7
Products
reviewed
108
Products
in account

Recent reviews by p-man

Showing 1-7 of 7 entries
No one has rated this review as helpful yet
394.9 hrs on record (390.4 hrs at review time)
its ok i guess
Posted 26 February, 2021.
Was this review helpful? Yes No Funny Award
No one has rated this review as helpful yet
235.5 hrs on record (12.3 hrs at review time)
ive had this game for like one day already got 12 hours what the flip.
Posted 27 December, 2020.
Was this review helpful? Yes No Funny Award
No one has rated this review as helpful yet
1 person found this review funny
171.2 hrs on record (114.9 hrs at review time)
CS:GO Review
top 10 aerobatics simulators

no.1:

csgo on nuke or vertigo

your mousewheel isn't bound to jump?? ngmi; dont even bother playing. movement is everything.
Posted 15 November, 2020.
Was this review helpful? Yes No Funny Award
1 person found this review helpful
1 person found this review funny
2.4 hrs on record
if you have this high interest in aviation and enough money to spend on all the overpriced dlc you've probably come to the point where youre better off buying a real plane and getting flight lessons. this game is realistic, yes, but to the point where it's tedious. controls are a ♥♥♥♥♥♥♥♥♥♥♥. tutorials are near-useless, and even though it's the next best thing to actually flying, there is none of the thrill or kinetic satisfaction of being in the cockpit with the controls, which leaves us with a game that isn't a game. it's labour. work. a chore. and there is no reward whatsoever for playing. it is difficult, and not in the fun "challenging" way, so there will be no dopamine. it takes time to learn, so you must follow through or your time is wasted. and at the end, unlike becoming a real pilot, there is no pilots license, or position in an air force, or even any respect that comes with having such jobs. the most ive learnt from this game is that there is a good reason why planes aren't controlled with keyboards. to enjoy this you'd probably have to have a sperg-level interest in aviation where just the mere thought of being on the inside of a cockpit in the tutorial fills you with euphoria. otherwise, be prepared for an unergonomic experience.

as someone who got this game for the military aspect of it, i'd like to warn those like me that simply because there are military planes, this is not to observe as "DCS World - the game that did to air warfare what Arma has done to infantry warfare simulation, War Thunder to armoured warfare simulation, and Wargame for strategy", this is some straight up microsoft flight-simulator stuff, for those enthusiastic about flight more than military aviation. it should rather be observed as a niche game for a very specific niche of aviation enthusiast, which apparently can't fly irl, despite having the wealth and time to do so, judging by the total DLC price and the amount of hours some users have, so they resort to this.

3/10 not for me and most likely not for you either. probably for a couple thousand people in this whole wide world.
Posted 13 October, 2020.
Was this review helpful? Yes No Funny Award
2 people found this review helpful
5.1 hrs on record
Unlocked everything in 5 hrs of gamer time. Never thought my first steam game with 100% completion would be something so cheap and achieved in so little time.

Very fun if you want a more sandbox-y version of WoT/War Thunder with an anime theme, despite its limitations in the diversity of playable vehicles. You'll unlock those vehicles easily though, and devs seem to be open to new ideas.
Posted 3 April, 2020.
Was this review helpful? Yes No Funny Award
1 person found this review helpful
1 person found this review funny
25.3 hrs on record (14.2 hrs at review time)
This game is the greatest simulator of The Great War, better than all other WW1 games out there, and it's truly a masterpiece.

Weapons: Never before have I played a game with such an accurate selection and representation of weaponry, which somehow still remains balanced. The breathing function when aiming is a big deal for me, and should be the standard for all modern first person shooters. I don't know why, but I guess it increases the sense of reward when you hit someone at a long distance, because it isn't just about who has the highest mouse sensitivity and reaction time so that they can instantly lock their crosshairs on someone. Each section and team has a role selection and weaponry that's usually equal to all others, and every class has their place.

Gameplay and depiction: Really entertaining. I especially love frontlines and squad defence. In frontlines, the basic mode, you have a back-and-forth tug-of-literal-war where one side attacks and the other defends. The attacking side must take the defending side's trench. If they don't do this in time they'll be forced to retreat to their own trench as the previously defending side takes the chance to advance. If the attacking side succeeds in taking the defender's trench, usually through attrition and getting a foothold in the trench, forcing out the defender, those previously defending will make a counter-attack to take back their trench. This is the perfect way to accurately portray trench warfare without making it overly boring or straight-up removing the trench warfare accuracy and focusing purely on fast-paced dopamine-addictive action like a certain other game has done. It also explains the actual state of the stalemate on the western front and why the First World War was fought as it was fought. These human wave attacks were used, contrary to popular belief, because at that time they worked. The problem was that they worked for the enemy too. This means that unlike the common misconception that the stalemate was just the two sides meeting between two trench lines, launching their attacks, failing, retreating, the enemy doing the same, getting stuck, retreating, until it was more of a game of shooting at the other guy's trench rather than attacking. The truth is trenches were exchanged rapidly between sides, like the gameplay depicts, so even if an attack succeeded, the enemy could launch their own from a reserve trench and take the trench back, maybe even continuing the assault and taking the enemy's second trench line, but they could also be pushed back.

