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A 1 persona le pareció útil esta reseña
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53.2 h registradas (29.2 h cuando escribió la reseña)
Reseña de acceso anticipado
I've reworked my once negative review into a positive one after seeing how much the first megapatch has improved upon the game.


Selaco - The Good, the Bad, the Ugly

The Good

  • Beautiful looking retro graphics, extremely detailed levels as well as an interesting Sci-Fi aesthetic
  • Impactful gunplay with decent movement options (sliding, dashing) and over the top gore effects. It's very satisfying to watch enemies explode into a piñata of blood & dismembered body parts
  • Gameplay feels very similar to Brutal Doom/Project Brutality (Classic Doom Mods), which by all means is a phenomenal thing to say about Selaco
  • Nice gameplay variety which is achieved by rotating through fast-paced combat encounters as well as slow-paced puzzle & exploration segments
  • A cool & varied weapons arsenal, which is being complemented by interesting gadgets such as grenades, mines and turrets
  • Many collectibles & secrets have been placed throughout the maps, making any attentive player feel rewarded for their exploration efforts
  • Multiple mini-games (i.e. an Arcade Shmup or Cookie clicker clone) can be played inside Selaco, which is something that I adore to have in any video game
  • Metroid-vania styled backtracking, where you can unlock certain doors that you've spotted earlier in the playthrough and remembered to return to them
  • Interesting world building, you feel motivated to continue so that you can learn more about the world and what happened to it
  • Lots of configuration options, from accessibility features & HUD settings to difficulty options & mutators
  • Extremely cool secret area called Starlight, which despite being optional, is really rich in content and rewards
  • Cute little Vac-Bot mascot, who can even support you in fights (I won't spoil how!)
  • I am VERY much looking forward to Selaco's NPC v.s. NPC gameplay which has been announced for Chapter 2

The Bad

Getting your health & armor chipped away

I've just completed my first playthrough, playing on Admiral difficulty with the mutators "Hardcore Mode" and "Item scarcity" enabled, as well as disabling most HUD elements/gameplay aids, and while I absolutely love the brutal challenge and tactical playstyle that it comes with, there is one thing that I'm not particularly fond of - and that would be regularly taking tiny amounts of damage. How?

  • Once you're engaged in combat, enemies are aware of your location at all times
  • Enemies can turn around 180 degrees instantly, which paired with the point mentioned above makes it almost impossible to sneak up on or rush enemies from behind
  • If you enter an enemy's line of sight, they'll start shooting you in a fraction of a second (Especially Enforcers being buffed by a squad leader)
  • All of these points will be amplified if you're fighting a group of people, because now you have multiple enemies shooting you in an instant after entering their line of sight

The behaviour of enemies described in the list above will lead to you regularly loosing tiny amounts of health/armor when fighting, especially if getting ambushed (which make up a good portion of all combat enocunters), i.e. when the ceiling breaks without a warning, revealing a combat drone who will start shooting you in a fraction of a second. It doesn't matter how good your reflexes are, you'll need a second to register what is happening, and at that point you've already taken damage. Also some enemies are very flinch-resistant, while others use weapons with extremely wide shot patterns or projectile sizes, which further nerfs movement based combat and instead heavily encourages peeking & utilizing choke points.

Hardcore Mode

I actually enjoy most of the features of Hardcore Mode, and also love the premise of having meaningful & balanced saving restrictions, though when it comes to the latter part, I think that there is some room to grow for Selaco. What I don't like about the current implementation:

  • It's not particularly well-suited for a first-time experience, despite this hint being absent from the mutator's description. There are segments in the campaign where credits for saving are very hard to come-by, and while a returning player might be able to adjust accordingly, a first-time player simply has no way of knowing that
  • This point is an extension of the first point: The current system in place gives you no information about when it is wise to save at all. Sometimes you'll save after beating a few challenging combat encounters in a row, only to find out that the next 15 minutes of gameplay will mainly consist of exploration, puzzle-solving and collecting items. Have fun doing all of that only to die before being able to save again

Decreasing the credit cost of saving in the first megapatch was a good start, but personally I think that the saving restrictions are missing some form of globally tracked discount, which is getting dynamically calculated by the amount of combat encounters, map/story exploration and secret collecting that the player has done. (It could go from 400 to 200 i.e.) This system would not only give the player a better feeling of control over how often he/she is allowed to save, but also help with preventing first-time players from loosing extended periods of map/story exploration & puzzle-solving progress.

The Ugly

Trial & error segments

This critique mostly affects Hardcore Mode, since being able to save & load anytime you want pretty much nullifies the negative effects of trial & error entirely. But if you actually are playing with saving restrictions, then the campaign has certain segments (especially in Starlight) where you're going to be ambushed by crawlers (little suicide bombs) and or saw drones (manhacks from Half-Life) with them basically spawning in your face - and while I can appreciate the jump scare factor, I don't think that it's actually fun how this can lead to you taking lots of unnecessary damage or even dying while doing the lengthy, non-savable Starlight segments.

