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Recent reviews by Sny_Vs_Spyper

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5 people found this review helpful
1,600.2 hrs on record (948.9 hrs at review time)
Early Access Review
I really want to recommend this game, I really really do, so let's break down exactly why I can't.

This game is built around one central concept : Make Space Station 13 into a 3D Forest/Rust type survival game but with X.

What is X?

I don't think I'm alone in saying that I don't really know anymore.

The core of the game is fun since it plays on the urge to progress and expand and gradually learn new things and master new systems while still being close enough to suffering catastrophic losses (Accidents, lossy misunderstandings of basic gameplay systems that aren't explained anywhere, weather events at bad times, etc etc) to be able to really feel like you've accomplished a lot in the face of overwhelming odds. There are truly few games that give you the same pride that you'll feel once you've completed your first fully automated atmospherics system, built an airlock that runs off of purely custom code that you wrote, made your first automatic mining and refining system, etc etc.

The problems only really start cropping up once you start becoming invested in the game properly which is probably about the time you've built most of your beginning base and are thinking about either major redesigns or expansions. You notice things like random pipes or cables despawning (the things you need in order to live), mountains upon mountains of (occasionally lethal) desync, or a random square of space suddenly has the wrong atmospherics such as it suddenly being 500C+ warm with no reason or a random void into the external atmosphere (For me I'd made a cooling loop room where I'd kept the atmosphere as cold and as full of pure CO2 as possible so I could use the room like a big coolant tank for my base's atmosphere, a void spawned in the middle of the room when I loaded the save back up and it promptly superheated the room to the normal temperature on venus and caused most of my base to catch fire and implode/explode) or a whole host of other gamebreaking bugs.

'Oh okay, what's the big deal if this game is buggy? It outright says early access on the store page!'
True, but it also says that it was put on the store in late 2017 and I'm currently playing on version 0.2.4(039.19189), this logically means that the game is 0.24 of a completed product/24% done.
That's a rate of 0.04/4% a year, this means that at the rate we're going we can expect the full game to release in 19 years (25 years total development time).

What on earth could be taking so long? Surely the developers understand that-

Ohhhh, the store page mentions those too!

RocketWerkz, the company that was started by Dean 'Let's push an update out for our world famous early access game after many months just to remove the most sought after gun in the game because I don't like the way it sounds anymore' Rocket, the guy famous for messing up one of the most easy-to-succeed-in development gigs in human history (The bar was only set as high as a milsim mod that'd work fine as long as items spawned correctly, zombies weren't magic teleporting ghost ninjas and players' knees didn't explode at random) so badly that his team had to be replaced by another one to do in a few months what Dean's couldn't in the better half of a decade, likely because Dean Hall's team had halfway given up development to work on 3 other games (including Stationeers) nobody asked for (Not saying that's a bad thing, just showing that what their customers want doesn't seem to matter to them).

I mentioned at the top of this review that this is '3D SS13 with X', I feel the best analogy here is to say that Stationeers is Star Citizen without the fame and Dean Hall is Chris Roberts without the cash and ADD meds.

As far as I understand it Stationeers was going to be a simple-ish simulation of running a space station and as time has gone on Dean and his team have indulged in their whims of what the game should be during development, 'This game should have X!' 'This game should let you do X!' etc, but exactly as whims go they end up half developed and discarded as soon as a new one comes along.

'People seem confused, we should have tutorials!' only for the tutorials to be ignored in future updates and be largely unplayable.

'We should allow you to build on planets with atmospheres!' only for the planet's atmosphere to be able to decide seemingly at random that your fully sealed and atmospherically controlled room is now magically open to the lethally high/low toxic atmosphere of the outside.

'We should add rockets that you can customise and fly!' only for the rocket feature to be stripped back and what's left is a magic resource collection pylon that flies into the sky to get things for you if you put in the right numbers basically completely for free if you set it up right (Instantly killing the hardcore survival element that the game sells itself on).

'We should add land vehicles like buggies!' only for the buggies to be one of the most buggy parts of the game, at time of writing most people can't even turn their buggies on anymore.

'Let's add optional wrecks of prefab bases for players to loot!' only for the wrecks to have creative-only items and completely outdated or outright broken (game code wise, not durability wise) buildings or items in them.

'We should have different playable humanoid species ingame!' only for them to be locked behind a 'supporter pack' each where one is a robot that's immune to everything as long as it has a battery (Paying to remove 99% of the motivation to engage with any of the game's systems) and can eat the same pills as everybody else to heal damage from velocity based accidents (until an update 4 years later that added an asset swap version of the pills for robots), and the other species are playdough Mass Effect Turians who breathe hydrogen and expel pollutants (which in a real world sense basically means that they're walking fusion reactors, just in case we thought we were done hurting the game's focus being on serious real world engineering in order to survive in otherwise uninhabitable conditions).

