28
Products
reviewed
402
Products
in account

Recent reviews by MoltonMontro

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Showing 1-10 of 28 entries
2 people found this review helpful
10.2 hrs on record (5.5 hrs at review time)
Funny and most accurate YouTuber simulator game. Not a lot of content on release, but definitely enough to play around with for a bit. Best played with a full group, to maximize the chances of striking comedic gold. The more opportunities for you to bounce bits off other people, the better.
Posted 28 April.
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No one has rated this review as helpful yet
1 person found this review funny
4.2 hrs on record (4.1 hrs at review time)
This is the kind of chess game I would pitch to my friend, and he'd tell me I should never become a game dev. Jokes on him, I think he likes this cursed game.
Posted 28 April.
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5 people found this review helpful
2 people found this review funny
0.0 hrs on record
Only if it's on sale. (I did not buy this on sale.)
Posted 28 April.
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3 people found this review helpful
2 people found this review funny
35.7 hrs on record
Ugh.
Posted 28 April.
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No one has rated this review as helpful yet
329.3 hrs on record (107.9 hrs at review time)
How about a nice cup of Liber-tea!

Very buggy game. But very fun, and the progression system is quite fair/generous for a live-service game. Hopefully they'll patch the (oh so many) glitches, so that I can further spread democracy.




Given the issues the game had at launch (with PSN linking needing to be temporarily disabled)—and this information not being constantly reiterated to new/potential customers for the two months that it was disabled—it really shouldn't be enabled now. Although it was always intended to be a hard requirement, this information was not communicated well to new players.

The game shouldn't have been purchasable in any of the regions where PSN is unavailable either. It'd be silly to have to buy a game to find out that you have to refund it because it's not functional in your country.[/s]

Ideally, players who've already invested money into the game and now wouldn't be able to play because of the region issues should still be allowed to play. PSN should at least be optional for those regions, if not all players.





Alright, Sony removed this requirement entirely. https://twitter.com/PlayStation/status/1787331667616829929
Posted 19 April. Last edited 5 May.
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10 people found this review helpful
15.8 hrs on record (14.9 hrs at review time)
I've only played for the co-op experience (not the PvP "Breach" mode). It's a rather buggy, unpolished multiplayer port – but it plays as well as you'd expect from the original game, and I came into this with the expectation that it'd be janky.

Aɴᴅ ɪᴛ ɪs ᴊᴀɴᴋʏ... Some issues can be mitigated with the right server settings or knowledge, but temper your expectations.

Saving your Progress (you won't be)

There is no persistent save system during the co-op experience. Instead, save locations are replaced with "respawn points" that let you change where you respawn after dying. This means that every run starts from square one – if you want to beat the game with your friends, expect to commit a few hours. The only saving grace is that you could choose the same seed (i.e., map layout) on your "new" playthrough, but where's the fun in that?

Additionally, enemies will camp around your respawn point. If you die near your respawn point, you'll likely die shortly after respawning. You can try to quickly lead the enemies away before dying again, but other times you'll have to wait for the enemies to go elsewhere. SCP-895 and the Nine-Tailed Fox are particularly lethal if they camp you.

Gameplay Woes

While many issues can be reduced to "sometimes janky" – desync is a notable issue with SCPs like 096, 106, and 008. If you don't mind getting cheated by them every now and again, it's not a big deal. But it does mean that:

  • SCP-096 will kill everyone if anybody looks at them. Afterwards, they might phase through a wall – which is probably ideal.
  • SCP-106 will fail to be contained if the magnet hasn't be lowered on everybody's client. I recommend letting the host handle their containment procedure.
  • SCP-008 will infect anyone without proper protection equipped, regardless of where they are in the facility. If you don't have anything to prevent this, I hope you're near a respawn point.

These issues are technically avoidable if you know about them, but that doesn't make them any less annoying when going into this experience blind.

The other major woe is simply preference – there's not enough items to go around, because it doesn't scale with the number of players. I played co-op with up to 5 people, which deprived most players of any relevant items by the final stretch. Play with 2-3 people, or adjust your expectations when playing with a large group.

The Right Settings... to avoid soft-locks

Soft-locking is possible – and some of the settings make it more likely to happen.

"Jump Mode" is enabled by default, which allows players to jump. Make no mistake – this can get you stuck in places you weren't meant to be, and lets players skip entire sections they shouldn't be able to progress to yet. However, I don't recommend disabling this setting. The AI pathing is not very good, which can lead to some enemies getting unintentionally stuck in doorways. Rather than hoping they'll eventually get unstuck, it's far more reasonable to jump past them.

"Keep Items on Death" is disabled by default, which means that players will drop their items when they die. This is immersive, especially for a blind playthrough or two, but can be game-ending when certain items are no longer acquirable. E.g., if they fall out of bounds – or are lost in the pocket dimension. Nobody wants to sit around for an hour hoping for an Omni Keycard to save their run. I recommend enabling this setting, just for the peace of mind.

"Enable Intro Sequence" is enabled by default, which plays a short introduction leading up to the actual game. It's neat for the first time, but I highly recommend disabling this. You can fail the intro sequence if anybody falls behind, and if someone joins mid-game they'll get stuck in the intro area (e.g., if they crashed – or accidentally quit the game because the "Quit" button appears directly under your cursor when you die).

"No Cheats" is enabled by default, which prevents the host from using console commands. This is fine until someone gets soft-locked, falls out of bounds, is otherwise stuck... I recommend disabling this option, so that you have the ability to use console commands to free players if they do get stuck.