Questionable feedback culture

The other thing I'm going to put into this category is the questionable feedback culture surrounding this game. I've noticed that almost all negative reviews, no matter how much valid or well-articulated feedback they contain, are always getting spammed with "Jester" steam awards or 200 IQ comments such as "Skill issue". This kind of hostility towards constructive criticism and important player input strikes me as very odd for an Early Access title.

Also one of the devs seemingly is reading through every negative review, sometimes putting snarky comments on them, like that one time where he responded to a player with a visual impairment who criticized the game for a perceived lack of visual clearance: "Smoke and Particles can be decreased in the Graphics menu. They exist for a reason :P" There probably was no intention of bad blood, but personally I have to say that this dev's phrasing at times doesn't strike me as particularly considerate.

Conclusion

Selaco is offering tons of things to love, and I enjoyed playing through the game a lot, but at the same time I can't help but notice how sometimes the bad parts can unnecessarily downgrade the playing experience, too. I would be very happy if the game's developers kept listening to the feedback given by players, and would flesh out all of Selaco's shortcomings on the road to the 1.0 release in the future.
Publicada el 23 de junio. Última edición: 7 de julio.
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Un desarrollador ha respondido el 23 JUN a las 17:38 (ver respuesta)
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After having played the coop campaign for 12 hours, I can already tell that I don't like this game, and I never will in its current state. The unlimited and instant respawns are a huge problem in my eyes. I mean, just think about what this actually means for the gameplay balance: There are absolutely zero stakes involved when playing the campain with other players.

You don't have to strategize or come up with creative micro-plans, there is no need to communicate or participate in actual teamplay, there is no fear of dying or the possibility of going through memorable close calls, and there is no sign of intense combat to be found. Why would there? Just go in guns blazing, die recklessly, and respawn besides one of your coop mates a few seconds later - with the exact same weapons, ammo count, grenades and equipment (!) as before the death. In my opinion this leads to a really soulless gameplay loop, which hardly qualifies as the name-giving "cooperative" play.

If only there was a way around this dilemma? Oh wait, there actually is. It's called the Iron Skull feature, and it has been an recurring and iconic part of the franchise ever since its introduction in Halo 2. Surely would've been great if Halo Infinite did not remove something that was a core part of Halo's identity since 2004. But what did I expect, after witnessing their decision to initially launch this installment without coop play in place.

Sadly there are other glaring issues with the game, too, including but not limited to:
- There is no system in place to spawn more enemies or scale enemy strength according to the coop player count
- Marines are NOT able to enter anyone's vehicles besides the one from the host
- The Marine AI is somehow worse than in Halo 1. They get stuck on the terrain easily, will take a long time to react to you approaching with a warthog, or throw themselves on the ground repeatedly with no good reason (Being stationary in a tank near them)
- Desync issues, which will lead to players randomly teleporting around the open world at sporadic intervals
- Bugs, such as Easter eggs not triggering in coop play, or party members not being able to spend their Spartan Cores for upgrades due to UI glitches

If you and your friends are yearning for a nostalgic trip down memory lane, then do yourself a favour and play through Halo 1, 2, 3, ODST, Reach and even Halo 4 instead. It's all there in the Master Chief Collection, and it's still a really great experience, regardless of whether you play solo, cooperatively or against other players in multiplayer.

All of the timeless classics mentioned above for 39,99 bucks, or this half-baked disappointment for 59,99 bucks. You decide.
Publicada el 11 de octubre de 2023.
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Nadie ha calificado esta reseña como útil todavía
211.3 h registradas (196.7 h cuando escribió la reseña)
Sadly, I can no longer recommend this game anymore because of technical issues both related to the Mimicry update as well as Windows 11.

For one, I can no longer use my regular microphone in the game, because the audio transmission is ending up quite and with electronical noise. My mic sounds normal in all other applications, and I have found other people on Reddit being affected by this same issue only in SCP:SL, and only in the newest game update.

Second, I am being plagued by desync issues since the 12.0 update, and these are truly preventing me from enjoying the game at all. In one second, I'm playing the game like usual, in the other second all my teammates are frozen in place and completely silent, I can no longer interact with my equipment or doors, and my ping counter stays at the last displayed value indefinitely. I'm ending up out of sync with no error message whatsoever.

