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Recent reviews by 4ks_

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No one has rated this review as helpful yet
21.6 hrs on record (5.4 hrs at review time)
I've watched plenty of gameplay, and experiencing it for myself it's still just as enjoyable, even with the simpler stuff early game.
It's a very true destructible sandbox that gives you all these possibilities and says "have at it" without feeling like the objectives are unachievable. It even appears that you can choose to simplify the difficulty of the game further via built in options, so if you want that full sandbox experience sooner, it allows you to do so.
Definitely a worthwhile game to get to play while you relax.
Posted 26 November, 2022.
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No one has rated this review as helpful yet
275.5 hrs on record (90.2 hrs at review time)
A fun and casual game which doesn't necessarily have to be particularly difficult if you don't want it to be!

The game is very angled towards cooperative play, which I think is the best way to enjoy the game. However, even if you're just by yourself you don't have to be alone as there is a handy robot companion that can accompany you if you're playing solo, and they can do far more than just shoot enemies.
Posted 27 November, 2021.
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4 people found this review helpful
72.4 hrs on record (2.2 hrs at review time)
After playing this game for many hours, here are my general thoughts.
Receiver 2 (R2) felt like the fully fleshed out, proper video game version of the original Receiver (R1).
Summary of changes between R1 and R2
  • In the visual department, everything is fully modeled and textured in comparison to the lower poly versions in R1.
  • In the realm of firearms handling, this game has matched the fidelity which existed in R1, and then expanded upon it further with holster mechanics and firearm malfunctions (failure to feed, stovepipe, to name the ones I've experienced).
  • In the lore/story department, Wolfire expanded upon this with "Floppy Disks" giving some lore/story text, as well as giving detailed descriptions of each of the firearms, firearms handling, and other firearms-related information. The tapes are also enhanced, again with various tidbits of firearms or lore information/knowledge.
  • Controls in comparison to R1 are more fleshed out. There are more options (hold to crouch, a dedicated sprint button) and from what I see the help control list reflects these changes.
  • Enemies make identifiable passive sounds! If you're attentive, you can identify the enemy ahead/nearby. There are also new enemy variations of the original two seen in R1, as well as even greater damage modeling and effects on each of these enemies.
FIREARMS
In my many hours of playtime, I have used
-S&W Model 10
-Colt Detective Special
-Glock 17 (which is again modded with select fire)
-Desert Eagle
-Hi-Point 9mm THE YEET CANNON
-Beretta M9
-Sig Sauer P226
-Colt Single Action Army
All of these were realistically modeled and given all it's mechanisms. I also noticed that the DEagle, being a rather unwieldy handgun in real life, was also "cumbersome" in game as well (took a bit longer to snap to exactly where I was aiming) which was a good way to model its weight.
In addition to further firearms mechanism detail, there are also occasionally "handicaps", in the form of the occasional magazine having reduced capacity (indicated with red X's), or a revolver with a "disabled" chamber (indicated by a permanently stuck shell with a red X over the primer). With the revolver, you spawn with a disabled chamber (or two, but never all six), with no way to change it, while with a semi, you have a chance of spawning in with a handicapped magazine, as well as occasionally with magazines I found, which brings me to...
You can now find additional magazines in the level! In R1, you only ever had the magazine(s) you spawned with. In R2, you can find additional magazines in the world (although you will need to look for them, and as mentioned before, they could be handicapped). However, in my experience I never spawned more than with one magazine.
And to quickly note it, this game has a slightly different storage system from R1. You now have a dedicated holster for your firearm, and 5 slots for holding magazines/flashlight. The holster comes with a new mechanic of safely holstering/unholstering (which now gives reason to use the safety on a firearm, to make sure the hammer is down, or to have an empty chamber).
Additionally, unlike R1, you cannot find more than one flashlight (at least not in my experience), so you won't accidentally potentially throw a run away because you dropped your magazine and accidentally filled your entire inventory with flashlights.

