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Recent reviews by Xanarki

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4 people found this review helpful
1 person found this review funny
10.2 hrs on record (2.5 hrs at review time)
(Note: First two paragraphs is me babbling about the original game, Reloaded review starts at the third paragraph)

When Kingpin: Life of Crime came out in 1999, its design was innovative for a variety of reasons. In a field that was crowded with sci-fi and military shooters, Kingpin's approach was a breath of fresh air. It took place in a retrofuturistic world (as in a future that was envisioned by the distant past); thus, the locales consisted of decayed urban ghettos, steamy factories, rundown warehouses, and slightly upscale city streets, albeit crossed with gangsters, scammers, gun runners, drug users, bums, prostitutes, and other shady characters (drug use and sex acts were not in the game despite a few bad rumors from the mainstream press at the time). Kingpin's atmosphere was unique, but its gameplay wasn't the usual run-and-gun affair, since it tossed in subtle RPG aspects. The mixture of weapons were well-balanced too, such as the impactful bazooka, expected shotgun, deadly accurate heavy machine gun, and pistol with four modifications. The AI in Kingpin was outstanding, as enemies fled if their health got low and even displayed self-awareness when using an explosive weapon so that they didn't hurt themselves. Kingpin's final touch was the multiplayer, as the pace was grounded yet still slightly fast-paced like Quake II (which was the engine used). Its Bagman mode, which was basically Capture the Flag but with money instead of flags, was a hit.

Kingpin's initial shortcomings weren't overly major, but they were still a bit noticeable. For example, the RPG elements weren't fully fleshed out by the developers Xatrix. The player could talk to characters, but they only had two simple reactions (positive and negative). Thugs could be hired as fodder, but a full-on gang war wasn't in the cards. The Pawn-o-Matic stores implied pawning, but with the exception of one small side quest, things couldn't actually be pawned to the store. The most enjoyment was gained when the player fully explored what Kingpin had to offer, but an overambitious feeling lingered in the air. Team leader Drew Markham later admitted that they couldn't fully implement everything (Kingpin was surprisingly finished in less than a year total). In addition, the profanity in the game far exceeded anything that became before it. At times it sounded like filler because the writers ran out of ideas, but in contrast the barrage of cuss words fell right into place during the more hectic gun battles.

After its release, the mature content in Kingpin allowed other mature games to enter the gaming industry, whether they acknowledged the game or not. Kingpin absorbed backlash from the public, despite the game's clear aim that it wasn't for children. Its sales were quite good in the UK but it barely made a splash in the US. After over 20 years, the remnants of publisher Interplay alongside the developer Slipgate Ironworks (a division of 3D Realms) came together to release Kingpin: Reloaded.

It was clear from the start that Reloaded's intention wasn't to radically overhaul the original game; rather, it was stated that it was a remaster with accessibility features. The source code for Kingpin was long gone, so Slipgate had to reverse engineer the game in Unity. For the most part, the actual feel of the gameplay remains the same as the original, which is superb since it's not even using Quake II's engine anymore. The pacing still has that grounded yet slightly fast-paced feel. All of the aforementioned features of the original game, such as interacting with NPCs and buying items, remains the same as well. Reloaded adds in accessibility features which makes a few things more practical: money from dead bodies automatically appears on the ground (instead of the tedious crouch-and-search of the original game), rats are squashed whenever the player walks over them, and the inventory screen is revamped (instead of the lifeless menu of the original game).

Reloaded also adds in a few things that simply weren't around in 1999. A set of accomplishments are attached in Steam, a nifty message appears on-screen when the player discovers a secret, a button automatically changes the visuals from the original textures to the enhanced textures on the spot, and subtitles are added in for even the cutscenes. The visuals certainly look better in Reloaded than the original game, but they're not too staggering. Indeed, a lot of wall textures and individual objects looks clearer, but the overall picture just didn't produce a jaw-dropping experience. The bloom effect to the lights is the most out-of-place aspect. It only occurs at certain junctures, but it is a slight distraction regardless. Thankfully, there's options to alter or disable most of the options.

