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Recent reviews by TerrorBite

Showing 1-4 of 4 entries
1 person found this review helpful
1.3 hrs on record
Early Access Review
I have been quite excited for this game, and I still believe it holds a lot of promise. Unfortunately, I can't recommend the game in its current state, at least not at the current price which would be more appropriate for a finished and polished title, not an early access release.

I want to make the point that if this was released at a price more appropriate to an Early Access product, with clear communication on what features are released and what is on the roadmap for the future, I would be recommending this game. However, this has been marketed and PRICED like a full release, which it definitely is not.

The pros:
  • Great tutorial. KSP1 threw new players in the deep end, but KSP2 offers a good new-player experience, teaching players not only how to build and fly a rocket, but also how to operate the user interface and camera controls.
  • The user interface is much improved over KSP1.
  • The graphics are polished and there are some nice effects like the rocket plumes, while still retaining the cartoonish Kerbal look and feel.

The cons:
  • Bugs abound, from graphical glitches through to game-breaking physics bugs.
  • There is no progression in the game yet, it is currently purely a sandbox. For someone like me who loves working through a tech tree or career mode, this is a dealbreaker.
  • I'm no legal expert, but the game's licence agreement would appear to grant ownership of all user-created mod content to the game publisher. I love to make use of mods, and I fear that the licence situation may put off most mod developers from creating content for this game. This will ultimately have a detrimental impact on the game's future.
  • The current game experience does not feel like it is worth the price, and given the delays it has already experienced to get it to this point, I'm not 100% confident that it will reach a finished state.

Conclusion
    I will be refunding and returning to KSP1, rather than playing KSP2 in its current state. However, I will keep following the game, and if with future updates it looks like it's going to be worth the price, I will repurchase it. Let's hope this spaceship can still be turned around.
Posted 1 March, 2023. Last edited 1 March, 2023.
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No one has rated this review as helpful yet
1.1 hrs on record (0.9 hrs at review time)
First impressions: Vertiginous Gold is a rather interesting minigolf game complete with a story mode that tells a tale of a dystopian, steampunk-esque world. The courses are interesting, often incorporating multiple elements like conveyor belts, fans, and teleport pipes that influence where the ball will go. If you don't like leaving things to chance, you even have a limited ability to influence the ball while it's rolling, in order to tweak its course or steer around obstacles.

Sadly the game feels encumbered by a frustrating control scheme. In particular, when using a controller it's very easy to take an unintended shot. To undo a shot requires energy and more of it the further the ball travels, so that if the ball's travelled far enough you can no longer "rewind" the shot at all. If you think your shot will fail you have to hit the correct button as quickly as possible. You can restart the hole, but this only sends your ball back to the start position, while keeping your score. Much like real golf, the only options for dealing with a disastrous score is to play it through to the end, or abandon the entire round.

Now I don't mind having to accept the consequences of my own mistakes - that is, after all, a fundamental part of gaming - but the frustration that occurs when you're in the middle of adjusting the strength of your putt and the game decides that you actually want to hit the ball right NOW is what puts me off.
Posted 27 December, 2015.
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2 people found this review helpful
43.8 hrs on record (15.7 hrs at review time)
Antichamber is a psychological puzzle game which will blow your mind. Splashes of psychedelic color punctuate an otherwise monochrome, cel-shaded world of ambient music, non-euclidean geometry and constant surprises. Throughout it all, the theme of life's journey prevails, echoing the game's original working title: “Hazard: The Journey of Life”.

When you open the game, you will find yourself in the Antechamber, a small square room. One wall lists your progress in the current game, one wall functions as the settings menu, one wall is glass through which the Exit can be seen, and the final wall is a map of the Chamber itself. When you begin, only the starting point will be revealed on the map.

Clicking this point will transport you to the Chamber. Here you will discover a world that will challenge everything you know and expect about how a first-person game should work. Distance and position mean nothing here. But there are rules. The Chamber will teach you its rules, if you are willing to learn by examining your environment and the way it works. Antichamber provides encouragement via black panels on the walls. Clicking these will reveal a short message that often affirms the solution of the puzzle you just completed, but rarely offers hints.

You can return to the Antechamber at any time by pressing Esc. You can then use the map to return to any point in the Chamber that you already visited, though any changes you had made in the Chamber will be reset. You are generally guided in the right direction as you progress from one room or hallway to the next, and if you become completely lost Antichamber will draw arrows on the floor or walls to guide you in the right general direction.

Nothing is impossible. There are only rules that have not been understood, or tools that have not yet been acquired. Don't be afraid to try anything, even if it seems dangerous or silly. Many puzzles require a tool to complete. You will collect the first tool early in the game, and upgraded versions of it await that can do more. Puzzles involving cubes will generally match the color of the tool that is required.

“Antichamber is a game that’s about you, the player, and your experience of trying to get through the game. It’s not about trying to explicitly tell you a story. [...] There’s a lot of metaphor spread throughout the game, both in terms of the messages you get after completing puzzles and in terms of what the experience as a whole means, but much of that is left open to interpretation.” --Alexander Bruce, creator of Antichamber

Antichamber is beautiful, enigmatic, challenging, at times frustrating. At first glance it seems crazy, but by the end you will understand its rules. All that's left is what you make of it. What will Antichamber mean to you?

Highly recommend, unless you give up easily or are prone to fits of rage.
Posted 24 February, 2014. Last edited 24 February, 2014.
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1,016.8 hrs on record (472.2 hrs at review time)
Terraria has claimed nearly five hundred hours of my life that I'll never get back - AND I REGRET NOTHING.

Terraria is a platformer-esque 2D RPG-style sandbox game with survival horror elements, or something like that. While often compared to Minecraft, Terraria is less about crafting and building, instead focusing on combat and exploration, offering a vast array of monsters and quite a few bosses to take on throughout the various biomes of your world. It's a completely different game experience.

There are no explicit character classes, but there are three different damage types (melee, ranged and magic) and you can choose the armor and items that enhance your chosen type, so specialization is easy and you can switch at any time.

Updates continue to roll out for Terraria, adding vast quantities of new content. It was already worth it when I first bought it, now it's a steal. There is surprisingly much to do in the game world on your way to unlocking Hard Mode and defeating all the major bosses.

Singleplayer can be relaxing, but for maximum fun I recommend choosing a friend or two with whom to play, and starting together with fresh characters. I don't recommend public servers unless you're just looking to mess around, as anyone can bring any items to a multiplayer game.
Posted 23 February, 2014. Last edited 23 February, 2014.
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Showing 1-4 of 4 entries