Third, the game isn't supporting the newest Windows version in any shape or form. Windows 11 is completely absent from the system requirements section, and also the game developers are strictly excluding Windows 11 users from their tech support system. Quote from their Discord server: "As well, we do not offer support for [...] Windows 11 users (unsupported by our version of unity)"

All in all, I am extremely dissappointed in the technical side of SCP: Secret Laboratorys latest major update.
Publicada el 19 de febrero de 2023. Última edición: 19 de febrero de 2023.
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1 persona encontró divertida esta reseña
18.6 h registradas
One of the best horror games that I've ever experienced. Impactful gunplay, tight resource management, a really unique scandinavian city setting paired with a top notch melancholic soundtrack. But what really sets this game apart is its isolated atmosphere.

At all times in the game the city in the distance looks like life is just going on as usual there. Every location you visit feels like it has been abandoned just a few hours prior to your arrival. Again and again you're getting glimpses of normality still being present in the world, but the horrific monsters and anomalies keep sucking you back into a desolate world of hostility and despair.

10/10 depression simulator, would subject myself to this rollercoaster of emotions anytime again.
Publicada el 14 de agosto de 2022.
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10.5 h registradas
Reseña de acceso anticipado
Great concept and nice gunplay, but the mod still has a lot of room to grow. Softlocks and crashes are omnipresent, and I'm not really a big fan of the developers recent distancing from the original core idea of the mod - which from my understanding always had been squad gameplay. The novelty of commanding a highly trained mobile task force unit and handling an ongoing containment breach professionally.

Instead they've "hidden" the squad gameplay away behind a "Classic Mode". Meanwhile in the standard campaign your squad members get snatched by Radical Larry in the first few minutes of the game. As if they were some clueless D-Boys. After that you get to play SCP: Containment Breach, just with weapons and a slightly different progression order.
Publicada el 13 de agosto de 2022. Última edición: 17 de agosto de 2022.
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8.9 h registradas
Being able to experience SCP: CB together with friends is a really novel and entertaining concept, and I appreciate the effort that the developers put into realizing this mod. Yet due to countless issues we've experienced during our playthrough, I can't recommend the mod in its current sate.

The first big problem we ran into is our save file becoming unusable due to a minor christams update getting rolled out. (There is no way to downgrade the game version) So you better play through the game in one sitting, or else you risk a random update rendering your save file useless.

The second big problem we encountered was the spawning system. Players who join the server always get spawned in front of SCP-173's containment chamber, while only the host gets spawned into the correct save monitor location. This leads to a lot of pointless walking around as well as potential soft-locking scenarios.

The third big problem with this mod are the bugs, and there are countless. SCPs getting teleported into your room, instakilling you from nowhere. Larry walking straight through a tesla gate without being harmed. Items vanishing from your inventory. Game crashes with the worst possible timing. Etcetera.

We still had fun completing the game, but being forced to do so in one single setting as well as having to deal with the bugs was kinda stressful. Also the spawn system not placing us into the same room after loading a save file was unnecessarily annoying.
Publicada el 28 de diciembre de 2021. Última edición: 28 de diciembre de 2021.
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Nadie ha calificado esta reseña como útil todavía
36.9 h registradas
Singleplayer ist great fun. Only checked out the Imperial Guard campaign so far, but it was quite lengthy ( especially for being one of six), rich in mission & biome variety, and had a lot of great WH40k fan service.

Multiplayer is a little wild. This game is quite old, and guess who stuck around? People with hundreds or thousands of hours of playtime, playing extremely well. Also some will get really angry with "noobs". They will remember you're a new player and kick you out of their games in the future.

So not really recommended for new DOW players, when it comes to the public multiplayer. Though with friends in private matches it will be great fun.
Publicada el 15 de junio de 2020. Última edición: 15 de junio de 2020.
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8 personas encontraron divertida esta reseña
80.1 h registradas
This felt more like a roleplaying game than Fallout 4 did.
Publicada el 24 de enero de 2018.
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A 3 personas les pareció útil esta reseña
5.0 h registradas (3.4 h cuando escribió la reseña)
Reseña de acceso anticipado
Looks like something from a decade ago. Still runs like absolute dogsh-it.

It's an early access title. Still they've increased the games pricing from 20 to 30 bucks after the hype.
Publicada el 27 de julio de 2017.
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1 persona encontró divertida esta reseña
183.6 h registradas (146.0 h cuando escribió la reseña)
Reseña de CS:GO
Competetive matchmaking:

Matches you'll get downranked for = Be top fragger/scorer, donate weapons every round/carry team. Your team gets rekt regardless.

Matches you'll get upranked for = Be the worst fragger/scorer. Some smurf or premade is wrecking the opposing team.

That's it. Individual performance means nothing if you loose. And if you win, too much emphasis is being put on who you've played with rather than how well you've played yourself.

Not exactly a rewarding experience.
Publicada el 5 de junio de 2017. Última edición: 5 de junio de 2017.
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Mostrando 1-10 de 27 aportaciones