OVERVIEW (and kind of the TL:DR)
As with the original Receiver, so far I have enjoyed this game. And similar to R1, if you enjoy meticulous firearm manipulation then I would definitely recommend giving either R1 or R2 a try. Outside of VR, this and R1 are the only two games I know with such intricate mechanisms and handling of firearms. In general gameplay, it offers a challenge not experienced in many other games.

Ahead are some gripes that I don't really affect gameplay, but I think would be an easily addable/changeable improvement to the game.
GRIPES
  • Running: Even with the addition of the dedicated sprint key (which I appreciate), I can still accidentally sprint if I tap W too quickly. This makes edging forward slowly very difficult if I'm not crouching. An update has changed this so that having the dedicated sprint key activated now disables tap to sprint!
  • Holstering: It's very difficult for me to gauge if my handgun is actually fully holstered or not. I've done a few experiments to learn the threshold, but it still isn't entirely clear. I would suggest a "progress bar" and/or an audio cue. Similarly...
  • Glock Leg: I do think the holstering mechanic is a great addition, however I feel that it is far too easy to accidentally "Glock leg" yourself, potentially because of the above, or just by how the mechanism works. In real life the Glock has a trigger safety, which makes it much harder to depress the trigger if the trigger safety is not also pressed, which is generally very difficult to do for anything that isn't at least the thickness of a finger. In the game, if you quick holster the Glock, it will guarantee a ND (negligent discharge), provided there is a round in the chamber and hammer is ready to strike. Perhaps having be a "chance" that you will have a ND with the Glock instead will fairly model this. Similarly, the M1911 has a grip safety on the back, which, again, means it will not fire unless it is also pushed down. Again, having a chance of a ND might be a similar solution.
  • Sandbox/weapon selection/options: In the majority of my runs where I spawn with the revolver (except with the SAA), I almost always keep getting at least one disabled chamber. I can count the number of times I've had runs without any disabled chambers on one hand. Although mitigating this isn't terribly difficult, it does guarantee that my revolver runs are just that much more difficult, as unlike handicapped mags, I cannot potentially eventually get a cylinder without any disabled chambers. I would like to see some option of just not seeing handicapped revolvers, or have some way to be able to fix these disabled chambers, much like being able to find a non-handicapped mag on runs with a semi.

(Updated June 19th with more info, removed some now superfluous info)
Posted 15 April, 2020. Last edited 19 June, 2020.
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1 person found this review helpful
507.6 hrs on record (492.9 hrs at review time)
GTA V is a game with many mixed feelings. With the major success of its previous titles, GTA IV in particular, GTA V had big shoes to fill.
For the main story, it was an enjoyable directional sandbox with some memorable characters and some fun (although sometimes strange) missions. The game makes sure to drive home on the comedy on social commentary and stereotypes, as well as the plethora of classically lewd innuendos peppered through the game.

However one major part of GTA V was its eventual introduction of GTA Online, which is certainly did not break out of the mixed feelings mold the main game set. The loudest complaints being the cost of everything (needing plenty of grind or the purchase of "Shark Cards"), and the cheaters and griefers you may encounter in online sessions.

In all honesty, I think that trying to learn and play GTA Online by yourself is not a great experience.
However, once you get progress rolling and have some friends to play with, the memories you make in the open world of Los Santos are absolutely endless, and because of the nature of the game it can provide unlimited amounts of entertainment. From doing coordinated missions and high-risk high-reward heists, to racing fancy cars through the streets of downtown Los Santos and soaring off ramps and loop-de-loops in the skies, to getting hammered in a hole-in-the-wall bar, strip club, or a random persons yacht off the sunny coast, the maximum entertainment value is set by you and your friends.
Posted 24 March, 2020.
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No one has rated this review as helpful yet
6.9 hrs on record (4.5 hrs at review time)
Baba Is You is, generally, a pretty simple game. Not simple in that the puzzles are easy, but simple in action, direction, and goal.
The puzzles start pretty simple, but slowly start ramping up in difficulty as you start to learn new conditions or encounter new obstacles. The conditions in the puzzles, as well as the thinking in the puzzles are reminiscent of software programming at a low level, starting with simple equality statements, with AND and NOT operators appearing soon after. Finding which one takes precedent is part of the experimentation, as well as learning what new modifiers do.
This is a kind of game that will definitely take a lot of brain power, and if you ever get frustrated, do not despair! Take a break from the game, stand up and stretch, get a drink of water, and come back at it with a fresh look at the puzzle.

