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Recent reviews by Dooter

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Showing 1-10 of 27 entries
3 people found this review helpful
0.0 hrs on record
If you're still in the market for Ubisoft template open worlds e.g Horizon, Dying Light 2, Farcry Spiderman then you'll still most likely like the expansion. Especially if you still liked the base game. It's more of those games with some choices to make here and there. If you're expecting another New Vegas, a Baldur's Gate 3 or Disco Elysium where you're making a dozen macro and mini decisions every hour or two you're better off elsewhere.

Personally didn't fall in love with the game after trying it out at launch, 1.6 and 2.1 (to an extent) but it has its merits. Cyberpunk by all means is an open world action adventure and PL is the spy espionage episode to that adventure. This DLC or update doesn't aim to reform PL back into the originally marketed RPG, it's more of what we got from the previous updates.



Posted 15 January.
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2 people found this review helpful
1 person found this review funny
137.4 hrs on record (81.1 hrs at review time)
Early Access Review
For an EA game it's incredibly well done.


Current wishlist of stuff that gets adjusted/changed in an otherwise incredibly well done early access game.
- Really hope lobbies gets fixed/adjusted so we don't need to rehost an entire lobby if we want to invite someone mid game
- Balancing with the quota "late" game is nonexistant for now. There's probably plans to change how the quota works eventually but 2.5K+ quota limits are pretty much a gameover unless you have a big player lobby.

- No quick way to reset a lobby if the players already know they're gonna lose the quota so players tend to waste a decent chunk of time just waiting for the save to reset.
Easiest fix for this would be to just have a vote/restart option host side through the esc menu.

- Unsure if it's intentional "jank" design but lack of number keybinds to slots is kinda annoying.

You can pretty much mod all of those kinks out but would be nice to see them updated eventually.
Posted 16 December, 2023.
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102 people found this review helpful
3 people found this review funny
2
3
57.6 hrs on record (17.3 hrs at review time)
I'd only recommend this if you actually fill in the very very small specific group of people that can fill in 4/4 of these requirements.
1.You have a VR headset (duh)
2.You really, really like Fallout 4
3.willing to mod the game
4.You have the spare time to actually deal with Beth's let the community fix it.

This might be my favorite VR experience as someone that's played Fallout 4 for over 400 hours but there's a lot, and I mean a LOT of extra buts for every pro I can give the game even with mods so this review is essentially with a modded version of the game using GingasVR's mod pack as a template with some of my own additions.


It's the full Fallout 4 experience, with mods and some tweaking you can essentially get all of the GOTY edition to work in VR. Haven't actually tested if the automatron workshop works yet though. Will update if it doesn't. Most QOL/tweaking mods seem to work just fine without any issues, weapon mods may vary however.

The bad:
- Aiming down ironsights is practically unusable for 99% of the weapons, would recommend getting laser sight mods that sort of work.
- Game crashes pretty frequently, could be a game problem, could be the modpacks. Granted I've personally had very rare crashes on normal modded FO4 play throughs.
- Oculus Quest 1 buttons do not show properly at all, the normal buttons somehow become "Grip", there's two A's/X's. This is probably the biggest problem because there's a very clunky learning curve of figuring out what does what.
- Pip Boy with the body mod is also pretty clunky to work, you're much, much better off trying to use the hovering/PA UI even if you lose some immersion.
- Controls are still somewhat wonky, you can't open your weapon wheel on your weapon hand if your hand is hovering over anything remotely interactable
- Object/character scaling is a bit.. questionable? Even with trying to adjust world scaling some stuff would look too big, while characters would look small, if you make the characters "just right" some stuff would look small.
- EDIT: I can't believe I forgot to add that swimming is terrible, clunky, makes certain quests like the early game quarry one unplayable.


Conclusion:

While I personally recommend it, I find it one of the best ways to experience the game for anyone who can fit all 4 criteria there I do not if you even lack 1 of the criteria for the very small group of people who recommend it. Sure Fallout 4, 3, NV have some bs you have to work against, or mod, you can mostly still end up fine tweaking a lot of the things in all the other games. The modding base for FO4 VR is very small and a lot of stuff that you could usually just mod away as of writing doesn't have any real fixes.

Terrible base port of a potentially surreal VR experience.
Posted 25 June, 2023. Last edited 27 August, 2023.
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1 person found this review helpful
17.5 hrs on record (15.0 hrs at review time)
If you haven't played this game, if you know absolutely nothing about it please play it. It's been a long time since a game has captured the absolute joy of just discovering or learning something while also being capable of playing with the pure fear of the unknown. Outer Wilds manages to capture just how scary space could and would be. The game itself while not intentionally being horror put my mind in a state of just realizing how small we actually are in the vastness of space and had me holding my breath a couple of times just hoping I would survive nature.