Although the gameplay feels just like the original, there's a few odd bugs that slipped through the cracks: the icon for a hired thug doesn't always disappear when he dies, outdoor ambient sounds don't change when moving from outdoors to indoors, and there's clipping problems when someone hugs against a wall or brushes against certain objects (which also diminishes the superb AI). A stutter also occurs randomly, whether due to a new enemy entering or a new weapon unholstering. It's hard to pinpoint since it's truly random.

In all honesty, the biggest negative about Reloaded is its lack of multiplayer. The Bagman mode (as mentioned above) remains a classic even over two decades later. In addition, the community (found at kingpin.info and who gets together for two games a week) has created a ton of maps and mods for the classic game. None of that is supported by Reloaded and it's a shame. At the very least, an option in Reloaded's main menu could've given the option to play online with the original game, but even that wasn't included.

Due to the lack of multiplayer, it is then obvious that there isn't any added content to the singleplayer game either. No extra weapon modifications or expanded bonus levels or the like. Reloaded could've gotten by without any of that, but the omission of multiplayer and subtle bugs and so-so visuals inadvertently made the lack of content stick out like a sore thumb.

Reloaded isn't the ultimate remaster of Kingpin that many were hoping for, but it's also not a disaster that others are making it out to be. In its current state, Reloaded is actually a decent introduction to someone that's unfamiliar with the name, but it does not have the capability to revive the series or breathe new life into it. Along with a dedicated community which has been steady for over 24 years, the original 1999 game's influential mature content and unique gameplay deserves a chance at a revival (plus original designer Markham, who died a few years ago, probably would've liked that too). Reloaded still has an opportunity to rejuvenate the Kingpin name; however, if it never leaves its current state, then it will forever remain a project filled with missed opportunities and baffling oversights.

5.0/10

Top 3 Pros:
-The original game's superb AI, unique approach to interactions, and urban settings are all still in place.

-Besides an occasional clipping issue, the actual movements and feel of the game retains the original's style, which is surprising due to a change in the engine.

-A great revamped screen for the inventory.

Top 3 Cons:
-No additional singleplayer content or any multiplayer mode.

-A few odd bugs but nothing drastic, although clipping on objects/walls is the most impactful one.

-Due to the decades that has passed, the overall presentation of the game is magnified, and as such its failings might actually harm the Kingpin name in the long run, unless something changes.

(Note: I've been a fan since '99, and thus I was hoping for something amazing, but right now Reloaded is merely "decent"...after 26 years, we get..."decent"...)
Posted 5 December, 2023. Last edited 5 December, 2023.
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4 people found this review helpful
1.5 hrs on record
Early Access Review
The first and most crucial point of Couch Party Game Night is that it's a game that is being independently developed on the side. The second and other crucial point is that it's geared towards split-screen multiplayer, which sadly, almost seems like a distant past-time activity nowadays. If you were to approach this game with these two things in mind, then you're more likely to get some enjoyment out of it.

The game supports up to four players, all on one screen; thus, external controllers are almost a must, but workarounds can be made for mouse or keyboard players. An older controller such as a jury-rigged PS3 one worked, eventually. You choose the amount of players, the map, and a few adjustments of the in-game options. There's a small amount of different weapons, ranging from a few replicas of real guns to laser tag pistols, and more. Each one basically has the same purpose, and besides its rate-of-fire and visual or audio representation, they will all do the same damage. There's also an option to manually aim and zoom for each one, too. The screens, split into two or three or four ways, is cut up just right. It's a bit discouraging that each player spawns in the same spot after death, though.

In regards to the graphics, they have a certain consistency. Anyone expecting a mind-blowing AAA style should look elsewhere, as that's not the type of game this is being worked into. The maps are slightly varied, each one being set in the outdoors, with a suburbia atmosphere on all of them. The placements of hills, abandoned buildings, lookout towers, and other objects mixes it up a bit. It's also of note that the aftereffects of the weapons are nicely done. For example, seeing a stream of explosions coming towards you is a bit unsettling, and seeing the insides of buildings light up at night with gunfire at a distance looks great.

For the most part, the sound effects are minimal. The best sounding weapon are the retro lasers, which gives off a satisfying explosion sound upon impact. There doesn't seem to be any music, but it's better to have nothing than something half-done. Since this game is a physical split-screen experience, music would just be drowned out in the background, anyway.