'We should add big space ships like in Space Engineers, that'll give our players something to build towards!' This idea was buggy, pretty broken and was pulled from the game after only a few updates, yet all the marketing material starring the motherships is still in menus and loading screens and has suckered a not insubstantial amount of people out of their cash when they see those motherships and rightly presume that advertised features would actually be in the game after 6 years of dev time.

I can confidently say that if this game had more exposure then the modding community would completely replace the official devs in completing the game, especially since the modding community wouldn't be dividing out their time and money between constantly reworking minor things in multiple games and then spending months fixing the new bugs, all while asking for supporter money so they can start developing even more games and indulging more random whims.

Only buy this game or any other game from RocketWerkz if you're completely fine with knowing that you're rewarding a company for disregarding its obligations to its customers and yet still has the sheer brass balls to keep asking for more money to help develop existing games. I already know that there's a lot of people who are rightly upset that their supporter pack purchases for Stationeers never helped bring Stationeers any closer to completion (presumably the entire reason you'd buy supporter content unless you have a pathological hatred of your own money and success) and instead the money went to starting development on yet another unremarkable Rust/Miscreated/7DaysToDie imitation type open world survival crafting game that absolutely nobody asked for, or a recreation of an old 90s style tycoon game that about 5 people were asking for.

They update, they make half of a new thing, they break 12 old things and then they go to do something else entirely.
Posted 1 June, 2023. Last edited 1 June, 2023.
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No one has rated this review as helpful yet
172.7 hrs on record (159.6 hrs at review time)
A rich and diverse citybuilding game with a lot of content and a heavy amount of polish to the final product.
As many have said before, and will continue to say again again (rightly so, might I add), this game is the spiritual successor to just about any citybuilding game that came before it, before every developer seemed to have collectively decided to give less content for more money and export 90% of your remaining game into online servers.

This game is whatever you make of it, and with the rich amount of mods you'll be able to tune it to what you're looking for as long as you're willing to wade through 25% broken-with-updates mods and 55% low quality iconless building edits to get at the actually decent 20% of good mods and new buildings/structures.
If you're not willing to sit down and dedicate the time to do that, then citybuilding games probably aren't for you to begin with, as you'll be dedicating a lot of time to fine-tuning your city and optimising traffic systems, figuring out how best to lay your services down, setting up public transit systems, etc etc.

Setting up your city efficiently will take some time and some failed tries to get a proper feel for, but here's some tips to keep you oriented :
- Make sure every third building is a burial ground
- Replace every intersecting road with a roundabout everywhere no matter how small or inconsequential
- Make sure your industries are all on an island and that their pollution doesn't reach across the river/sea
- Make sure you keep in mind that when your city expands, just about everyone who moves in is the same age, so they'll die from old age at about the same times, creating massive waves of death that can make everyone else move out, so you'll need to make sure that your hearses can make 3 loops around the city to pick up a single corpse in a very small amount of time, as their AI seems to be paid for travel distance, not for efficiency.
- Make sure that when people start moving out from death waves you don't bulldoze key parts of your infrastructure, every building has a small radius for connecting to power grids, so if you break down a few buildings that were connecting the rest of your city to your power stations then you'll accidentally plunge your remaining city into a blackout where everyone'll leave within a week.
- Keep an eye on your garbage trucks, because if they stall for even a minute then your city'll be filled to the brim with garbage, causing everyone to leave or die, thus causing more leaving and dying, thus destroying your economy.
- Find a mod to disable Chirper(the ingame version of twitter, along with the same vapid, millennial vibes as the actual twitter) pretty much as soon as you buy the game.

As you may have guessed by these, this game has a few issues when it comes to pick-up services. Corpses and garbage will be what the majority of your time is spent overseeing, and there's not all that many mods designed to resolve these without entirely disabling the mechanics themselves. Your traffic will have to flow near-perfectly in order to prevent massive buildups of things that'll lead to the total collapse of your city in the later stages of the game, but unfortunately unless you've intentionally planned out how your traffic will flow ahead of time, then you'll have to suffer the economic loss of tearing down buildings to correct your roads and hope that they'll rebuild in enough time to cover the damages.