The DLC is also a 7-8 hour long venture which would be around half the game's run time and it's also well worth the money if you can get the special edition on sale. I personally think what Outer Wilds does great and feels refreshing is that you never need to constantly worry about being level gated, or not having the right equipment or gear. The only thing you ever need to worry about is your knowledge and what you have or haven't learnt to progress into the game. I tried it on gamepass and did not regret purchasing it again on Steam just to play the DLC.
Posted 8 February, 2022.
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3 people found this review helpful
251.2 hrs on record (17.9 hrs at review time)
Quick performance segment before actual review:
running on laptop with 32GB Ram, i7 7700HQ and a 1070, I've only had two crashes which were both at launch, no particularly idea why but after the character creation I've had 0 crashes in 17 hours. Only one bug where for some reason my weapons were no longer making sound and alt tabbing during loading may cause some bugs that were also a problem in FO4.



Actual review:
Buy this game if you like Fallout 4's

- Survival system
- Map/World design
- Crafting system


As of 2022 Fallout 76 is a decent game that definitely has a certain niche of people, if you personally thought the settlement system and the exploration of Fallout 4 was fun, you can definitely get a lot from this. It's just more of thought in a coop/multiplayer setting. A definite improvement over Fallout 4 was the variety of the world, which does make me cautiously optimistic of the future of the franchise. Having 350-400 hours in Fallout New Vegas and Fallout 4 each. I'm not one of those New Vegas/Original elitists but still stray away from this game if you are. I personally don't think I'll dedicate over a hundred hours into this game because I mostly play Fallout for the exploration and the characters. 76 has a LOT of the former, very far in between the latter. A lot of great places to explore and get lost in but not much to interact with unless you really like reading the story bits instead of meeting/hearing them which is still the majority of how 76 conveys its story.

I like New Vegas, 3 and 4 because I can just walk in about any direction and meet a cast of characters and help or even mess up things for them. Fallout 76 is a looter game where you can still walk in any direction and find out what happened, key word happened to a faction. Similar to Fallout 4, you can "discover" a lot of places but you only discover them to find your next adhesive, your next wood or scrap supplies.


I liked how the Wastelanders story really does have actual SPECIAL checks, that entire 6-8 hour story line easily had more special checks than the entirety of FO4's main story.

I did not like how wonky combat is though. I don't play Fallout as a shooter but I also don't wanna play a game where some melee hits from an axe would not register or a hunting rifle shot would do 0 damage or somehow miss.

I think if you're one of those Fallout 4 fans that just likes roaming around and seeing the world that Bethesda consistently has to offer, this game might just be up your alley.
Posted 7 January, 2022.
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No one has rated this review as helpful yet
148.5 hrs on record (54.5 hrs at review time)
tl;dr This review was written after roughly a 40~ hour run on the Street Kid route. 55 hours according to steam was probably the rest from loading and what not. I'll probably play it again but not with all the bugs that the game has to offer right now. Main immersion but not game breaking ones being that people can just sorta spawn right in front of you at least for me. And well, all the other bugs.

it's a good game that has tons to explore but still couldn't help feeling like it lacked in the world building department

Also I'll be comparing this to New Vegas a decent amount.

map


Cyberpunk 2077's world is beautiful to look at, even after 30+ hours on my play through the world felt overwhelming, in a good way. Just by looking around alone the world feels massive. There's so much to see, so much to hear that it honestly made me appreciate the chiller, quieter worlds in places like New Vegas or TW3. You can't walk around night city without hearing an ad, hearing people talking, cars or walking signals. Night City is by far the most visually stunning open world to look at. Sure other games have may have better graphics like RDR2 or TLOU2 but Night City is definitely something that takes the cake in terms of just actual eye candy. Added to the fact that it's all one expansive open world where you can drive or walk every corner, it's without a doubt the game's biggest feat.

gigs-quest design
Now I'm not gonna get into too much detail into this but I do wanna talk about quests design, or more specifically how they're given. Something I didn't particularly like about how side quests and gigs are given is that they're practically given to you. Now don't get me wrong this isn't inherently bad but after playing New Vegas recently for about 100 hours (300 in total). I much prefer the discover as you explore method of giving quests. One of my main gripes with the game is how often you get dropped gigs, the game's Witcher contracts you'd find at notice boards. My main issue is with how you get them, you don't necessarily get them voluntarily, you're nearby an area, you drive around. a Fixer (quest giver) will just call you and say "hey do this, thanks" and next thing you know there' s another gig waiting for you. What I loved about games like New Vegas is that I explore to discover In Cyberpunk unfortunately it tends to just feed you what's what in an area instead.

