27
Produkter
recenserade
0
Produkter
på kontot

Senaste recensioner av ThatVia

< 1  2  3 >
Visar 11–20 av 27 poster
Ingen har angett att denna recension är hjälpsam ännu
465.2 timmar totalt (320.6 timmar när recensionen skrevs)
An absolute riot. Played through the game several times with many people. DLC is absolutely worth it, and for sure if its on sale. Very lore immersive if you give it the care. Amazing game.
Upplagd 2 januari 2022.
Var denna recension hjälpsam? Ja Nej Rolig Utmärkelse
1 person tyckte att denna recension var hjälpsam
15.6 timmar totalt (11.0 timmar när recensionen skrevs)
The overwhelmingly beautiful landscape of Xen alone is enough for a positive review. Coming hot off of HL1 for some context going into HL2 and HLA, I happened to barely spot this game while scrolling through the summer sale, and did not even notice it consciously. It took a good 4-5 seconds for me to say "hey, wait" to myself and scroll back up the list. To be fair, it was the one screenshot of the tower in Xen that really kicked off my purchase, but the entire thing was an amazing reimagining of so many of HL1's pillars. I won't make this go on for too long, as there are many like reviews out there, and the sheer number of good review should allow the game to speak for itself. I can only name a small handful of other "Overwhelmingly Positive" games off of the top of my head, but I can say I have loved nearly all of them dearly.

Please, do yourself a favor, and play this game.
Upplagd 7 augusti 2021.
Var denna recension hjälpsam? Ja Nej Rolig Utmärkelse
6 personer tyckte att denna recension var hjälpsam
2
6.8 timmar totalt (3.7 timmar när recensionen skrevs)
A shard of a forgotten world.

A glimpse into a realm of adventures relegated to the eldest of memories.

A fragment of true oblivion.

The Worlds Adrift Island Creator was the end all be all for the game, capable of creating your very own worlds and submitting them to Bossa for a chance to see them in game. Among the hundreds of islands, players could build and design the very fabric of the game they loved and explored, and others could download, remix, and refresh older designs as well. I personally used this for a more nefarious purpose, and would download islands I was on currently to noclip through the land and find the locations of all of the secrets and chests hidden within.

Those were the hours so many spent in a fresh, amazing world that from its very foundations was flawed. I made a review of the game as well, but it is only now that I am clearing through old files on my computer to make space for Cyberpunk 2077 that I stumbled upon the 2gb gem hidden within an old steam folder from a near dead drive. As if tucked away with the memories I held, I launched the executable only to find that there are those still uploading islands to this day. Downloading the first island on the list, I immediately went into player view and swung around the island, chuckling slightly as muscle memory and instinct returned. It wasn't until the sun set, and that day night cycle that blended so perfectly reemerged along with a crescendo of the solemn, isolationist music in the background that I let go of the keyboard and just cried. The camera quickly entered a cinematic view as a character very similar to my own stared off the island into an infinite void, no ships or islands or windwalls waiting to be explored or plundered, but instead the memory of adventure and thrill, the memory of repetition and flight, the memory of friends adrift together in that vast world, finding new experiences every island they visited.

Score? 10/10 The emotion and memory from the truly moving adventures people had before its decline is well worth revisiting, and the new additions show that even in death, the scattered fragments of a planet long obliterated are enough to hold such a powerful effect over fans.

Please, please play the Island Creator, even if you have never played Worlds Adrift. I will never deny my anger and dismay that I felt for Bossa at how the game was handled, but as an experimental title from the beginning, it was truly a matter of time. If I had to make a request, it would be that items such as the wingsuit and guitar get added to the player mode of the game to truly accommodate its new place in the memories of those fans.

I recommend Spider-Bran's "A World Adrift" world for its immense attention to detail, and "Smol Island With Smol Pond" for its size and simplicity. Swing City, also by Spider-Bran, is wonderful to try out the grappling system and its complexity.
Upplagd 19 november 2020. Senast ändrad 19 november 2020.
Var denna recension hjälpsam? Ja Nej Rolig Utmärkelse
Ingen har angett att denna recension är hjälpsam ännu
110.6 timmar totalt (53.2 timmar när recensionen skrevs)
A Masterpiece of our modern era. Outward is a beautiful blend of lock-on combat with open world exploration.