Traffic AI is all well and good when you're running things in a smaller city, and it's actually a somewhat viable strategy to break your city down into sub-cities with their own self-contained infrastructure and services, but after you hit a particular point you're going to be choking on the AI's dumb choices when it comes to traffic, like only occupying a single lane down a 6 lane 1-way road and causing a buildup for miles back, paralysing the rest of your traffic system and congesting everything simply because they can't stack into different lanes.

For the traffic issue itself, there's a few mods that allow for more intelligent handling of traffic on the AI's end, as well as some giving you tools to better manage how it works on your end, too. I seriously recommend looking into them if you plan on keeping your cities for longer than a few hours each and don't plan on taking the three month long introductory course on methodically calculating every intersection's impact on traffic flow and how roundabouts are objectively the answer to all the world's problems(when the game's buildings are designed to fit into neat squares).

As for chirper : find a mod to turn it off unless you're one of those weird people who actually finds it thrilling when you're waiting on an important message to come through and you hear the ping for it, check it, and find that it's only spam and not the really important life-altering message you've been waiting for for the past 30 minutes.
In my opinion there's not a single better way to remove the joy from planning out your city when a twitter mob fills your important-things-i-need-to-handle-right-now-otherwise-my-city-could-fail notification inbox with either literally-substanceless critiques(randomly generated personal opinions with no gameplay impact) or '#thanks #mayor for #doing the #INSERT-LITERALLY-ANY-POLICY, LACK-OF-POLICY, BUILDING, LACK-OF-BUILDING, WEATHERCONDITION, LACK-OF-WEATHERCONDITION-HERE 6 #weeks ago, I'm going to #remind you about it every #three ingame #hours'
primarily because that inbox is mainly designed to draw your attention to serious issues in the city that need resolving (mostly corpses or trash), so whenever you get a ping and open it to read it, you think 'oh god what did I overlook this time?' and 90% of the time you'll be met with:
'I #really enjoyed my #vacation in this #city'
'#recycling is #thefuture #greenenergy #environment #solarpower'
'I don't #like that the #mayor enacted this #policy that #half of the #community #likes'
etc etc, but you'll never be able to dismiss it mentally because there's always the 10% chance that it points you to a raging fire that's consuming your industrial sector and threatens to light your oil processing district up in a blaze of short lived, very expensive glory.
Thus, in my honest opinion, disable it and focus on finding problems the good ol' fashioned way, or find a mod that disables all of the non-problem 'chirps' so you can be sure that when the biggest icon on the screen at any time(the big blue bird at the top centre of your screen) shouts at you, it's not about someone liking the fact that you built an ice cream shop 70 years ago for the 30th time this month.
-and remember, the above only applies if you don't own more than your body weight in ADD medication, or for some reason would enjoy a game mechanic like this.

All in all I can recommend getting the game if you enjoy games about building cities, or giving it a look if you enjoy games like the Sims or other similar personally-oriented building games like that.
It's got a unique blend of casual and miro-management elements that make it so you don't have to be super strict in how you play as long as you're not drowning in oceans of debt, garbage and corpses, but still demanding enough to keep you awake and invested in the game and building your city intelligently.

8/10 please spam my inbox with corpses and garbage again!
Posted 28 February, 2021.
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18 people found this review helpful
22.2 hrs on record
Early Access Review
I think the positive reviews speak for themselves when the only upside is 'it could possibly be good in the future, therefore I recommend it now'.
As someone who's owned the game for quite a fair few years now, it's done anything but improve.
The game was taking on good progress for a while, very slow but gradually building towards something interesting(at about the same rate as DayZ standalone did, mind you), then came a series of disjointed, gameplay-crippling updates that introduced thousands of new bugs, reduced the map size massively and removed half-made elements of the game instead of fixing them.

I've stayed in the best place for any reviewer in my opinion : the hell away from any of the inevitable drama storm from a game that fails to live up to an ounce of the hype so I can focus on reviewing the game itself, not the community nor marketing or PR.

Ultimately the game's nearing a state that resembles what it was in 2018(before the crash and self-disembowelment of the game's quality) and while I can't speak for everyone, I don't exactly appreciate buying a product, having that product broken by the people who I bought it off of while it's in my ownership, and then having to wait for them to fix it again over the timespan of an average Disney celebrity's career. Regardless of how amazing they could make it, I still bought a relatively functional product and had it broken by the people who sold it to me after I bought it.