Gigs aren't bad but they usually end in 5-10 minutes after you finish whatever objective and read journal entries for what actually happened. So ultimately they end up feeling like mmo quests instead of ones where I could emotionally got invested in them. There's usually multiple ways to confront of a gig but there doesn't seem to be any real way to change outcomes. Your options in gigs is usually just stealth, or kill. One or the other.

Main-SIde quests

In order to avoid spoilers I won't go into great detail. This is where the game actually shows its potential in replayability and choices. The game's choices actually feel like they do matter in the side quests once you get to them, they work more similarly to The Witcher 3's where side quests can often effect or change outcomes for the characters in the main quests. They're definitely good and I was often invested in a lot of the side quests once the game actually ramped it up.

For instance there was a time where a character did remark that I ended up only knocking people out instead of outright bodying them.

For now though I'll leave reservations on the main quests till after a few more runs.

World Reactivity and Interaction

The game seems to be sorely lacking in this tbh. Another thing I loved about New Vegas was how the world would often react after I did a side quest. "I heard a troublesome Legion camp got razed to the ground". "I heard Gommorah's under new management", "Primm's got a new sheriff in town" etc. It's small details like that that make the world feel like it's progressing with you. Granted you can potentially hear somethings in the radio or see some news on TV but that'll be your 1% of actual game time.

Heck the whole point of the main quest is "to be a legend". I don't want the world to be praising me left and right but little nods going like "oh you hear that thing happened recently?". Unfortunately the only time the game ever acknowledged that I was "making waves" in the open world was when some guy suddenly went "oh crap don't you know who that is, we should get out" during a side quest. For some reason I just felt like the world progression was stagnant like what you do in the quests doesn't reflect in what happens during the open world segments of the game. Much more like GTA, and much less like an RPG. Small throwaway lines when interacting with NPCs like "you see who's the new mayor?" Could go a loooong way in immersion imo.


combat
If you've played something like Dying Light. Yea it plays more or less like that. Not bad, not great. It's around the serviceable-good territory.

Stealth tends to be wonky though. accidentally drop a body and oop *SPLAT* dead person. Guess.... I gotta reload... Again. Stealth is completely viable in this game though however, lot of ways to distract people and both non lethal, lethal, stealth or aggressive methods work to confront a combat situation. I mean you can literally mod any gun to be non lethal. so.


For the most part my opinion on combat and map design will most likely remain unchanged, however the quest stuff is probably the most I'll change if I bother reviewing this again. Overall it's a 7-8/10 game for me. A low 8, very high 7. Maybe it can get a 9 through time when bugs and maybe more features are added and I replay it again.
Posted 14 December, 2020. Last edited 15 December, 2020.
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3 people found this review helpful
47.6 hrs on record (23.0 hrs at review time)
22 hours into the game, played on Hurt Me Plenty. Read almost all the complaints and I'll advocate for both sides. But I'm mostly on the side of not particularly liking the changes.

I think Doom Eternal is by no means a bad game. Not at all! But... there are so many small changes the game could do to make it go from good to great. Let's talk about those issues people have. Keep in mind these gripes are very much subjective, you'll either hate or love them but those haters can and should arguably learn to adapt beyond 2 hours of the game. 6 hours +, not enjoying it? Completely understandable.

The great chainsaw ammo economy:
Major hint: Chainsaws regenerate 1 bar all the time.
Yeap. That's a thing. Where other games have reloads with individual weapons your chainsaw is your reload. After playing the only available master level over 4 times, clearing up and collecting half the missions again and adding up my ammo capacity it does feel like a problem that gets mitigated over time. What doesn't however is the fact that I need to use the chainsaw now, instead of complementing my combat flow it's just something that I HAVE to integrate into my combat flow. No, I can't just use it when I want since non fodder require 3 bars to use it up but I guarantee you my ammo will run out before I can fully utilize all the ammo that the larger enemies can give. So the gripe I have with the chainsaw is that I can't just use it when I feel like I wanna do something badass or end off my fight with a shabang because I will most likely not have the chainsaw fuel (x3 bars) to kill off said large enemies.