PROS:
Multiplayer. Whether its split screen or online with Steam, outward provides a wonderfully balanced multiplayer experience! It doesn't feel forced, and you miss out on nothing by ignoring it, but it is so much fun to explore with friends!
Exploration. Be it small little treasure troves, or the elusive (but scary!) Friendly Immaculate, there is so much to find. Unique weapons and loot tucked away in corners of the maps is commonplace with this game, and I always find myself accidentally stumbling on a new and interesting area with new monsters to fight.
Regions. A bit of a caveat of exploration, to be fair, but there is more than just where you start! With a total of four, soon to be five, regions, each with their own trials and tribulations, there is never a dull moment in Outward! Personally, my favorite is the Enmerkar Forest! The music in the Hallowed Marsh is my favorite tracks however.
Music. Absolutely amazing. I cannot praise the soundtrack more when it comes to Outward. Every track carries so much atmosphere and spirit, and it makes just wandering around the world such an immersive and amazing experience! I would be remiss if I didn't mention how well the soundtrack fits when used in D&D settings!
Combat. A traditional feeling lock on combat system with plenty of resources to manage depending on your class, the combat is deep and exciting to explore. My favorite classes, mage and polearm fighter, are just two facets of the bottomless mixing and matching you can do with the breakout system to make a unique experience every time. There is also a Chakram that is simply a piping hot pizza pie, and that alone is a worthy feat for full marks.
Lore. While I never set out to dive into the lore, or even did hardly any of the quests, there is still so much amazing and interesting worldbuilding done in subtle ways. Whether its an item description, a half buried statue, or even the corpses of a wicked invasion long forgotten, I cannot get enough of the world the game lays out for you.

CONS:
NPC's. Dialogue with NPC's can be annoying at times, with only about 10% of all interactions actually voice acted uniquely. I understand this is because of budget restraints, but having some NPC's just quiet instead of unleashing an unholy grumble from the depths of hell would have been preferred. That is, however, a personal preference!
Character Creation. In character creation, you are allotted a few premade faces for each of the three races, some better than others, and it ends there. There are hairstyles and many hair colors to choose from, but slapping on a helmet the first time you get one is preferred in most instances. I ended up making every character but one female, because the male faces leave much to be desired. Even then, only two or three of the female faces are good. Hopefully a mod will be released as a sort of face pack, editing some of the choices we have to choose from.
Bugs. Outward is made by a smaller team, and thusly isn't able to have all of the quality control of a AAA game. Due to this, some experiences are hit with some unfortunate bugs. A positive to this, however, is that its usually just one thing that gets you, and not several like a *cough* Bethesda *cough* game. Whether it be a tea that I dropped for an ally disappearing into the ether, loading screens getting stuck, and the very occasional clipping into geometry, they can lead to a hampering experience. However, the dev console is fully able to rectify most of these issues by being able to spawn in lost items, use the Stuck! feature, or just refresh a bit of hp lost by falling off of something that had a banister that you somehow combat rolled over.