If I had the option, I would nominate this game for almost all of the 2019 Steam Awards categories it can apply to, but since I can only nominate this game for one category, I think that Baba Is You deserves my vote for Game of the Year award.
Posted 27 November, 2019.
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No one has rated this review as helpful yet
9.4 hrs on record (4.6 hrs at review time)
This is a game that's best played with at least a few friends, otherwise you'll miss all the great moments of great cooperation, confusion, and the occasional friendly (or not so friendly) sabotage.
Posted 1 July, 2019.
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No one has rated this review as helpful yet
8.7 hrs on record (5.3 hrs at review time)
Receiver is a unique game which takes the concept of firearm manipulation, which is almost always glossed over in any shooter, and bases the game around it. I personally have plenty of real firearms experience, and can say this game has simulated nearly everything that one might experience with handguns.

Firearms
As of this review (December 22nd, 2018) this game has three available firearms. One semi-automatic, one semi/auto, and one revolver; being a Colt 1911, a Glock 17 (modified with automatic fire capability), and a double-action revolver (S&W Model 10), respectfully. Their models are somewhat low-poly but are distinct enough to know which pistol you have. Additionally, these three pistols have enough differences as to not feel as if you are using the same gun with a different model.
You do not have the capability to choose which gun to start with (you spawn with one of the three and various amounts of ammo and magazines), and you cannot find any additional firearms or magazines along the level. Additional loose ammo of varying amounts can be found randomly and can be picked up, along with any ammo you might've dropped/ejected (either on purpose or accidentally) as well as flashlights and one of the eleven tapes scattered throughout the map.

Story and Gameplay
The game doesn't have a lot of story other than what's revealed in the tapes. From what I understand some sort of AI has taken control and has killed off most of the population. Admittedly I haven't been able to collect all the tapes in one run.
Storage exists as a 10-slot "holster", being the number row, and the player with two (invisible) "hands". Each slot can hold either your gun, spare magazines (if applicable), or a flashlight(s). Spare loose ammunition is stored seperately and must be manually loaded into magazines (or into the revolvers cylinder).
There are two types of enemies, both which operate on line of sight. One is a stationary turret armed with an automatic gun, and the other is a flying drone with a instant-killing taser. The turret slowly spins in circles and locks onto the player when in view before shooting, while the drone hovers around and flies at the player to come in contact to kill. Both types of enemies give an audio cue (in the form of a beep) when the player is within its field of view and is beginning to target the player.

Controls
With a game which requires careful manipulation of firearms, there are plenty of controls which are found not in other games. Thankfully, there is a key which can pull up a list of the controls if you need a reminder. However I also found that if any controls were rebinded (rebound?), this list doesn't update to reflect the change.
A lot of the controls for specific actions (such as decocking or manually locking a slide) make sense, as they mirror the real action very well.

Overview
Overall I personally enjoyed this game. If you're like me and enjoy meticulous firearm manipulation then I would recommend giving this game a try, especially if you lack a VR setup for H3VR (which is another game which features realistic firearm handling).
Arguably Receiver might not be a "game", but rather a proof of concept of meticulous firearm handling in a video game with keyboard/mouse controls. Although currently VR seems to be a better method for this purpose, this game was developed before VR began taking off, and was also developed in a 7-day timeframe for a challenge.
At a price of $5 (or less during sales), it's a fun game to try this concept for yourself. However, there are a few specific gripes which I've experienced and will highlight below, although I am unsure if this game will be updated any further.
Feel free to look through them, but otherwise this is the end of the review.