Weapon variety and versatility:
On my first whole playthrough of HMP outside of the cacodemons I thought "eh, screw enemy weaknesses, if I get em. I get em. who cares". I'd occasionally try to burst a revenant's jetpack every once in a while but 7/10 of the times I'd just ya know, brute force my way down to his HP.

However after trying the whole weakness system I found it being too effective. Enemies that were major threats to your HP like Mancubus, arachnotrons quite literally get there threat levels down by 80% I wish I was exaggerating but everytime they spawned you can easily decrease there threat with 2 placed Precision bolt rounds. That 7/10 of the times went from 10/10 times for every revenant, mancubus, arachnotron.

This just gives off that feeling where some weapons are far more effective than others in almost every situation. If I were to give a good example of making you choose different weapons without completely overshadowing others it'd be the Doom Hunter. He's really weak to plasma weapons but he's not completely useless when you exploit his weakness either, he can still pose a threat until he's dead. Can't say the same for Mancubus', Revenants or arachnotrons.

Map design and "linear" design:
Another critique that people have of Eternal is that it feels more linear or straight foward compared to 16. Which... I might agree with. MIGHT. I haven't played 16" since 2 years ago so I'm going based off my memory. But I do recall that I could deal with certain maps like the Foundry in ways that I wanted to deal with first, do I deal with the gore nest here first or the one over there. Or maybe get a key card way over there. It was mostly up to me. With Eternal sure the maps are bigger but they're not always better, you go slightly off the path, invisible wall, wanna jump over to that section that has something you can land on? oh no no my friend lose HP, get back and spawn where you just started, or spawn back up even further back.

In a game where it encourages you to go off the beaten path it also feels like you're being hand held by another person in that regard. "Try exploring over there b-but wait! that's too dangerous, come back here right now young man!" is what I felt like most of Doom Eternal's exploration is like.

However, the actual polish and look of the maps is 10/10. Each place looks varied with myriads of scenery, gothic castle areas, Warframe's void like towers, hell on earth. A lot's there in terms of map variety so you don't get the samey feel of the orange mars and orange hell in 16".

I brought most of these critiques up since I completely understand both sides, while I like the game, I really do, I just can't bring myself to enjoy it as much as I did 2016.

Overall a 7-8/10.
Posted 24 March, 2020. Last edited 24 March, 2020.
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2 people found this review helpful
71.0 hrs on record (3.9 hrs at review time)
yes
Posted 1 July, 2019.
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2 people found this review helpful
1 person found this review funny
122.4 hrs on record (50.7 hrs at review time)
THE TIME HAS COME AND SO HAVE I!!!

Completed my first play through on devil hunter mode as of writing this review. I'd take this less as a review and more of a first impression on completing the first run, cause let's be honest. You only finish DMC after beating it on son of Sparda or Dante Must Die.


YES. YES YES YES YES! After finishing the game this genuinely felt like a passion project from the developers and I could not help but grin at the last couple chapters. While the rest of the story wasn't "bad" the last couple missions really just enveloped all the cheese and catharsis I ever wanted since DMC4/3.



So let's clear out the biggest "problem" the game may have faced before it came out and that's... MICRO TRANSACTIONS!!!

Eh. They're there but in terms of red orb gathering they're just there. After beating my first play through I never really felt like "urghh mEh ProGResSion" was halted to the point I needed to buy red orbs. I didn't get EVERY ability in the game but I got most of what I wanted. Now onto to what actually matters.





Performance:

Zero crashes, performs great on a

1070

7700HQ

16GB X1 Ram

HDD

maxed out settings and barely had low framerates, however I need to get back on this section when I actually "benchmark" it with better software.

- Had one game breaking bug but honestly seemed like a huge one off that seemed to due with internet+transitioning.





GAMEPLAY!!!

ahahhahahaha rise my sons!!! The Devil Sword of Sparda calls upon thee!!

Gotta say gameplay has for the most part is the same-ish with a couple changes and of course new abilities here and there.



I'll be giving my opinion based on who I liked using the most however do not take it as an objective fact of "oh he's better"



Nero:

Yes I'm a soy boy that can't handle 4 different styles at once. The one thing you'll notice immediately when using him is that his pistol has some impact when using it. It has a kick to it but you may also notice that it acts like an actual revolver as well.