Now on to some of my pet peeves with the game as it currently stands :
-Just about any mild incline is liable to punch holes in your suit if you as much as touch it(No fall animation or anything to indicate damage, just your suit randomly tears open) while steep (80-90 degree) inclines can be ran up as long as you don't make the mistake of hitting the jump button, and believe it or not there's a lot more mild inclines than steep ones in a game resembling the surface mars
-Your character burns through food, water(and patch tape from random suit tears from 10 degree inclines) faster than you can either scavenge or craft them at the early to mid game, so it's more profitable and fun to let yourself die and run back to your corpse than engage in the core gameplay loop.
-The high quality assets are mostly all bought off of asset marketplaces, including the model and textures for the main robot of the game, the OMPA(The one the devs thought was so iconic to the game that they put it in the advertising and front page/cover art), so you're going to be running into a mishmash of good and bad models and textures and you'll have to guess if the developers bought it, or actually made it.
-If you overburden yourself with inventory items you'll deafen yourself as your character thinks it's a good idea to un-equip and re-equip whatever tool he/she was holding when you became overburdened at a rate of about 70 times per second, along with the sound playing and overlapping to the point of 100%ing your audio in about half a second.
-Weather conditions change every 1 to 5 minutes, this'd be fine if they weren't so extreme and if they didn't change so fast, for example : You'll be walking through open plains with completely clear skies overhead, then suddenly in the space of about 2 seconds a giant sandstorm practically teleports over you, tears your suit to shreds and randomly selects you for a 10 minute long death if you don't have tape (Rare in the early game, ironically the time when you need to be out and risking sandstorms the most)
-Movement is god-awful, if your suit is breached and your character hasn't breathed in fresh air for a tenth of a second their metabolic functions entirely cease, meaning they can only leisurely stroll when their suit is breached yet take forever to die(10-15 minutes of no oxygen)when it's inevitably breached. Tanky controls that feel like a first person version of Red Dead Redemption's momentum system(Takes two to three seconds in order for you to actually start moving, and a second or two to stop) except given how you're in first person for most of the time there's no indication your character's animating, so it just flatly feels like input lag(because, frankly, it IS input lag for the sake of muh aesthetics)
-The hover boots are now completely useless, originally in 2018 they could be used to get up the steepest part of large inclines, but nowdays if you press jump while you're not on completely flat terrain you'll slide to the lowest point and suffer critical suit breaches and serious injury, and then only once you've stopped firmly at the lowest and flattest point will you be able to use your boots, thus making them redundant and their only functionality be to inflict fall damage upon yourself in entirely flat areas.

TL;DR : The game's like DayZ standalone, if DayZ standalone didn't have any successful prototypes or iterations of its core gameplay released beforehand, and it deserves to be treated like the mess that it is until such a day where it's no longer a mess, not piggybacking off of 'oh but it could potentially maybe perhaps be a good game in the end'.
My recommendation : Wait and see, if the new devs prove themselves then good for them, but until that happens you should probably just sit back and wait it out.
Posted 22 February, 2021. Last edited 15 April, 2024.
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A developer has responded on 22 Feb, 2021 @ 3:51pm (view response)
2 people found this review helpful
1 person found this review funny
138.0 hrs on record (120.7 hrs at review time)
It's a travesty of a game with a fun core gameplay loop.

There's so many things to like about the game on a shallow and surface level, lots interesting mechanics like upgrading weapons and equipment, decking out your character with cyberware, quick hacking, the three classes of weapons in the game(Power, Tech and Smart which allow you to shoot off of/through/around objects respectively) and it can be a really fun experience if you only let yourself take a surface level approach to the game with minimal investment.

However, there's the issue of the game being weighed down with game-crippling bugs around every corner, painfully lazy and shortsighted design choices and the main story of the game being shortened apparently because people took issue with the fact that they got too much game with their money when they bought previous Witcher games and totally isn't down to the devs wanting more money for less game.

The point that CDPR considered to be early enough in the game to not be a spoiler and added a pre rendered version of it to their pre relase trailers, the scene with Dex, is itself the biggest event in the game and is halfway through the main story missions.

As for endings, 2 are near identical, 2 are literally identical, 2 are functionally identical and the unique one is you committing suicide before you start the final mission for seemingly no reason.

If you want to create a character and really roleplay as that character then you're out of luck, your character is already predefined with a nickname, a first name (Victor/Valerie), voice, personality, friends, histories with said friends, their entire life goal and how they're going to get there. Your dialogue options are typically restricted to one yellow response(mandatory) and several blue responses(questions you can decide to pick).

