll of life). But that's of course optional, and you can ultimately advance through the game without ever buying it. The true nature of this game's pay-to-win mechanic peeks out of hiding at level 60, then appears again at level 70.

Once you're at level 70 (read below) your item level - the arbitrary developer-assigned overall assessment of the gear you have - is what determines which dungeons you may enter, and who will be willing to play with you. There are ways to make your character stronger, but increasing the item level is always increasingly expensive because it's biased towards enchantments and armor enhancements instead of gear itself. Potions, buffs, and companion stats (including augments) don't count, and as of mod 6, boons no longer count either.

Changes from Module 6:

At mod 6, the level cap was increased from 60 to 70. All content as of level 70 was designed to make previous gear obsolete. Additionally, all set bonuses from level-60 gear have been removed to "balance" the game and ensure all veteran players must invest in their characters again. Enchantment caps were increased from 10 to 12, and artifact ranks from 100/legendary to 140/mythic. The "gear score" stat was removed and replaced with "item level", where each item has an arbitrary number listed, independent of its stats. Item level is weighted heavily towards artifacts and enchantments, and less representative of overall strength than of money spent on the game. Max item level is roughly 4200, advanced end-game players sitting between 3000-4000, most players sitting between 2000-2500, barriers to entering dungeons generally around 1600-2000 depending on which one, and around 2600 to have a practical shot at surviving them.

Many of the old dungeons end-game players were familiar with, and often used to farm astral diamonds from, have been permanently retired. Castle Never, Lair of the Mad Dragon, Spellplague Caverns, Dread Vault, Throne of Idris, and most of Gantlegrym have been removed. Castle Never was later re-designed to be completely different, with different bosses, shorter, and completely different rewards, while Cryptic has declared the old Castle Never is gone for good. Lair of Lostmauth and Valindra's Tower were converted into Tier 1 dungeons. Aside from re-working Castle Never, no new dungeons were added to compensate for the loss at this time, but a new Fangbreaker Island has been added in mod 10, with extremely strict gear score requirements (3100) and only gear obtained from mod 10 (available for real-world money in Zen store) counts.

The need/greed/pass loot roll mechanic still exists, but has been removed from most loot dropped by bosses. Anything picked up from bosses, however, is bound to account on pickup, preventing players from selling items in the auction house as was common in Castle Never prior to mod 6. On the bright side, votekicks are MUCH rarer in dungeons or boss fights, although the anonymous votekick mechanic has not been changed. Instead of dungeon delves, there are daily keys to chests, a mechanic to buy additional keys for astral diamonds, and free extra keys (along with 1 daily lockbox key) provided VIP-subscription players.

In order to combat the [s]players using items as a currency[/s] botting, many items once used as currency are now bound on pickup. All enchanted lockbox keys are bound to account. Wards are also bound on pickup, except when purchased from the Zen store for $10 USD each, and have been removed from the trade bar store. The daily astral diamond refining cap has increased to 32k per character, and tasks awarding astral diamonds have been reworked to provide more.

What to expect:

Level 1-60:

You select from (as of writing) 8 premade classes and a handful of races and mixed races (more if you buy premium packs) to build your character, with some customization. Almost every item is tied to 1 specific class, and once you pick that class, you're locked into a fairly pre-determined playstyle. The decisions you make here are crucial.

Once your character is created, you spawn in a sort of newbie-void where you're forced along a linear path designed to teach you the basic mechanics for your class, then at level 4 or 5 you're cut loose to grind through quests for experience/gold at your own pace... sort of. From here on, quests are still fairly linear, and areas you visit are level-restricted; you can visit most of them anyway, but with the understanding that enemies in the area will dominate you. As you progress through quests, you are sent to other areas

Level 60:

A player can realistically advance up to level 60 within a week or less. The content is linear, sometimes slightly repetitive - kill X monster Y times or run into cave and defeat boss - but takes you to brand new areas roughly every couple levels. Early on, it appears your level is the end-all-be-all of how strong you are. That lasts until level 60.

Once you hit level 60, the progress to advance another level becomes exponentially higher. You could spend 3-7 days grinding to level 60, then perhaps a week or two for each level after that until you reach 70. Module 6 increased the level cap from 60 to 70, and introduced the Elemental Evil campaign, which caries very little content. Most other content is off limits until you reach level 70, but you can now pay $50 USD to buy a fresh character at level 70 and skip all this.

Level 70:

Everything you've done up until this point has revolved around your level. At level 70, you will learn all of that was a facade, like a demo, and the real advancement in the game revolves around your item level. In order to advance your item level, you will need to grind for months at a time, on a daily basis, or spend real-world money on enchantments. Enchantments are complicated to explain, so I'd recommend these below wiki links, but ultimately are designed to be extremely expensive. A single enchantment at rank 12 costs approximately $80 USD on the aftermarket, of which you have about 18 slots. Artifacts are in the same ballpark, for which you have 4 slots. Coalescent wards (available for $10 each in zen store) and Preservation wards ($1 for pack of 10) are designed to act as a paywall, where many enchantments have a 1-5% chance of advancing ranks, where a failed upgrade will discard all the materials used to create the enchantment (much more than the ward). For some, this is 1% each rank from 7 until 12.
Posted February 12, 2014. Last edited November 28, 2016.
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Showing 1-5 of 5 entries