Devil Breaker:

Well if you saw the trailers or anything DMC 5 related you know what I'm talking about. Mechanical arms and well... Not gonna lie I haven't really used all of them properly. The most I used were Gerbera and Punchline. Gerbera let's you shove enemies away or gain an extra aerial step but I like the new Breakers. If you try using a breaker but get injured in the process it punishes you by well, breaking the arm you're using. For starters you get 3 arms to use but as you get more red orbs the game does let you expand the inventory for them but I personally haven't really found myself using more than 4 during the second half of the game. You can also find arms just lying on the ground for whatever reason.



Everything else:

For the most part he essentially stays the same with a couple tricks here and there but nothing major.



Dante:

Dante's gameplay does improve this time around. During DMC4 I really disliked how you NEEDED to use Swordmaster just to do aerial combos with Rebellion but now that isn't really necessary after 1-2 missions of using him. Call me a scrub or whatever but I really just felt like it was more tedious to switch between sword master and anything else just for aerial combos. He also has new toys and they do feel pretty satisfying to use but I still do prefer my best girl Rebellion above all. His core gameplay maintains the same for the most part with a few new spoilerish additions.



V:

V is.. Eh. Don't get me wrong what he's doing on screen does look cool but I couldn't really shake off the fact that I was mostly just button mashing with him and I was maintaining S-SSS relatively easy in comparison to Dante or Nero where I had to try hard most of the time. V has you controlling 2 different shadow type enemies for his gameplay but honestly I found it more iffy than fun to use. For example his melee attack character just tends to not even be close the target you're aiming at or it just teleports near you when you're trying to have distance near the enemy.



With the other 2 characters I felt like if I messed up it's solely because of me but with V you kinda have to rely on the game not messing up where your helpers are going. Even with all that I just couldn't help but feel satisfied when I got a finisher or when I could summon a giant to help fight for me. However I will admit that I didn't really spend much on V outside of his Shadow (melee) so I could be wrong and just haven't invested enough into him to understand his mechanics.



Graphics:

It's the RE Engine, it looks great. However there's some weird bug or effect when it starts focusing on a character the blur effect will make everything essentially look like it came from a 2009 game. However this seems more like a bug than an intentional feature.



- Not really sure it's graphics but the finisher camera is a lot more gimmicky than neat as it would often get really odd angles where you wouldn't even see the finisher or zoom in a little too late or too fast.



Story:

Now some people liked to complain that Lady and Trish are damsels in distresses... Which I can sorta agree on. But then again when you look at it contextually you'd understand why. Just ignore those people.



Asides from that... This has gotta be the most entertaining story for DMC so far, it's that or DMC3. While I liked DMC 4 when Dante wasn't around it took a more serious approach with Nero. However with DMC5 for the most part it's just a cheese fest that's very self aware through and through. Couldn't help but grin when something was just so odd or over the top. Nico's kinda a hit or miss though. While I like her for the most part she kinda just comes off as that "ebin memer" that says "no u" but she does have her moments. And by the time it ended I was pleasantly happy with what I got, sure it wasn't a 20-40 hour explore zone but with a 10 hour play time I was thoroughly happy.



Music:

I'm not really much of a person to critique music but the game does have some absolute bangers here and there.



Extra notes:

I'm glad that the game doesn't really have you use too many if any real platforming or puzzle segments. In total I recall like 2 but nothing terrible/irritating like DMC4's board game or the slow mo platforming. I'd say this is a plus since it didn't obligatorily just add platforming sections for the sake of it.



Overall thoughts:

Capcom what are ya doing? RE7, RE2 remake, DMC5? Pretty much hits 3/3 and I'm genuinely happy to say that DMC5 has returned and that these devs were making what they wanted. Not what they were told to.



10/10
Posted 8 March, 2019. Last edited 8 March, 2019.
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2 people found this review helpful
16.6 hrs on record (12.8 hrs at review time)
1070
7700HQ
1X 16GB Ram
Installed on 7200RPM HDD
120Hz display

What happens when SE tries to create a Hong Kong version of GTA? Well you get Sleeping Dogs. But no, I'm not really gonna review the game, instead we're checking out the "Definitive" Edition and is it still worth it?

Sleeping Dogs is originally a game from 2012 developed by United Front Games and published by Square Enix. The Definitive Edition came out 2 years later on October 8th.

So is a game from 4 years ago still worth checking out? Probably, maybe. Kinda, yes.

Story:
Sleeping Dogs has you playing as an undercover drug dealer in the streets of Hong Kong as you try to take down a Triad gang that control the streets of Hong Kong. Or do you? If you've watched anything similar to this you can kinda expect how things play out. There are no huge plot twists there and there that really make you go WHAT?!??! or anything but the story is serviceable.