The primary unique selling point of this game, the cyberware, is shallow and broken. The arms that were advertised(the only arms in the game) break in so many ways, your wrist flies off into the sunset if you use a launcher, mantis blades don't attack if you swing them too fast(so avoid the perks and cyberware whose main purpose is making them swing faster), gorilla arms and mantis blades can have their animations break at random(fingernails floating, your fingers jutting out through what you're holding.
If you have any arm 'ware then you can't turn on the heal-on-hotkey cyberware because bugs, and that's all only if you can use them, which is 50/50 because being around a 'safe' area(any stores, houses, anywhere near friendly NPCs, etc) disables all your weapons and cyberware(legs included)and sometimes doesn't re enable them when you leave.
All of that was from only 1 of 20 slots

To list a few other 'quirks':

-Sometimes the tutorial object you get at the start doesn't spawn and you can't progress if you don't interact with it, thus softlocking you.
This is generally considered the point where you're actually starting your new game, so if they let a bug that stops you from even starting the game then it really makes you wonder what they spent the past 8 years and 200,000,000 USD doing

-The devs forgot to put in segments of the map, like a lot of areas that are hidden behind guard rails that if you jump over you fall through the map, teleport back up to the chasm, fall again, repeat...
If you see a wall near the side of a road, stand up against it and look at the road and you might see what I mean.

-You can make enemies invincible if you hack them before they've loaded in(Most of them at 40m+ distance), so if you're a netrunner then don't hack enemies until you can see them clearly otherwise you have to leave and come back in a while in order to despawn super jesus.

-Civilians don't get out of the way of your vehicle, they jump away and then teleport back to where they jumped from, or they assume a fetal position.
This can be particularly annoying when you're trying to drive slowly through an area with civilians in, they don't respond to your car's horn and some just decide to kill themselves by walking straight into your clearly-moving car.

-Civilians and vehicles can literally spawn inches in front of you and your car, so only drive if you have money to buy back a destroyed car.

-Cars don't have AI, they're set to go along very specific paths and ignore all deviation, if you want to see this in action then just go to Corpo Plaza and you'll be able to find where vehicles follow the path that tells them to drive through concrete barriers and take massive amounts of damage, sometimes resulting in chain explosions that can clear the entire plaza of vehicles(Don't worry, look away and look back again and they'll have spawned in fresh ones and gotten rid of old ones just like if they hadn't exploded)
Again, this is shameful that they let such a blatant bug(A third of players start their game there)in one of THE most important areas in the game when they're a triple A studio who took 8 years and 200mil to make this.

-If you look away from any vehicle or civilian they will vanish as soon as they're offscreen.
Good for despawning your enemy's cover or stopping civilian casualties, slightly less good for immersion, thinking you're in a city that isn't actively being generated within your cone of vision, and keeping your own cover from despawning if you have to look away to reload.

-Kerenzikov, Sandevistan and all other forms of bullet time can permanently break your weapons(both guns and melee, including all arm cyberware too) if you attack while they're active, thus effectively removing the only point you'd ever have for bullet time

-If you balance your character on a raised corner(like the ones along the sides of almost every road) you'll be classed as falling and can run progressively faster while also running the risk of dying from fall damage when you stop.

-Never go down stairs without stopping for a break halfway, I've died from fall damage by walking down stairs many times now.

-Professionally-done character animations either literally not playing, or the items the character is meant to interact with not appearing (Like a man threatening you with a gun that isn't there)

-The wanted system outright spawns a single squad of law enforcement behind you(and close enough to shoot and kill you before they even pop up on your minimap) every time that you get a star, first one is a drone and 1-2 cops, second is 1-4, third seems like it's 1-3 robots, and after that it's max tac('least from what I've seen) and if you walk near any walls when you're wanted it'll teleport turrets onto every surface to shoot you(turrets that don't scale to your level or difficulty setting, so they're either nearly invincible and kill you in one hit, or they're one-hit-kills that take 1-10 HP off of you per shot when normal enemies do 100-300 depending on what level you're at). I've actually seen better crime systems made by children.

-Cars don't become deformed, don't perform worse, or even have their glass shatter.
Their doors just pop off and their wheels catch fire when they take damage.
So much for all those 'we take our vehicles very seriously' comments the dev team had.

-Vehicles feel as though they have about half the traction that they should, if you want to turn a corner in the road at above 50mph then you need to perform a handbrake turn about 6 seconds before you reach the turn.
This kind of handling mixed with NPCs teleporting back to where they ran away from means you're bound to hit your fair share of civilians if you want to drive around the city instead of using fast travel.
That might've been an issue if you couldn't escape the cops by jogging in a straight line for 10 seconds(They don't chase you, so I guess that's why they made it so they spawn inches behind you otherwise they'd never be able to reach you), so in a vehicle if you're wanted you can just ignore it and it'll be gone in seconds.

