5
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reviewed
459
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Recent reviews by Newdle

Showing 1-5 of 5 entries
1 person found this review helpful
25.5 hrs on record (17.5 hrs at review time)
Bomb Rush Cyberfunk is definitely a spiritual successor to 'Jet Set Radio/Jet Grind Radio' and it's hard to talk about it without first talking about the previous Jet Set games.

It's JSR 1.5 - Jet Set Radio Future still did a lot of things better than BRC, including;
Characters - While all of the characters have cool designs and different colour schemes they lack individuality. They all unlock the same dances, have the exact same tricks, movesets and animations & overall play exactly the same with no differences between them. (One minor exception is that the 'small' graffiti is always 'that' character's signature).
Design & Appearance - BRC took the JSR style and improved on it. Not a bad thing, JSR's design has aged wonderfully, but JSRF took advantage of what was new hardware at the time and made the game look better. Jet Set Radio had a very unique design, JSRF took that design and incorporated 'futuristic' elements to it like rocket boosters. BRC's design 'goal' seems to be 'Look like JSR' and seems to not incorporate many 'cyber' elements to its surface level design.
The main reason why I would not call BRC a sequel to JSRF is the lack of 'feature' improvements between the games. One major leaps in improvements between JSR and JSRF was the 'MAP' feature. If you were to compare BRC to JSRF I would suggest that most people prefer the usability and the design of the one from 2002.
BRC 'does' improve the boost feature from JSRF which leads to further confusion as to why 'certain' elements are stuckin the 90's.

Everything else in Bomb Rush Cyberfunk is without a question an improvement. The controls are worlds apart and the game runs smooth as butter. New features like the phone are excellent & work amazingly well within the game. I just cannot fathom why certain features were relegated to 90s level design & function, such as the map and all the characters moving/playing exactly the same.

Best release I have played in years - I am holding my breath for a sequel!
Posted 21 August, 2023.
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3 people found this review helpful
3 people found this review funny
50.0 hrs on record
I really like spectacle fighters & while jiggle physics don't necessarily make the game better they don't make it worse.
Waifus are mostly mid tier with a couple of low-tier loli trash but all-in-all a solid anime spectacle fighter.

Wait for a discount.
Posted 5 September, 2020.
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2 people found this review helpful
383.6 hrs on record (263.7 hrs at review time)
MGSV: TPP is a really good game. There are countless things to enjoy, it never takes itself too seriously and you're always in on the joke wether you like it or not. There are certain aspects of the game that feel really underdeveloped, some even felt unfinished, but I feel like some of the reviews are a bit unfair to the game. I will explain why, but for those who don't read on: If you enjoy third-person action games, in general, there's a really low chance you WON'T love many, if not all aspects of Metal Gear Solid: The Phantom Pain.

Keyboard and mouse controls are just not good enough. Of course, you're going to learn what goes wrong when and adapt accordingly. But even so, there are times where you will be caught out by the game assuming you're using a full-range control scheme. You'll press "D" while sidling on a wall, but beause your camera was kind-of-side-on, your character will detatch from the wall, resulting on you being detected by an enemy out of the corner of their eye.

The checkpoints (as well as the inability to save without going to a certain position or hit a loading screen) will result in huge amount of frustration as well as put your patience to the test. The game encourages you to adopt a non-lethal play style, as it not only grants you more points, but of course you cannot hire dead people. This is a problem for a few reasons. One is that there is no non-lethal way of "eliminating" enemy combatants (you could argue fulton extracting them counts, however that costs GMP and so does the resulting supply drop). Another is that, while not an elimination, the only way of putting down an enemy "permanently" is to "hold them up" once they've layed down. The reason I say "permanently" is that if, by any chance, you trigger a "combat alert" while enemies are "held up", they will get right back up and start shooting at you. You will die. The last checkpoint that loaded was from before you even entered the camp. Now you have to do it all over again.

