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Recent reviews by Omur S.

Showing 1-8 of 8 entries
16 people found this review helpful
190.4 hrs on record (122.9 hrs at review time)
Early Access Review
Now that I have completed all the currently available starting characters, I feel it's a good time to say how much I enjoy this game.

I really love the physics based combat. Each weapon/weapon type feels different and is a legitimate option. There are a lot of strategic layers in this game. From how you spend your currency, which weapon to choose, your armour, how much to train and which arena to fight in. It's all consequential and it's rewarding to reach your victory conditions.

I also found it easy to pick up and play casually, which probably explains my playtime lol

I really feel I got my money's worth out of this game and am excited to see what content is next.
Posted 22 February, 2024.
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No one has rated this review as helpful yet
32.5 hrs on record (13.6 hrs at review time)
Early Access Review
£6.49 - Well worth it mate, well worth it.
Posted 24 December, 2019.
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No one has rated this review as helpful yet
59.3 hrs on record (10.8 hrs at review time)
Excellent game, especially on sale. I can't believe that this type of banger racing game hasn't come back between now and the days of Destruction Derby.
Posted 5 July, 2019.
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2 people found this review helpful
36.2 hrs on record (18.1 hrs at review time)
Post Scriptum is a WW2 first person shooter with highly strategic and teamwork oriented style. Success relies on co-ordination from individual to individual all the way to platoon level. PS delivers a great sense of satisfaction from being able to pull together and work effectively as a team. As a new player I was a bit daunted about the level of communication required to be a useful member of your squad; afraid of saying something stupid, repeating something or not using the right terminology. In my experience however the players I've played with have been patient and helpful with me getting to grips with the strategy and mechanics.

The combat and the effects visually and audibly of the weapons and equipment in this game are incredibly well presented. I love the flash of high velocity tank rounds, the whining sound of a Stuka dive bomber. Being heavily suppressed is a paralysing experience, a very immersive sensory bombardment. However, this leads me on to my one criticism of the game the optimisation.

I have a good rig, 8gb R390x GPU, I7-8700k, 16GB DDR4 RAM and an SSD. I've had to slam my graphical settings right down to maintain 60~80fps on this game. I tell you, the game doesn't look good at these settings. It's my only gripe, knowing how good it can look on relatively similar standard machines on Youtube. I suspect the issue is probably with my AMD gpu, still it should be more than powerful enough to run the game well at high settings. Another point would be to have an SSD, I'm not sure how it would perform on a newish HDD, but on my older one it took me 3-5 mins to join a game.

With that in mind the game is still stable enough to play and enjoy. Optimisation is a serious issue for PS and I think it could keep a lot of people away from the game, however it is a good fun and really engaging. It's nice to have an FPS where you can find more ways to succeed and enjoy the game than killing a load of people (although that is still a good way to have fun), by working your role well and being involved in a big coordinated effort. Its definitely worth picking up if you want a refreshingly strategic FPS and don't have AMD parts.
Posted 18 March, 2019.
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No one has rated this review as helpful yet
1.0 hrs on record (0.7 hrs at review time)
Oddly addictive.
Posted 27 February, 2019.
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No one has rated this review as helpful yet
61.7 hrs on record (8.9 hrs at review time)
So I picked up Superflight on a 50% off sale at £1.04, and I have to admit in retrospect I would have paid the full price for it. Superflight is very good fun. In essence the concept is simple, you glide through procedurally generated mountain-like structures, building points combos and high scores by skimming close to walls and darting through the erratic formations. The experience is rather reminicent of the old Tony Hawk's Pro Skater games, in its intense fast paced play and gratifying scoring system. Which makes it rather addictive, in challenging yourself to get higher and higher scores on a single map, or like me playing for three hours solid to beat my friend's high score.

The structure of the game is highly compelling, however what drew my initial interest was it's elegant presentation.
It's collosal labyrinthine structures cloaked in mist, bring to mind the visual style of games like Shadow of the Collosus and ICO, albeit far more simplified but with the same sense of elusiveness in it's world. Another element the game presents very well is a sense of speed and gathering momentum, which is a surprisingly immersive element. Considering the character model is visually primitive, the game's presentation of rapidly gaining momentum does a lot in putting you in his little voxel shoes. It combinds to give the player another reason to enjoy the game entirely, one a world away from high scores and combos. You can play in 'Zen' mode, gliding through the mystical landscapes without scoring, a very relaxing and liberating alternate of play. Superflight, in this respect is a great example of how a scoring system completely changes your experience of a game.

On a final note I'd like to point out the accessability of this game; in its price (£2.04), which I feel is more than reasonable, it's not demanding on your hardware, I've had no performance issues at all and playing it is easy to grasp, and the game does a good job of letting you measure your progression in skill.