Good game, just buy it when it comes out of early alpha.
Posted 22 December, 2020. Last edited 22 December, 2020.
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2 people found this review helpful
2,052.9 hrs on record (790.4 hrs at review time)
Early Access Review
This game is great, but the community isn't.
If you can find yourself a decent crew then you're in for a treat, immersive and rewarding co-op gameplay to maintain a submarine going through dangerous missions to complete difficult objectives with a lot of variety in job roles, challenges to overcome and gameplay experiences to be had.

A complex medical system that requires actual learning and role specialisation, endless community-made submarines to enjoy in whatever way you decide, lots of mods to use and abuse for both serious and not so serious gameplay, ingame systems designed around a crew working hand-in-hand together to keep everything running great with a lot of teamwork and effort that really feels like it pays off.

Unfortunately however, this game has grown a cancer around itself, whenever there is a public server you can bet that at least a third of your party are active griefers at the absolute least, using your sub's guns to blow holes through your hull, killing crewmates, infecting everybody with husk infections and toxins after ejecting the cures out of the airlock, etc etc.
If there's a way to make your life as a member of a submarine crew hell, they've done that and much much more.

If you can find yourself a decent crew who can take the game seriously, or a very well moderated server where these people aren't allowed to grief then you're in for one of the best 2D co-op experiences available, but if not then your AI crew will feel shallow, annoying an lifeless.
Singleplayer is fun in short bursts when you have time to forget how suicidal the bots(that you have to pay hard-earned money to replace) are, with suffocating themselves with empty oxygen masks, drowning themselves in shallow ballast tanks, pinning each other down in shallow ballast tanks in order to try to revive each other while they're all still underwater and drowning with no breathing protection, etc etc.

Either find yourself a good crew however you can(skimming lobbies for good people, checking steam community discussions/barotrauma discords for groups, and whatever else you can think of) or just don't bother with the game, when it shines it really shines, but when it isn't shining it's a chore to play.
Still a bit expensive for what it is though.
Posted 7 August, 2020. Last edited 7 August, 2020.
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No one has rated this review as helpful yet
196.4 hrs on record (55.6 hrs at review time)
Early Access Review
Simply memetastic, a good 3D adaptation of the original game
Posted 1 July, 2019.
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1 person found this review helpful
1 person found this review funny
0.7 hrs on record
For a game about making things, this sure isn't too well made
Pros:
-Nice simplistic art style
-Funny dialogue
-Cute music
-The ability to turn off said music if you want to listen to something else, which is unfortunately something quite a few VR games seem to lack
-Little features like giving your character hats, makes the game feel like it's had a fair bit of work put into it

Cons:
-Item physics, things like the back of the chest you throw stuff into not actually being a physical object(so when you throw something at it and it should bounce off the back and land inside the chest, it instead flies right through and keeps on rolling), or the fact that everything in your workshop teleports back to where it was if you let go of it for half a second(No putting down tools to move something, no carrying clipboards around and putting them in places that make doing things more convenient, nothing...)
-Control scheme is wayyy off, as an oculus user it's probably one of the most hard to get used to games I've yet played, if you rest your thumbs on the tops of your controllers like I do then you're going to be in for a bad time, as touching(yes, not pressing, touching) either B or Y will teleport items near your hands(you also have to grip them after they've teleported, which is another reason I don't like the instantly-teleporting workshop tools, if you accidentally teleport laser one instead of clicking a button on one, then it teleports to your other hand and then vanishes before you can do anything)
-Locomotion is bad, and that's saying something in a point-and-teleport game.
Rotating if you're in a front-facing setup is a nightmare as the game bases the rotation on the centre of your playspace(So much for being roomscale, where moving off-centre is the main attraction), not the centre of your character, so in the event that i'm perfectly positioned centrally to the workshop all I have to do is rotate and I'll be thrown off into a table, mix that with instant pure blackening of your vision if you phase into anything slightly and you're going to spend most of your time trying to get unstuck
-Hands are creepy and a challenge to get used to, they're about 3 times as large as actual hands, yet the fingers are disturbingly slender and spaced out, they're off centre and it feels like it's purely built to be a Vive setup, even though the game actively supports oculus touch controllers
-Not sure if it's just my setup, but the text actally seems blurrier than the rest of the game, not to mention mildly pixelated