Gripes
  • Drones: There's no real way to specifically tell if you've been spotted by a turret or a drone, as they both emit the same "beep" when you're spotted. I can be as careful as I can be entering a room, but when I hear a beep I have no idea if I should be expecting to look for a turret on the ground or to start scanning the skies. Additionally on the topic of drones...
  • Drone idle: As opposed to turrets which are stationary and are restricted to the ground, drones can be located virtually anywhere and are completely silent until spotting the player. I have no idea if I should be expecting any drones when entering an area, and have no reference of where they are. A large amount of my deaths have been from thinking I was spotted by a turret I saw and getting zapped from a drone which is rushing me harder than a rabid animal.
  • Area transition: Occasionally when walking into a new area my game stutters for a second, sometimes leaving my player farther into the room than intended. This has lead to my death a few times either by a turret pointing in the right direction, or a drone hanging by the entrance. This combined with the previous issues has been the cause of the majority of my deaths.
  • Running: Currently there is a way to run, which is to spam the "forwards" key. I don't find this a big deal, as I haven't found myself needing to run long distances (which would otherwise be annoying). However I've had a handful of deaths where I was attempting to slowly navigate around on high ledges, only to accidentally double tap my forwards key too quickly and sprint off the edge, falling to my death. I don't see why there isn't a dedicated key to hold/toggle running.
  • Weapon selection: Although randomly spawning in with one of the three weapons is fine, I'd like it if there were a way to select the weapon you were to spawn with. When I first started playing I had almost forgotten there was a 1911 until I had died almost 10 times and then finally spawned with it. Additionally, I found that I spawned with the Revolver the most, which might not be in the alley of other players.
  • Glass: Not a big deal, but with glass being completely clear I've wasted some ammo trying to shoot turrets/drones on the other side, or spent time hiding from said turrets/drones I otherwise didn't need to actually hide from. I think there should be some kind of way to tell there is glass there other than being completely transparent.
EDIT Nov 18, 2019
There was a (primarily) performance update in September 2019, which fixed the hitching when transitioning between rooms. However, other gripes still persist. Regardless I'm glad the devs at least took a look at the game again!
Posted 22 December, 2018. Last edited 18 November, 2019.
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1 person found this review helpful
572.5 hrs on record (554.2 hrs at review time)
If you've never played the first Borderlands game, Borderlands 2 does a good job of not making you feel like you're missing a large portion of the game without the previous title's story. However, if you've never played the first Borderlands, I would recommend giving it a play especially if you've played this and enjoyed it.
Borderlands 2 contains incredible amounts of content, and has a lot of replayability for a single/coop shooter. The humor and the memorable characters make the game legendary through story alone, and that's not even all there is.
There's always a feeling of progression, always unlocking something new, and plenty of theory crafting for a build to your liking.
And of course, there's the ridiculous amounts of loot in loads which might just be illegal in some countries.
Posted 3 November, 2018.
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No one has rated this review as helpful yet
809.7 hrs on record (738.7 hrs at review time)
CS:GO Review
Skill, challenging, and fun are all words I would use to describe CS:GO. Albeit, the game is frustrating at times, whether at your own failures, your teammate's failures, or the moment where if you watched that angle just a second longer you would've gotten that kill.
Yet, we all strive for the satisfying moment of round winning 1vX clutches, the impossible AWP flick, the perfectly executed site takes, and the final moments where everyone shares "GG"s after an incredible win before returning to the menu.
Posted 3 November, 2018.
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No one has rated this review as helpful yet
1,964.4 hrs on record (1,579.9 hrs at review time)
Warframe is a game which has always been best described as "space ninja shooter". In this game, there is no real "end-game", other than the goals you set for yourself. Despite the age of the game, it is still constantly receiving updates, from the size of bug fixes to whole new content expansions such as the Plains of Eidolon and (the soon to be released) Fortuna...
...
...and it's all free.
Posted 3 November, 2018.
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Showing 1-10 of 13 entries