In short, for the price, Outward cannot be beat as a wonderful game for you and a friend to grab up and spend simply hours in. I have made five different characters, tried many different weapons, and been to the far reaches of every region. Even then, I am not done. There are still so many funny or interesting builds I have yet to try!
9/10 from head to toe, I recommend everyone try Outward. There is even a new region on the way in an upcoming DLC! Any reason to give money to the developer I will happily take for more beautiful content, such as Outward.
Upplagd 27 april 2020.
Var denna recension hjälpsam? Ja Nej Rolig Utmärkelse
Ingen har angett att denna recension är hjälpsam ännu
168.5 timmar totalt (23.6 timmar när recensionen skrevs)
The entirety of Fallout New Vegas ultimate edition basically costs less than ONE of the major expansions in this five year old game. A worthless experience that you're better off missing if you can choose New Vegas over it.
Upplagd 11 mars 2020.
Var denna recension hjälpsam? Ja Nej Rolig Utmärkelse
Ingen har angett att denna recension är hjälpsam ännu
1 person tyckte att denna recension var rolig
0.7 timmar totalt
Absolutely amazing. I played the old version for quite a bit, and this is such a welcome release. However, I am now terrified of vegetables, as they have fists!
Upplagd 30 september 2019.
Var denna recension hjälpsam? Ja Nej Rolig Utmärkelse
1 person tyckte att denna recension var hjälpsam
252.1 timmar totalt (131.7 timmar när recensionen skrevs)
A wonderful game to play with friends
Upplagd 30 juni 2019.
Var denna recension hjälpsam? Ja Nej Rolig Utmärkelse
1 person tyckte att denna recension var hjälpsam
130.0 timmar totalt (129.9 timmar när recensionen skrevs)
Early Access-recension
World's Adrift was a game like none other. A physics based, aerial combat heavy, massively multiplayer, supercomputer run, highly personal, building heavy, and completely and utterly unique experience I doubt will ever come back to the forefront of the industry. This game was gorgeous. The developers had a great deal of passion behind the game, with weekly development updates on youtube, extensive community engagement, and a blisteringly high optimism about direction that would make just about anyone smile. It's easy to see what they had planned from this game, and being able to look at some of the concept art now reveals a somehow more stunning landscape than player's would have ever thought by looking at the game. So, why's it shutting down?

It all comes down to three things; Framework, marketing, and community.

Framework:
World's Adrift has a strikingly advanced base code, stemming mainly from their implementation of a supercomputer running all of the physics around, but there was a fatal flaw. The team threw the game higher than they could catch it coming down. When the game finally caught up to them, they were not prepared. The game suffered from several bugs that tore core gameplay down, and drove away easily frustrated players. Even seasoned players with a good temper were straining to make the system do as they wished. Annoying gameplay lead to popularity dropping quickly, and a mere few months after launch the active player count had tanked to tenths of what it had been.

Marketing:
World's Adrift was spearheaded by a decently large marketing campaign, and easily drew in the interest of thousands of players. A huge influx of people were diving feet first into this new and interesting environment, excited to find each new quirk the game had to offer. It was this push that seemingly lead the devs into a comfortable spot with player count, and the marketing went dry. When I saw my first ad to when I saw my last was no more than a month apart. As people went through what the game had to offer and grew bored, they left. The player count tanked.

Community:
While, yes, there are a lot of good hearted and amazing people in the community, I would be remiss if I did not mention the rest. World's Adrift has a strict "everything is always on the line" sort of policy when it comes to gameplay, as a single misstep can not only destroy your entire ship, but sacrifice hours of resource gathering from several islands. Because of this, PVP was, while much more exhilarating and tense, heartbreaking when you lost. Due to the game's rocky framework, PVP was dominated by the select few who had the meta wrapped around their fingers, and huge factions of pirates owned the game world. Time after time, as soon as a solo player would begin to make progress, they would be torn down and humiliated by those who had everything the world had to offer them. I lost my largest ship to one such faction, and it was crushing to say the least. I was but a mere witness, however, to some of the largest meltdowns I have ever seen in gaming because of these people. The devs did not seem to even care that a small few were driving away such large portions of the playerbase, and would continuously side with these huge groups instead of the underdogs. While there was a reporting system on the website, getting anywhere without either footage or screenshots was next to impossible, both of which are hard to initiate when running for your life with the previous sixteen hours of work in tow. In my opinion, it was this last pillar of destruction that paved the path to the shutdown. People who love something will tell others that they love it. Communities that share are communities that thrive. A community that builds itself on the blatant destruction of the rest of the player's experiences, however, is one that destroys itself. Pirates and trolls hunt the noobs, so the noobs leave. Pirates and trolls have to move on to more experienced players, still deftly crushing the show, leading them to give up. Pirates and trolls have exhausted their fuel source, and thus must turn on each other or resolve peacefully. Knowing them and how they think, I am pretty confident we all know where that situation went. In a game with combat as exhilarating as World's Adrift, it was only natural for that to be everyone's favorite thing.