In conclusion/TLDR:
It'd be a good game if so many small things weren't so overlooked, it's not that there's any one single issue that makes the game unplayable, it's just that there's so many many minor issues that trying to keep on top of all of them whilst still playing the game(within a timelimit for each thing you craft, might I add) is more trouble than it's worth
Posted 3 January, 2018.
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19 people found this review helpful
1 person found this review funny
923.7 hrs on record (442.9 hrs at review time)
Fallout games:
-Roleplaying game
-Deep and immersive characters with interesting dialogue and conversation options(so much so that some of the most popular mods for fallout games have been UI tweaks that make the amount of dialogue responses easier to go through)
-Character creation that gives you total freedom to do and be whatever you want
-So many cool and interesting weapons, clothes, items and collectibles that to collect them all you'd need to spend literal weeks specifically looking for them
-Enough quests and options to sink several years of your life into and still not finish
-Fun bosses and unique encounters

Meanwhile...
Fallout 4:

-First person shooting game with barebones RPG elements and minimal basebuilding mechanics(cubic snap-to-place floor/wall/roof system with basic decorations and utilities, unfortunately the developers thought it'd be a good idea to put a nice looking building next to every settlement spot you're given and thus by contrast making your rusted steel box with a door look ugly, out of place and immersion breaking)

-Two dimensional characters with a maximum of 4 response options, most often 'Sarcastic', two other vague terms( usually loosely meaning nice/nasty) and some form of 'goodbye'*COUGH COUGH* Mass Effect ripoff *COUGH COUGH*.
Keep in mind that one of the most popular mods for Fallout 4 is a mod that tells you what you're going to say before you select and accept it(exactly like every other fallout game), there's nothing quite like picking a dialogue option and then getting halfway through what your character is saying and then thinking 'WHAT ARE YOU DOING? YOU FOOL!'.
No matter what options you pick the only meaninful difference you'll ever make is which faction you join(not 'hey, i like the look of that faction' leading your story down a path that ends up not just officially bringing you into the faction but also making you care about them emotionally.
It's actually just going to the faction base, asking to join, getting accepted no questions asked and then given that faction's repeatable mission, for example: NPC escort missions for the Brotherhood of Steel (because everybody LOVES a good ol' NPC escort mission! Even more so when it's directly through an incredibly enclosed dungeon with a high likelyhood of the person you're escorting blocking you in a dead-ended room only to get attacked from behind as you're forced to stand there and do nothing because your escort VIP is standing directly between you and the enemy)

-Lack of character creation and roleplaying freedom
Just so it's clear, if you're not familiar with the intro to fallout 4 by now, don't read this part. Ye' have been warned!
You start off with 4 characters, your baby, Playable Character 1:your wife(lawyer) and Playable Character 2:your husband(ex military), and Codsworth, your robot butler.
You start off by 3D modelling your character's face in 2D with a static camera(If you want to make a good looking character, good luck! You'll need it)
You pick your SPECIAL(basically Skills), then you run for the nearby Vault(Underground nuke shelter), get frozen, get unfrozen, the unpicked playable character gets killed, your baby gets kidnapped and you go after your baby throughout the entire duration of the main game(11 quests long(excluding prologue), of which include running around and finding cigars and talking to a journalist)
Alright, let's just pretend that our son hasn't been stolen and our wife hasn't been shot, let's pretend that none of that just happened and I'm instead a wasteland survivor or whatever i want my character to be. Good luck not losing your mind trying to forget that the military robot you just helped decided to talk about your military service before the bombs fell, even the amount of times you click on a dialogue option only for your character to start ranting on about how he's looking for his baby is enough to break any immersion you tried building up right there and then...
You've already got your character's past set in stone before you've even created them, you've already got their relations to the wasteland and relationships with the people in the wasteland set out(none except for your son, and your other half which is now a thawed corpse), you've already got your intentions set out for you(finding your son).
In other words : no creative freedom when it comes to the expereince you're given if you're a roleplayer

-Not so unique weapons and items
Well, Bethesda's been trying to offload actual gamemaking to other people as of late(paid modding, missing out key parts of the game and leaving modders fix them and repair gamebreaking bugs, giving over most of the questmaking to a set of scripts that randomly generate boring 'Go here, get X and bring it to Y' or 'Go here, kill Y and talk to X' missions, etc etc. It'd only make sense that they'd do the same with 99% of the unique items they used to enjoy stashing in various fun-to-find places.
They seem to have instead opted for quests that actively give you the unique items as rewards, whilst making up for the 'i want to find cool things' by making it so randomly generated Legendary loot(normal guns/clothes with a random attribute like '+25% Limb Damage' and worth about 10 caps more) drops from Legendary enemies(basically Bosses, except bethesda couldn't be bothered designing them, so instead they're now just stat boosted normal enemies that get a bit more of a stat boost and a full heal if you knock them to low health, yes, that's how bosses work in this game, normal enemies with upped stats and what's basically a script-given stimpak)

