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Recent reviews by NaniBear

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Showing 1-10 of 12 entries
No one has rated this review as helpful yet
187.8 hrs on record (135.5 hrs at review time)
waited 6 years, worth it
Posted 12 February.
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No one has rated this review as helpful yet
285.7 hrs on record (98.6 hrs at review time)
game in interestingly balance in multiple aspect. Every weapons & build has its counter.
Loves the destruction mechanic bring into part of the game play. With all the crazy destroy objects in the world, game still run smoothly with no FPS drop. The movement, vaulting and climbing also performed quite well giving the complex collapsed environment.

Two things i dun quite like are:

1. use of colour for teams aren't distinct enough. Without colour blind mode, Red and Pink are quite simular.

2. Invisible Light with double barrel can one shot a Heavy if its aiming the head. Its just a bit crazy with the damage as i think it shouldn't be able to take down a heavy that easily. You can one shot a medium, but not heavy definitely.
Posted 4 January.
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No one has rated this review as helpful yet
76.8 hrs on record (35.0 hrs at review time)
love the variation of boss fight.
Posted 22 November, 2023.
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1 person found this review helpful
0.7 hrs on record (0.3 hrs at review time)
Early Access Review
after many attempt, logged in once, played tutorial, select not to continue with the chosen character, got kicked out.
Since then, never been able to play the game.
Even when manage to by pass the max capacity player issue, game crash when loading into the game.

Its not an issue to release early access, but tired of AAA company releasing not optimise game. Even indie with way less money does a better job than AAA
Posted 18 August, 2023. Last edited 18 August, 2023.
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1 person found this review helpful
21.1 hrs on record (1.3 hrs at review time)
Yes, its a overwatch like game but so what. After all, you got tons of game that shameless copy a chunk from overwatch... Paladin, Apex, Fornite etc. It's hard to have original game when majority of game and mechanic have been established. Dun forget Overwatch also derived from Team Fortress 2.

I think it's fans servers targeted game, which eventually will get tons of MS to choose. The difficulty lies on transferring ordinary Gundam game (like GVG) into a FPS game, and i think it design and executed nicely.

Either way, yes there bug and balance issue in the game, but these are things that will be fix and developed overtime. Game are quite fast paced, but i would like to see the options to choose or more gamemode in future.

Its quite easy to pick up, and the FPS control is quite smooth.

Update: after 13hours playtime
Need a report or banning system on people that leaving the match. Theres a bug that the game doesnt end early if the leaver notification come up right before next round, causing the next round to be play fully even with 4v6

The 3 player highlight after MVP is inaccurate, i had a match with 50000 damage, but they highlighted a 35000 damage player.

Some map are imbalance due to the nature of their layout, having only 1 route to attack is hard to push through.

Zaku Melee is a rather bad balance character, i think buffing him with easier ultimate charge rate will do.

I assume every MS has the same rate of ultimate charging, which should not be like that as MS like Turn A
ult is ridiculously OP. Had a match where it casted it 2 times in such a short time.

Capital currency should be earn a small amount on a match basis rather than achievement. Otherwise, its not rewarding for longer time gameplay after all weekly and daily achievement has been completed

Barbatos is broken: For the only 2 melee in the game so far, Zaku Melee and G Barbatos, Zaku Melee only got a light CC (shoulder push), while Barbatos got 2 heavy CC and its retarded. That need to be balance out. Babartos definetly need a bit of nerf, and buff Zaku melee.

Disconnected player is a big issue, playing a 4v6 5v6 match is ridiculous. If the player leave after losing the first match, the second match does not terminate. The ban for leavers should be automatic instead of having player reporting them manually, and lets be honest, report never really work
Posted 3 January, 2023. Last edited 7 January, 2023.
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No one has rated this review as helpful yet
0.3 hrs on record
Keep crashing during multiplayer
Posted 1 September, 2022.
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No one has rated this review as helpful yet
7.0 hrs on record (6.3 hrs at review time)
nice and original gameplay idea. It would be nice if dev further develop this game with different types of beats / rhythm with more songs. Coz player get use to the rhythm eventually, since every stage/song share the same rhythm.

I dun entirely like the visual style as it hurts my eyes a bit, especially all the red.

I would LOVE to buy and play this game if there are expansion or new version to the game. And i have already recommended this game to a few people.

Hope the dev will consider pushing the game idea further.
Posted 25 November, 2020.
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No one has rated this review as helpful yet
39.0 hrs on record (14.0 hrs at review time)
Early Access Review
Very interesting yet original idea of gameplay.
Has potential on developing more types of game play style purely base on Real Life Ghost hunting/researching.

Would love to see more Cultural types of Ghost/Equipment ideas such as Ancient Chinese type of ghost and devices. Like those Fung Shui Compass and Joss paper.
Some iconic ghost can be taken from famous ghost movie.

Good work! love to see more up coming future contents.
Posted 5 October, 2020.
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1 person found this review helpful
23.9 hrs on record
still got the gameplay feel of saints row. But yes, this is a different universe. The most thing i enjoy so as in saints row is having the voice act according to the character you are controlling. It makes me so tempted to hear how does other character respond for every dialog moments.
Posted 18 January, 2020.
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No one has rated this review as helpful yet
12.7 hrs on record (4.5 hrs at review time)
Early Access Review
From my horror game experience, i would rate this game 88/100.
.
I love the use of environment and lighting, its technique and combination creates a constant tension and pressure, it gets you right into the mood and i sink into this game when playing it more than the other games. It really follow the footsteps of P.T. but with a twist, although its a shame that P.T. is cancel but i m so happy to see how this game achieved some that P.T. MIGHT or WOULDHV archive.
I like the game play mechanic a lot, the idea of candle is fastrating and it went off so easily if i turn my angle too quick.
Also the jumpscare is done pretty well and it has a different angle everytime when player is about to die, as i was trying to prepare for it once but did not expect the ghost came from below hip level.
I really look forward to the next chapters and the narrative setting also seems interesting.
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Things could improve:
- When player is standing near obsticles, such as shelf or table, if the jumpscare is happen to be at that area, the ghost will blend with the object which loses a certain level of fear.
- The controls for the item including storing and taking it out, drop, rotate, use, it tooks me quite a while to get use to it, i feel like it can be simplfied a little bit. I know there is a lot of mechanic in control trying to simulate more to real life and physics in order to be convincing, but sometimes i think you dun have to design a certain details at it might just make the gameplay or control towards the downside.
- One thing i find the most uncomfortable when playing the early access is the part where lighters isnt working, and you have to use the flashlight on the camera to explore dark area. I was playing with my room lights off on a big tv screen in order to enjoy it. but the constant flashes make me and my fd extremely uncomfortable and has to stop for a minute in order to keep going. I think it can be improve by tuning the lightness of the flashes down or a slight dim lighting at the dark area rather than an entire darkness, like it should be a way to balance it.
Posted 9 October, 2018.
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Showing 1-10 of 12 entries