In the end, the game couldn't innovate fast enough to solve its mechanical issues, the game couldn't support the influx of players from what little marketing they did -- stagnating the playerbase -- stopping marketing all together, and the game refused to offer player's an experience fun enough for all walks to enjoy. I hope the pirates, the trolls, and the combat streamers are proud that they were able to bring the game they claimed to love to its knees, leaving it bereft of the new players it so desperately needed. It didn't deserve to die, and I really hope the IP is able to return with enough support underneath the covers to keep itself upright during the chaos above.
Upplagd 1 juni 2019.
Var denna recension hjälpsam? Ja Nej Rolig Utmärkelse
2 personer tyckte att denna recension var hjälpsam
8.6 timmar totalt
Buying an exclusive game before its released is bad, but buying a game that has been out for YEARS and out of nowhere making it an exclusive? Absurd. Disgusting. Deplorable. More reason to never support epic ever.
Upplagd 2 maj 2019.
Var denna recension hjälpsam? Ja Nej Rolig Utmärkelse
4 personer tyckte att denna recension var hjälpsam
36.2 timmar totalt (31.3 timmar när recensionen skrevs)
Early Access-recension
A myriad of game-breaking bugs, technical issues, and absurd gameplay mechanics have led to an unfathomably infuriating experience from head to toe. Do not buy this game until they dev team actually addresses any of the actual issues instead of layering on new content onto a poorly constructed foundation.

Personally experienced bugs:
Random depressurization
Unable to remove tools from docks, rendering the entire thing useless
Teleporting game objects, like your own damn base
Random destruction of ships during safe transport
Getting desynced from your ship WHILE IN IT and getting launched several hundreds of miles away
Unfathomably bad rubber banding when approaching ANY randomly spawned base. Can be seen by others.
Clipping through game objects that used to be solid, leading to you "falling out" of your station and not being able to use the jetpack for no apparent reason.
Objects orbits randomly changing into a collision course with the planet
(there are more, but I haven't played in months and just got back on for the first time in a while to discover nothing had been fixed)

Pet Peeves:
NO MULTIPLAYER BETWEEN FRIENDS, YOU HAVE TO BUY A SERVER OR TOUGH LUCK
Inability to add new modules without needing several more for the sake of it all working, rendering the entire station useless until you have all necessary components
Cargo bay uses 800 power. 800 power. For lights and two rather large doors. A cargo bay.
Unstable environment leads to even small bases causing massive frame drops on a system with Ryzen 7 and a 1080, this should not happen.
Vanilla degradation mechanic leads to the spawn ship degrading faster than you are physically able to repair it, making singleplayer impossible in survival, and frustrating in the CREATIVE MODE.
Creative mode worlds do not maintain if you have god mode on or not, leading to player death on relog if you can't open the console fast enough to turn it back on.
Clunky movement is clunky
Difficult for the sake of being difficult, skill does not make it any easier.
Absolute ♥♥♥♥ tutorial that lacks most of the important elements
Realism is nice, but its still a game. If my player does not need to pee or eat, I should not have to worry about checking my stations orbit every five minutes to make sure it didn't change when I installed a new module, as symptoms can manifest an hour later.
Sacrificing fun for unfun
Layering new content on broken foundations
Sandbox mode is just survival with a console, add the console into survival and just make sandbox a godmode spree to have fun with mechanics.

Favorite Parts:
The atmosphere is amazing, and the models look great
Concept is fantastic, and some of the less tedious aspects can be very rewarding to master.
Ships feel powerful inside, regardless of if they do in the cockpit (which they don't)
Technology seems mostly feesible
Modular bases are fun
Can be addictive when you don't experience any bugs
The UI overhaul was a massive improvement, despite helmets now needing their own power source.

This was longer than expected. In the end, do not buy this game. Lest, do not buy it until its myriad of issues are even addressed by the devs, who seem woefully unaware of the steaming pile of bugs in their game. I am starting to think that they don't actually play it, or they would have at least discovered a few of these issues. Also, do not force peer to peer multiplayer as a microtransaction SERVICE. Steam has built-in mechanics for just-friends gameplay, and it could just as easily be hosted on the client computer (if I am wrong, then explain singleplayer.)
Upplagd 21 mars 2019. Senast ändrad 21 mars 2019.
Var denna recension hjälpsam? Ja Nej Rolig Utmärkelse
< 1  2  3 >
Visar 11–20 av 27 poster