-Quests
Fallout New Vegas (1 year from scratch to full game) has 102 main quests(faction quests + the main storyline you're put on when you start out) and 381 sidequests, most of which have meaningful choices which influence their outcomes, many of them even effecting random encounters you stumble into(for a fairly well-known example, fending off a gang from the town you start off in makes it so that the gang will actively try to ambush you from time to time if you're in the general region they operate in
Fallout 4 on the other hand (about 4/3.5 years of development) has 12 main quests(including the character creation/prologue), 54 faction quests and 20 sidequests.
Fallout 4 might have a professionally made landscape with so much in every corner, but in focusing their efforts on making a visually appealing game with lots of props, they've neglected actually giving the players anything to do beyond looting those props and turning them into more rusted steel cubes to store things in.

-Bosses that are about as unique as each bullet in your gun
The bosses in this game are done so poorly it's almost sad, they could've either opted to have more of a 'every enemy is a boss' kind of difficulty that Fallout 3 had(unless you stuck it on Easy mode), or opted for interesting bosses like the finale of the Fallout New Vegas DLC 'Old World Blues'(which directly proves that the creation engine can be used to make thrilling boss fights).
They did neither of those and instead added Legendary enemies, basically it's where random enemies from groups get picked as tougher than the rest of them, only really being tougher by mild stat boosts and a one-time instant full health regen if they fall low on health, that's it, that's what bosses are in Fallout 4.
There are a few named enemies here and there, but other than their names and preset features and mild stat buffs they really aren't too unique, any personality Bethesda tried giving to them is either through overstating it in a very short amount of time so you know what they're meant to be like before you end up finding and killing them like every other enemy(Easy City Downs being a good location to find a grand exmaple of this), or by literally putting it on the character(a unique enemy called Swan with a wooden swan on his back)
Posted 8 September, 2017. Last edited 20 September, 2017.
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No one has rated this review as helpful yet
17.0 hrs on record (17.0 hrs at review time)
10/10, words can not explain.
Go play.
Go do the things
Posted 8 July, 2017.
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4 people found this review helpful
271.2 hrs on record (200.4 hrs at review time)
Really decent in-depth heist game with a dev team that's actually a part of the community they've created as opposed to just lording over it and ignoring criticism. The main cause for downvotes i see is because skins that you can buy can have gun stat boosts on them and that makes it unfair on other players, fortunately however they're completely wrong, the stat boosts from some skins are literally just a combination between the base skin and a purely 100% vanilla random-drop skill mod(guns ingame have the ability to have a skill mod slapped on them), equipping the skilled skin completely disables the vanilla skin slot, therefore making it so the skill skins are basically useless if you've played the game for any amount of time to get the base items

Another thing i see people complain about is the DLCs, the weapon packs? Sure, they can give you a massive advantage (i no longer leave my van without my explosive ammo AA-12 and toxic shurikens), but in a purely PVE game that's fine, the vanilla weapons with a fistfull of mods are more then enough to take down most missions.
The map/heist DLC however, the devs have been REALLY generous with it, literally all buying the heist does is unlock the ability to launch the heist(and unlock related weapons/masks), you can join ANY DLC HEIST without buying it as long as someone with the DLC launches it.
Speaking of DLC, they frequently go on sale anyways, so if you're thinking to get something, just slap it on your wishlist and wait until it drops from £3.99 to £0.99, it won't take very long

There's a reason this game has a diehard obsessive community around it, and i can see why, it's a great game with a great dev team, it's spawned hundreds of memes, references and other cool things.

-EDIT:
To clear up and confusion, there's two slots in front of the main weapon mod slots(sights, barrel type/extension, mag type, etc etc) which are skins, and stat boosts. You can get the stat boosts completely 100% free, the skins with stat boosts are literally just free stat boosts bundled inside a skin, make of that what you will, but it blows the argument of 'it's pay-to-win' out of the water, even more so when you consider that if you use the stat boost slot AND a stat boost skin it'll disable the stat boost on your skin until you take off the stat boost slot.
One thing i'll say now is with their idea to remove individual DLCs, it's a bit dumb given how the majority of of DLCs are very specialised(stealth, loud, pistols, rifles, character with X perks that help Y type of people, etc etc), so most of the DLC you're now forced to buy you'll never end up using, you can no longer go 'i like stealth missions, so i'll buy a stealth character with stealth perks, and then buy a weapon pack with low profile weapons designed for stealth'
Posted 1 April, 2017. Last edited 12 July, 2017.
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