The worst crime the game commits is to under-explain everything. Some things even fall between the cracks. The amount of things I never discovered, after over 150 hours of playing, is outrageous. This, by far, is the biggest fall-back of the game being under-developed. You could argue that I could have just looked some things up, but the funny thing about that is if you don't know it exists, why would you ever look it up?
The other argument is basically what I would now, after experiencing this, recommend to anyone thinking about playing this game; Mess around in the menus. A LOT! Look at every option. Check the bottom of the screen for inputs. Check! EVERYTHING!

Basically: The game fully expects you to "waste time" rather than inform you, or even clue you in, on how to do things and where. Mess around. Explore every place, every menu. Even if there isn't anything to do there. Like Mother Base. If you don't fully explore every single main platform, you miss out on something. It might be big, it might be small. Who knows. But the game still expects you to waste hours doing it.

I realise this review is really negative for a game I would recommend to anyone. Really, I want everyone to play this game.
See, those things you've just read? They're speed bumps in the highway of fun this game was for me. I could never recommend anything to anybody without first "pointing out the hazards".

I mentioned earlier that I found some reviews unfair. Here's some examples:

"It's repetitive" : It's an open-world game. If you are speedrunning it in a single day with the intention of doing everything all at once, yeah. It's repetitive. Some give the "Repeated Missions" as an example of this. This is just plain not true. The repeated missions add certain restrictions and conditions to add difficulty as well as changing the way you may complete the mission.

"The online aspect is forced and there's no way of turning it off" : What? Press "Esc" and press "Go Offline". Come on.

"The story sucks, and it has none of the token things the other Metal Gear games do" : I personally don't like it when people rag on a game for it's story. If the thing played like a book, it would be a bad game. At least the story is good, right?
That said, the story is completely passable, I don't know what problem people have with it. Funnily enough, they never say. They may have "figured it out by the end" but you could do that with anything. I don't get people.
As for the "Metal Gear-y things", name one thing that happens in the old games that DOESN'T happen in this one?
Supernatural? Check.
Pseudo-science? Check.
Mechs and ♥♥♥♥? Check.
Boss fights? Yep.
I could go on and on. Anyone telling you this game isn't a Metal Gear game is being dishonest.

It's not the perfect game, it may not even be what people expected. But I'd be lying if I didn't say this is one of the best games I have ever played in my entire life so far.
Posted 8 January, 2017.
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1 person found this review helpful
20.6 hrs on record (15.6 hrs at review time)
The game is a massive hit or miss. One day the positives will lead me to have a great time, the next the cons will be driving me to quit and consider never booting it up again.

Let me get one thing out of the way; The game is poorly optimized. The company has said on their website's forum that "Their goal was to make a classic Carmageddon experience come back and they have." when confronted with the performance issues, which is really disappointing as this is the biggest stain on this fairly dirty piece of software.

The second is the physics, or rather the behaviour of the vehicles on the earth they drive on. This is especially obvious with the "lighter" vehicles. They will feel like they're gliding on ice CONSTANTLY. Dare to touch the steering and the drifting WILL start immediately. The vehicles have very little control and as I said, the lighter ones are barely grounded, leading you to get T-Boned every time you're not lapping your opponents.
This issue however seems to become less problematic as you unlock and upgrade bigger and better vehicles.
So it's very much a case of vading through finicky, poorly optimized gameplay to eventually unlocking somewhat bareable, poorly optimized gameplay.

Vast amount of room for improvement, but as it is, it's not half bad.
Posted 1 June, 2015.
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1 person found this review helpful
94.6 hrs on record (69.5 hrs at review time)
Incredible sense of speed and velocity, Sonic Generations is everything Unleashed hoped to be.
Where Sonic games tend to punish you for being "Too Fast", Generation rewards you more the faster you go, but it's up to you wether you're quick enough to react.
The goal stays the same as ever; Stay on the highest possible ground. You usually get 2-3 levels in any given stage. The lower you go, the slower you're forced to run, jumping death gaps and platforming narrow platforms, whereas if you stay high up and react quick enough to not fall down, your progress is significntly faster.
Great Sonic game, and would recommend to anyone that likes platformers.
Posted 6 January, 2014. Last edited 6 January, 2014.
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Showing 1-5 of 5 entries