However, the story DLCs really do try a special whacky or out of this world like experience that you'd expect from a game where you can quite literally jump from another car and hijack a moving one from quite a distance and at pretty high speeds.

Nightmare on North Point brings out a spiritual demonic invasion plot line that has you trying to save Hong Kong from well, a Chinese demonic invasion. This was a fairly interesting story but it is implied to take place after the main story campaign.

The Zodiac Tournament is well, the game's take on a classic martial arts tournament of power where you have to be the tournament's strongest contender.


While the story is fine overall if you're looking for a memorablem intriguing story that challenges all your morales and what not, eh you'll find better.

Gameplay:
Martial Arts Combat:
Have you played any Arkham game? Shadow of Mordor/War? Essentially the same but significantly easier in terms of combat. I've honestly never had any problem difficulty wise in the fist fighting combat since while you're in the middle of an attack you can instantly prompt the counter button of anyone who's about to attack you. Which is shown by the very generously long glowing red enemies. While sure Arkham and Shadow series did have these signals too they didn't feel as long, I think some attacks give you a whole half a second to "counter" them. While I never really got bored of the combat because of how badass I felt as I constantly learnt new skills, it can however feel too easy and it may get repetitive for some people.

Gun play:
The gun play is also fun but it could be better, it also does feel easier since you can just headshot your enemies and you gain bullet time which resets every time you gain another headshot, and I do believe this game does have quite a generous amount of health regeneration from pretty much any damage as long as you've had experience with any previous games of similar nature.

Driving:
Driving in this game feels smooth but at the same timejanky at times, there is a certain side mission where you do end up having to take a fast car and you're supposed to maintain a high speed limit for a couple seconds... Which does sound easy at first... With how narrow and how "Stiff" the overall steering can feel at times that certain side quest was probably the hardest thing in the entire game.

However there are 2 unique features that did make the driving fun. You can actually press a button specially used just to ram into other vehicles (if you're in a car of course) which does let the enemy vehicle become destroyed if you do it enough times without really damaging your vehicle and it does look interesting to say the least.

The other would be hijacking from a distance. The hijacking in the game is probably what makes the vehicles stand out, if you feel like your taxi is gonna go out your best bet would be to find another moving car going the same direction and just well, jumping to it and hijacking it. Yes, jumping to it. You don't need to get out of the car, stop another one and get it. You can just continue your activities by instantly jumping into another car.

Overall the gameplay is fun but it can get repetitive depending on what type of person you are.

Graphics:
Well it is a 6 year old game... but this is a "definitive" edition.

+ The character models really do look like they're next gen
+ Some parts of the city
- Other parts of the city like high rise buildings, these look like early PS3/Late PS2 graphics.


The overall package is serviceable but you won't be fooled into thinking this is a PS4/Xbox One title.

Performance:
Asides from Anti Aliasing put to High, the settings being Normal/High/Extreme. Everything was put to its highest settings.

I was able to maintain above 70 in some places, 100+ and the game didn't really lag that much. Performance is fine in this game. However I did interestingly enough notice my GPU being used at 100% while my CPU barely peaked 60% usage. most of time floating around 30-50%.


Some extra pros and cons:
+ You know what the best types of games are? The ones that let you alt tab with zero to no issues, I've been able to alt tab a couple times in the game without having to wait a couple seconds for everything to load and without the game inexplicably changing its window mode. From Fullscreen to borderless to windowed etc. You get what I mean.
+ Changing settings does not require a full restart of the game nor does it take long. Wait what?! Having a game where you don't get a message of "Some settings only take effect after restart"
This is an incredible Plus for anyone who constantly likes to tweak with graphical settings to find that sweet spot without having to go through extra loops.
- There's no Steam cloud sync. "b-but nobody uses Steam cloud sync". I do. It's incredibly useful if I just want to continue a game where I left off if I uninstalled it, hell, New Vegas and Fallout 3 have this feature. So keep this in mind if you ever want to uninstall this game. You'll have to start from scratch.

Summary:
For 5$ on sale? Why the heck not, if this game is on sale you should definitely try it out if you like games like Just Cause, Saints Row or GTA. While the graphics aren't the best they definitely do hold up to a degree and the overall gameplay can vary from fine to great.


I know there's a lot I missed out on like upgrades and what not but I really just wanted to get the essentials out as some of the things like the upgrade tree are pretty hard to execute without any images or videos shown.
Posted 10 June, 2018.
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Showing 1-10 of 27 entries