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Recent reviews by zergvsgenin

Showing 1-7 of 7 entries
No one has rated this review as helpful yet
2,597.2 hrs on record (2,341.3 hrs at review time)
There are some plug-ins needed if you want to do fancier things, but you'd be surprised how much you can do with just the base engine.
Posted 7 January, 2020.
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912.7 hrs on record (764.7 hrs at review time)
I dunno why people insist on crying about mods. ...I mean, yes, some mods were broken by the newest update, and are probably going to continue to being prone to that happening to them as long as the game is still open for updates, but like a lot of other games, there's plenty to do even without their influence. Plenty to fight, plenty to loot...
Posted 21 November, 2019.
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48.1 hrs on record (37.6 hrs at review time)
Excellent, excellent beat 'em up brawler. I'm impressed that one guy was able to do all of this (albeit over the course of years), and the love and care that went into making it shows.

- The combat, for only three main buttons (attack, jump, special) is surprisingly deep. Movesets aren't particularly expansive, I don't think, but finding new opportunities to extend your combos is a blast. Walls will be your best friends in this regard.

- The graphics are crisp and beautiful spritework at their finest. Some characters, even among the players, are better animated than others for some reason or another, but they're all distinctive. In fact, the fact that a vast majority of the enemy roster consists of mutants (read: animal people) makes the players stand out even more and helps them pop out. Bonus points for options to change some of the other display options.

- In-game currency for unlocking things extends playtime for more casual folk, as well as a plethora of endings. The simple lettering of the endings is just one subcategory, as there are variations to the cutscenes and the endings depending on the characters present.
Posted 30 September, 2017.
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201.6 hrs on record (12.2 hrs at review time)
Dumb, clicker game fun with nice-looking anime girls.

There is a layer of progression to it, what the game's "Rebirth" feature. Basically, once you hit a certain level (450, specifically), you have the option of restarting your game progress. Why would you do this? Well, in exchange for all of the upgrades and damage-over-time augments that you've gotten, the next loop gives you x amount of points ("Spirits") that you can spend on upgrades that are permanent and transcend future loops. How far you get in the current loop determines the amount of points you get when the next one starts up, so there was a level of thought put into this game barring boobs and erotic moans.
Posted 1 January, 2016.
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1,441.0 hrs on record (1,361.0 hrs at review time)
On the one hand, like many other Bethesda games, when Skyrim doesn't work, it ranges from barely noticable things to instant crash to desktop without any effort towards a crash report to let you know what happened. Tragically, usage of mods is almost mandatory to fix many a bug, but just doing the minimum unofficial patch makes the game that much more playable on its own.

On the other hand, like many other Bethesda games, when Skyrim works, it WORKS. An expansive world, plenty of people to meet, items to pick up and screw about with, powers to obtain, all sorts of fun stuff. Some quests are more enjoyable than others, and difficulty scaling does get wonky sometimes (I'm looking at you, Silver Hand), but when you get into a groove and figure out how you want your levels to be obtained with the game's unique levelling system (eschewing straight up EXP for skill progression), the world becomes that much better to explore. As a person with over 1000 hours in the game, I should know. V:
Posted 22 December, 2015.
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615.0 hrs on record (204.3 hrs at review time)
For anyone thinking that it's 2D Minecraft, that is... sorely inaccurate. If anything, it's more akin to the "Metroidvania" style of gameplay, leaning more towards the Metroid-aspect of the term due to the lack of level-based progression.

While crafting and building is a fairly important component of the game, it takes a comparative backseat to exploring expansive cave systems and exploring dangerous dungeons while utilizing a variety of weapons and switchable mobility upgrades such as the ability to swim, double jump, grapple to walls, and walking on water. You can't have every ability, however, so managing the items that grant you these abilities is a key component depending on what you discover and/or where you plan to delve into next.

Make no mistake: For those who haven't played any "Metroidvania" game before, and even those who have, this game can be tough at the start without certain tricks up your sleeve, even with full upgrades. Evading enemy attacks can prove to be difficult, and for certain bosses, taking damage is a certainty. I will admit that part of the difficulty lies in the fact that the controls aren't as "fluid" and "responsive" as something like Metroid or most Castlevania games starting with Symphony of the Night. What I mean is that, due to the physics of the game, forward momentum can sometimes make it difficult to change what direction you want to go in in mid-air, and you can sometimes slip right off small platforms you probably would have otherwise stuck the landing on. It's fine once you get used to it all, but just be prepared to plan ahead of time both in construction and in general movement.
Posted 22 December, 2015.
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1.2 hrs on record
Very nicely written, both in its normal scenes and its end-game lovemaking scene (if enabled). I do have mixed feelings about the direction the epilogue takes (I'm no fan of the implied "relationship and life in jeopardy" situation, since it just seems mean-spirited considering what was taking place prior), but otherwise, it's a nice little time-eater for those who don't mind yuri stuff. I hope there's a sequel that sees the couple return in a much calmer Martian environment so we can focus on more cuteness!
Posted 17 November, 2015.
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Showing 1-7 of 7 entries