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There's.. a lot to say about this game.

Some good, some bad, some in the middle. What this review entails is a lot of my thoughts, some less refined than others so I hope this review isn't your only input about this game. What I can be for certain is that it has shown the capability to tap into the potential of the developers and the community with mixed results and promises for even better results for those who enjoy it.

Arrowhead Game Studios has a great concept here, and from what I've learned about their company I'm sure they're capable of refining the game mechanics and ironing out the bugs which breached into the code (Look at me Mom, I'm making puns!). Every critique I list here is one that can be fixed and refined to perfection, and I wouldn't say any of it if I didn't think they could address it over time for this to be a promising live service game.

Performance
The fact that I can enjoy this game on an older processor (with turned down graphics of course) has been reassuring, for that they get a strong thumbs up. I'm sure they'll find ways to optimize it further and maybe even implement DLSS/FSR to give more options for those with under-powered systems to enjoy high frame rates. That being said, if you have a newer system than mine (i7-7700k with RTX 2070), you're bound to be able to play this game without much trouble. They do give a lot of options for refining things, and between the explanations provided on the options menu about CPU/GPU impact and the guides available from the community online, you'll be able to dial in settings that don't degrade the visual appeal too much while still having decent performance. They designed this to run on a PS5, so there is no doubt that you'll be able to play it like I have. If you have hardware similar to mine, for the time being 3rd party performance tuners like Process Lasso are your friend. Look up some guides, learn about it, and you'll be able to dive with your friends in no time.

Game Mechanics
The game mechanics are above expectations, but by a thin hair. There's some obvious balancing that needs to be done.
Here's the important part though: Arrowhead Game Studios knows about it and are paying attention.

The CEO stepped down from their position in order to be more involved with that process, and that is a strong sign that this game has potential to turn itself around with that decision alone.

Side Note: The latest mission is to be desired, it feels like some of the mechanics aren't necessarily scaling off the difficulty or are just too overpowered given how the game calculates damage for there to be enough fun for me to not feel that the community assignment is anything more than that, an assignment.

Implementation
The net code needs to be overhauled, it's currently one of the main things that is holding this game back from being enjoyable 100% of the time. In a game where your success depends on you having players present, and the session decides to crash on one client, disconnect another one back to the ship, and then the remaining two players be sent into their own sessions SOLO, and no one is able to rejoin, is a strong indicator that the fallbacks in play need to be fixed and additional fallbacks put in place. If an online session fails, players shouldn't be penalized for it. If anything, there should be an option for the "host" to cancel/pause the mission and allow players restart the mission once they have reconnected if not resume the session at the point where the failure happened.

Social
Honestly, there needs to be some mechanics implemented that encourage communication among players. In a team-based game communication is everything and a lot of the time I will be lucky if I get in a public lobby that actually uses text chat, callouts/pings, or voice comms. I understand not everyone likes talking with strangers, and many have their reasons, but it is too prevalent in a team-based game that doesn't scale well off of player count to not implement some mechanic beyond me clicking "block" on teammates that refuse to communicate and even grief my session because they're bored.

Difficulty
Despite my remarks earlier, difficulty in this game is one thing that they have better refined. There's still some desire here and there for refinement to scale better off of player count, but I respect the challenge that Arrowhead Game Studios has made for its players. Furthermore, I don't feel discouraged from improving. This is thanks in large part to the community, but that couldn't be there unless the mechanics themselves were present to encourage players to improve their skills.

Monetization
It's a $40 base price game that has a battle pass that doesn't expire and allows you to accrue the "premium" currency in game by just playing and exploring the map. A lot of the equipment you get in the base battle pass that's already unlocked is sufficient for most play styles. PAY ATTENTION OTHER COMPANIES THIS IS THE RIGHT DIRECTION.
Honestly, I bought the game at the base price and I'm inclined to chip in a little more for the supporters upgrade ("Super Citizen"), but I'm not at the tipping point of justifying it just yet. I want to see how these next set of updates pan out before I can justify further support. That's my personal take on it... and honestly it along with a lot of what I've said here is stream of consciousness, so take that for what you will.

Overall
Helldivers 2 is a promising new release that I have enjoyed playing with my friends. It has some edges that need to be polished, but if I didn't think there was promise in that happening, I wouldn't have bought the game. Now that we're here, I can only hope that my bet pays off. Worst comes to worst, I can let it sit and cook for a bit while I play my F2P games and then come back to it when I think it's had enough time to develop. But as of right now I'm actively playing it and experiencing every aspect, upsides and downsides, and still having fun. If you have friends that play it, and it fits into your budget, and you're willing to be a bit patient while they polish and optimize, I believe it's a strong contender that I hope in the coming months will be even better than what it is now.
Publicada el 31 de mayo. Última edición: 31 de mayo.
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