Unfortunately, no setting will save you from hosting a new server... and your screen is just duplicated, showing you the game twice. Your only option is to close the server, restart the game, and try again.

I'm still going to recommend the game though. It's fun – about what I'd expect from a port of SCP: Containment Breach – and still spooky with friends.
Posted 4 March. Last edited 4 March.
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8 people found this review helpful
1.5 hrs on record
This review focuses on Chapter 1 (i.e., the base game without paying for the other chapters). Understandably, the first chapter has a very small scope while it pitches its idea. Chapter 1 serves as a simple, free introduction to the basic premise of the game. Explore (and escape) the mysterious toy company with your handy GrabPack.

Although it's hard to pitch something in ~1 hour, I feel they haven't sold the premise well enough. There's no incentive to explore, and the GrabPack feels "janky" as a puzzle-solving element. For such a short experience, I was disappointed by the bugs, jank, and stuttering.

Most of the chapter consists of simple puzzles as you become familiar with the GrabPack, some optional (but hard-to-miss) lore, and safely walking to new areas. The atmosphere is alright (although never unnerving), the art style is bit inconsistent, and there's a few graphical bugs. The final puzzle—situated around a large, visual set piece—is hindered by (a chapter-wide issue of) assets very obviously spawning or despawning in front of the player. There's only one horror section, which was enjoyable enough.

The lack of exploration was disappointing. Even the optional cassettes are practically handed to you, sitting next to the VCR you slot them into. I wanted to explore, but it's clear the developers don't intend for you to look around. Invisible walls, weird collision, the ability to get soft-locked, and nothing to find. Yet, I spent more time looking for hidden content, than I actually spent playing the game. It's fine for a horror game to be linear – but I wish the game didn't lean into the "mysteriousness" of the toy company… if there's nothing for me to look for.

I want to like the GrabPack, but it's janky. Arms don't always retract, arms don't always grab stuff (this issue probably stems from the random invisible walls and weird collision), and arms can only interact with some environmental props. It doesn't necessarily feel underutilized, as it's intentionally being kept simple for an introductory chapter, but it does feel unpolished. Most of the game has an unpolished feel to it, which I think is the biggest issue it'll face.

As the game continues to release new chapters, it does look like the developers are really improving on their work. But the lessons they've learned only apply to whatever the latest chapter is. By the time the game is complete, I'm concerned this won't be a cohesive experience. It'll potentially be a $60 game with all the DLCs, with sudden graphical and gameplay changes between chapters, and a heavy use of (immediately-resolved) cliffhangers because of its episodic release structure. By the time the final chapter releases, it feels like it may be hard to justify calling it a "succinct" experience unless they remaster the previous chapters to actually be a single game of the same quality.
Posted 21 February. Last edited 21 February.
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1 person found this review helpful
588.6 hrs on record (447.3 hrs at review time)
I started playing Overwatch shortly after it released in 2016. I've been playing Overwatch 2 off-and-on when it came out in 2022.

Overwatch 2 is a fun free-to-play game. It's initial release definitely didn't live up to the hype. But it's been over a year now, and the game has definitely shaped up into a unique experience. I think these most recent seasons have shown that the developers are willing to make bigger changes, which IMO is healthy for the game.

I'm hopeful that—despite the recent layoffs at the company following the merger between ABK and Microsoft—the game will continue to make big changes, and iterate based on player feedback.
Posted 21 February.
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1 person found this review helpful
1 person found this review funny
178.5 hrs on record (9.9 hrs at review time)
Early Access Review
I hate steam pipes. I hate brackens. And spiders and coil-heads and eyeless dogs. :(
Posted 21 November, 2023. Last edited 28 November, 2023.
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2 people found this review helpful
0.0 hrs on record
Compared to the other story DLCs available for Resident Evil games, and even some of the other titles at their current price points, $10 is a fair price tag for what you get.

Separate Ways is a remake of a short, side story available on certain ports of the original Resident Evil 4. However: the story is almost entirely different, the gameplay is quite different than the original's, and there's a lot more content to play through than the original.

If the original was ~3 hours to complete, the remake hovers around ~5 hours. It lines up really well with the base game's story and timeline of events, and you get to revisit areas from the base game as well as some new sections built just for this DLC. The couple of new mechanics unique to Ada are fun and help keep it fresh if you've played through the base game recently, and the new boss fights are great. And if you're here purely for nostalgia – although it's not that faithful to the original Separate Ways, it does add some particularly-enjoyable cut content.

I've seen a complaint that some of the boss fights are bullet sponge-y, which is something I almost agreed with during my first couple attempts at some of the boss fights. But having beaten the bosses, and played through a couple of times for challenges, I think they're in a good place. The bosses have multiple phases, and on harder difficulties it gives them a lot of time to really shine and force you to learn their tricks/gimmicks/patterns.

The other big complaint people have is with the voice acting. Resident Evil's voice acting has never been phenomenal, but some people are particularly upset about Ada Wong having a new voice actor in Resident Evil 4 (and that actor's vocal performances). I disliked the voice acting initially, but a lot of it has grown on me – especially by the end of the Separate Ways remake, and during subsequent playthroughs of the base game.

There's definitely moments where Ada Wong's (or Luis Serra's, in this DLC) voice acting comes off a bit weak, but there's also moments where they really shine. Even when I still generally disliked the vocal performance, it was never a deal-breaker. The gameplay is enjoyable from start to finish.
Posted 30 September, 2023.
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Showing 1-10 of 28 entries