As for depiction, this is no work of glorification. After neutralised, especially if done so by explosions, gas, melee weapons, or getting shot near the neck, a soldier will lie down, shiver, shake, cough, and scream, fighting for their lives. It doesn't sound horrifying unless you've actually been in a situation where you've just violently dismembered a limb from an enemy soldier whilst playing as a section you don't like against a section you like, and the front goes quiet, and you're sitting there, knowing well that no matter how many times you try to put him out of his misery with the bayonet, it won't work. So you need to hear him scream and watch him suffer, until his carcass stops making noise. Granted, you can turn these functions of, but it makes the game a whole lot less realistic and would fail to teach the audience about the true horrors of perhaps the most useless war of the 20th century. I'd recommend the devs add a function that makes neutralised soldiers die after a certain amount of damage is taken, by friends, foes, or the environment.

In squad defence, you (and your teammates if you decide to play with others) defend against waves of enemy bots, and it's really fun to have custom matches of it because in this game, custom matches give you experience points and allow achievements which is a big Quality of Gameplay bonus imo. Machinegunners, NCOs, marksmen, and CQB specialists (shotgunners, submachingunners, even raiders) get their time to shine in this gamemode. It teaches both patience and haste. You must both stand your ground, and search & destroy. Teamwork is vital if playing as a team, and survival is top priority when playing alone.

Usage of bots: I have no idea why some players enjoy clowning on the bots, either describing them as "OP legal hackers" or "useless waste of programming" but I honestly think this game has the best bot usage of all time: As distraction and realism devices. So we all know that in a human wave trench assault, the majority of troops, if not all troops including officers, are cannon fodder that buy success with their lives. But in a game, nobody wants that, nobody wants to be the fella who gets mowed down by machinegun fire and artillery without getting a single kill. So? We allow players to be the machinegunners and weapons specialists that mow each other down. But what happens now is all the realism is gone and it becomes a boring multiplayer game where your K/D is about 1.25, and if there's a pro/lucky player having a good time getting a lot of kills, there's a guy on the other end of the scoreboard getting tired of being killed all the time, patting himself on the back for helping in other ways and doing some pseudomathematics like "1.5 assists = 1 kill" to make himself feel better. It's the same ♥♥♥♥♥♥♥♥. But bots, however, they get everything cooking. They storm the no man's land like the fighters of WWI did, following orders not really knowing why. They allow players to rack up a lot of kills even as the common rifleman, as well as providing a distraction, allowing the players to flank and ambush, as if they weren't different from the bots serving as average Joes except that they were extraordinarily smart infantrymen who had their own take on HQ's words. A player can even blend in with the hordes, rushing through the middle, jumping from crater to crater, dashing from tree stump to tree stump, crawling from wreck to wreck. This allows a playstyle that's unseen in most other team-based action games despite on the surface seeming like where the fighting ought to take place: Going mid. Not only that, but it puts pressure on every point of the map, forcing players who'd otherwise ignore mid because "it's only bots mindlessly storming, I'm going for the other players so I can actually affect the outcome of the game, idc about points" after they've learnt a hard lesson as an enemy player got close to their trench and tossed in a grenade, game-ending an entire squad and allowing the bots to gain foothold in the clear trench. I also forgot to mention that bots are equal to eachother, meaning that they can fend of other bots when emplaced, and will also follow your orders and regroup in your command aura that you can place as an NCO. This gives NCOs great power as they can form up platoons of bot riflemen, giving the opportunity for me to add this quote into this review:

"A bolt action rifle is a sluggish and slow-firing weapon. No matter how deadly and accurate it may be, it'd be impossible to put down suppressing fire with it. But this isn't "a bolt action rifle", this is twelve of 'em!"

Oh, and I forgot to mention, suppressing fire works in this game even if someone's taking cover. Your screen darkens, you start moving slower, your hearing abilities decrease, and if severely hit you "crouch" with a slow movement speed despite "standing" until you recover.

TL;DR: Balances realism with quality gameplay. Beautiful and historically accurate. Best multiplayer FPS. Best usage of bots. Best Great War game. Weapon selection on point. Balanced sections and fitting roles. Didn't really mention it but good maps with great layout. If you like history and you're tired of other shooters/think you're "bad" at shooters, get it.
Posted 6 October, 2019. Last edited 6 October, 2019.
Was this review helpful? Yes No Funny Award
6 people found this review helpful
20.6 hrs on record (12.7 hrs at review time)
Early Access Review
It's a very good game, even though you can have problems starting it up, especially for the first time (please note that my laptop has had 3-4 years of heavy duty service and is a compact). It is fun when you get on the road, and even after you've explored as much as you can, you can still play it for a long time more collecting money for upgrades. So it is possible to say that this is a time killer as it usually never ends or either it takes a very long time to get bored. If you think this seems boring while you play it, just remember that you just spent 3 hours choosing a route with a gas station, selling your stuff, return home, fill up your car and repeat.

Gameplay: 10/11 (Unique, only related style of gameplay is My Summer Car, that isn't even a serious game meant to be competetive in the industry)

Style: 9,5/11 (It's good. I haven't played or even known many games with Proceduraly Generated Map/Gameplay)

Soundtrack: 10,5/11 (No other game has the same kind of music, radio function is cool and unique, may bring back Krautrock or create a new Retrowave type, just like Hotline Miami did with Retrowave and Synthwave)

Overall I rate this game 10/11. Addicting and unique.
Posted 17 November, 2016.
Was this review helpful? Yes No Funny Award
Showing 1-7 of 7 entries