As previously mentioned, split-screen gaming (especially four players) is at an all time low, since when it comes to split-screen shooters, maybe console games such as Playstation 2's Red Faction II or Quake III Arena and Nintendo 64's Hexen or Goldeneye 007 would come to mind. Not only are games phasing it out in the modern era, they are phasing out local play completely. The fact that a newer game exists for the sole purpose of filling that void is a surprise to see. Despite the minimalism and random flaws, Couch Party Game Night is a solid split-screen experience, as it harks back to the older days with no regrets.

6.5/10

Top 3 Pros:

-Four people can play locally via split-screen.
-Some cool graphical effects.
-A decent amount of small updates from the developer.

Top 3 Cons:

-The maps all have a bit too much in common with each other.
-Minimal sounds throughout the game.
-Spawn locations are not shuffled around.
Posted 31 October, 2020. Last edited 31 October, 2020.
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A developer has responded on 12 Mar, 2021 @ 7:47pm (view response)
3 people found this review helpful
2.0 hrs on record
If you experienced any form of '90s PC gaming, more than likely, you know the name of Carmageddon. In short, it was a brutal, controversial, genre-defining car combat video game. It had the blood splatters, the dystopian vehicles, the bleak locations, the offbeat humor, the industrial music, the addicting gameplay, and more. Stainless Games was the company behind the madness.

After Carmageddon II in 1998, Stainless dropped off the radar. They made sporadic one-off games, and a brief stint with Magic the Gathering. Eventually, they regained the Carmageddon brand. They first released a well-received mobile port of the first game. They then released Carmageddon: Reincarnation, the long-awaited sequel (aka revival) in the series. It was followed shortly by Carmageddon: Max Damage, which for the most part, was the same game but more polished and more content (and owners of Reincarnation received Max Damage for free, a plus). Sadly, the writing was on the wall for Stainless. Due to various reasons, they pawned off the Carmageddon series to THQ Nordic, where its days are currently spent in the ground. Stainless moved on, but, not completely.

ShockRods is the studio's newest project. The best description of the game is a cross between car combat and arena shooters. It is like as if someone got bored of simply driving a car, and instead, wanted to control it like a first-person shooter. That seems to be the entire premise of ShockRods, and although the handprint of Stainless remains, that is both good and bad.

Since Stainless is known for their car combat, it comes as no surprise for them to revisit the genre. The vehicles resemble off-road dune buggies, to an extent. They are contraptions that is uncertain if it wants to be a vehicle or a mech; however, this all makes sense, given the two genres that Stainless has presented. They don't look completely basic, and the interesting crossbreed is something new at least, but fans looking for the unique machines of Carmageddon will be quite let down.

The other genre, first-person shooting, makes a twisted appearance. Unlike most car combat games, the method of moving and aiming is very similar to a shooter. Even though the camera is from behind the vehicle per usual (but it can be adjusted to your liking), the controls for the four-wheeled contraption is more similar to controlling a human, or a fast-paced mech. The movement is quite fluid in its approach, and this is a refreshing change for both genres; however, the downside is that if someone typically dislikes one of the two genres, then they probably won't find this combo attractive. ShockRods basically has to shoot for that gamer whom appreciates both sides of the coin.

The actual weapons in the game are more closely related to arena shooters than anything. There are revved-up miniguns, oversized shotguns, high-caliber sniper rifles acting as a “rail gun” of sorts, launchers that possibly resemble grenades, and more. The weapons are varied, and thankfully, each one has a purpose. Some of the weapons will cater to a more cautious player while others are perfect for the haphazard ones, and everything in between. Sometimes, it's a bit challenging to keep an eye on the ammo count as it isn't too prominent, but that seems to be the only major downside to an otherwise stabilized weapon lineup.

Although the actual players' cars are detailed to the point as they were intended, the locations are even more-so detailed. They are quite solid, and even though the landscapes are generic such as a rustic factory setting or a bumpy desert setting, they fit like a puzzle piece, and are great arenas for such battles. There are no options to create or edit one's own map, and due to the small number of locations, one might feel tired of the scenery after so long. In addition, due to the game being built on the famed Unreal Engine, a lot of the atmospheric vibes and presentation will be familiar to a player, for better or worse.