I really highly recommend Superflight, it is incredibly inexpensive and captures fun mechanics within a subtly beautiful representation. I feel like this game could have a highly successful sequal, with say a replay feature, avatar customisation, more fleshed out multiplayer mechanics. Like following a ghost of another player from a previous run. Maybe even co-op? Although, I am not a game-designer so I do not know how plausible that would be. None the less, the game is very satisfying as it is and the developers deserve every credit for not only producing it but keeping it as accessable as possible. I'll keep an eye on them as they seem to be very talented game designers.
Posted 8 March, 2018. Last edited 8 March, 2018.
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5 people found this review helpful
74.9 hrs on record (10.4 hrs at review time)
So I play worms hotseat local multiplayer with my friends, and I bought this game on sale for £7.99 (or there abouts). This means I don't feel I can comment on the state of the multiplayer features or even the single player campaign. The game was also significantly discounted and I wouldn't have paid full price (£19.99) considering I really only play it with friends. Anyway, my initial impressions are that the crafting and vechicle turret mechanics are fun and probably fit the game better than previous deviations in the worms formula.
The crafting is simple enough to pick up quickly. It makes what you do with your inventory a lot more interesting, sacrificing a powerful weapon to give you just enough resources to make a concrete donkey for example. The vehicles and turrets are pretty fun too, although the mech suit seems over powered.
On the hole, the way they experimented with the mechanics in WMD are a lot more fun than say the 3D itterations or the 2 1/2D Clan Wars. 3D made using basic weapons such as the bazooka or grenade difficult to use because you'd have a hard time judging range. While the mechanics of Clan Wars were not obfuscating to basic gameplay, neither the 'dynamic water' or worm classes were really implemented well. Dynamic water in my experience got over used and the classes didn't really change gameplay that much. With the science worm being almost irrelevant. WMD on the otherhand refreshes the experience of playing worms, with mechanics which add to the basic gameplay, not re-invent them. Crafting is not great leap from having an inventory mechanic, therefore its inclusion doesn't seem ham-fisted like previous attempts at change.
The backgrounds are also once again pretty, unlike Clan Wars, where in certain themes it was difficult to distinguish backround and foregroud. Also there are plenty more themes. Some good workshop stuff to customize worms , although lack of any soundbanks is dissapointing. The default ones are okay, but there's nothing like having your worms shout Macho Man Randy Savage quotes. Its also possible to have more than four full teams on WMD which for me and my friends is a really handy.
So overall my impression is the game is good, the mechanics are solid, and the game returns to aesthetic that actually works for it. Especially considering I didn't pay even half price for this and for what I get out of it as a casual player, I'd say its worth it. I'd certainly not pay full price, and from what I've read from those who do play multiplayer, the community is pretty dead. Still its a really fun local multiplayer game, and if you wait for a sale I don't think you'll be dissapointed with your purchace.
Posted 26 October, 2017.
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2 people found this review helpful
3,497.7 hrs on record (106.2 hrs at review time)
Early Access Review
The gameplay in PUBG is excellent. At the core of this is the combat, which can happen over distances like 500m or in confined house to house battles. Both of which are incredibly exciting and tense, it's versitility means that as a player you can have an incredibly different set of combat experiences from game to game. Coupled with this really well represented, high adrenalin combat is this distinct strategic element. It starts the moment you spawn in the plane, "where do I go? Close to the plane or far? To a High risk high reward location or an isolated compound?" The gunplay is highly tactical as well. More than in just positioning and cover, trying to anticipate what other players might do is a big part of winning a fight. Another point about strategy or perhaps 'meta' is how functional the sound design is. Essentially what you often don't or can't see, you hear.
Sound plays an important role in understanding what's around you. The most obvious examples of this being footsteps, which can alert you to enemies in your immediate surroundings. Gunshots as well, on top of it being easy to pinpoint the direction of a gunshot and even possibly whether or not it was fired from a house. After some time you also get comfortable with the sound of different calibres and can identify the sound of different guns with relative accuracy. Its an incredibly immersive mechanic; from a convincing aesthetic standpoint as much as it is a practical tool for the player.
By the late game, the play circle is tiny as small as the area of a house, and the tension is palpable. You versus the last competitors of a hundred players, it is intimate, personal and tactical. With the slightest mistake resulting in death. All in pursuit of the chicken dinner.
PUBG achieves an incredible balance between action packed gameplay with a whole range of different ways to play and win, which makes it really hard to stop playing. Excellently designed game mechanics from the basic objectives of the game such as the circle drawing players into confrontation. To the excellent sound design which has you listening so carefully to your surroundings, as if you are actually there and your life depended on it. I cannot more whole heartedly reccomend it. Just a few performance and server issues to iron out and this will be popular for a decade.
Posted 5 June, 2017.
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Showing 1-8 of 8 entries