Even though the mixture is executed well enough, it is laid on a foundation of potential. The key word is “potential” since, as of this writing, it has been nearly a year since the game's final release. From the beginning, ShockRods did not have a large fan base. Various theories circulate due to that, such as the aftermath of the Carmageddon series, the previously-mentioned “both sides of the coin” appeal, the lack of reach due to the company's small indie size, and more. Despite the reasons, this is a crucial point, since ShockRods was developed as an arena-based game, and other humans over multiplayer is essential to experience the full impact of the game. Of course, there are options to play bots offline, and the AI isn't half-bad; however, it can get tiring after awhile. One small saving grace is that the community has a dedicated Discord, and if someone was persistent enough, they could easily find a match.

To summarize, ShockRods feels like a refreshing take on two very specific genres. The gameplay elements are implemented on a solid foundation; however, the foundation only allows the game to stay upright, and does not extend beyond that. Overall support and buzz around the release was low-key from the start, and the game's long-term impact suffered as a result. Still, if someone wants a quick occasional session to experience a different vision, ShockRods is worth digging up.

7.0/10

Top 3 Pros:

-The movement of the vehicles resembles a first-person shooter, and creates a unique twist on the genres.

-The weapons are varied, and each one has a strong yet distinguished characteristic.

-Although multiplayer is the preferred option, the offline mode with bots is not a total snore.

Top 3 Cons:

-The locations can become stale over a long period of time.

-The meshing of the two genres will only cater towards specific fans.

-Overall activity for the online community is limited, and has been for an extended period of time.
Posted 23 September, 2020. Last edited 23 September, 2020.
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10 people found this review helpful
5.6 hrs on record (1.2 hrs at review time)
Early Access Review
This review is based on the Early Access status of the game, and will be changed as time passes.

There are a lot of military first-person shooters on the market today. Explaining the differences and history of the genre is not needed, as most gamers understand the main points; however, there is one big point that needs to be brushed upon. In 1998, a developer named NovaLogic created the first in a series called Delta Force. This game was different from other first-person shooters, as not only was it based on the military, it also had vast outdoor maps that seemed to span for miles. In addition, the game supported 32 players in one session, and for a shooter, that was almost unheard of in the late '90s. The series was instrumental in creating the genre that is now dominated by Call of Duty, Counter-Strike, Battlefield, and more.

After NovaLogic released the low-selling Delta Force Xtreme 2 in 2009, the company went quiet. Eventually, they sold the franchise to another company, and it has stayed in the ground ever since. Fans of the series would still populate the servers of Delta Force: Black Hawk Down, or would gather around for nightly games of Delta Force 2. The question of “what if the series made a return?” lingered in the minds of many, especially if it received a modernized treatment. The answer was revealed when indie studio Red Jake Studios started work on Tip of the Spear: Task Force Elite.

The studio is not shy from stating that their main influence was Delta Force. After all, the initial revealings originated on Facebook fan pages for Delta Force. A word-of-mouth approach and direct contact with the fans would help propel the game to Early Access status. As of this writing, it has been almost 7 months since the first release.

The gameplay elements are quite straightforward, and aren't bogged down by complex methods. You choose 1 of 4 classes, select what weapons you want, and connect; thus, there are no overly complicated plans or requirements to play. The movements are what you would expect from a military first-person shooter game. You can run, lean, jump, crouch, and lay down. With the exception of a very significant glitch that sometimes occurs when laying down, the movement is solid all around. You don't have to dedicate weeks of your time to figure out how to properly move, as it all relies on your gut instincts and reactions.

Along with the 4 classes comes with some weapons that can be chosen. They all vary by strategy, and it makes for an interesting experience to try new loadouts. The assault's AK-47 and M-16 are what you would expect from assault rifles. The medic's MP5 has the feel of portability and suits the class. The gunner's 2 heavy machine guns will remind players of Delta Forces' old SAWs and is great for spamming. The sniper's 3 choices of rifles suits the long ranges that are implemented in the game. Overall, there are 12 main weapons and 3 sidearms that can be chosen. Even though this would be acceptable for an old Delta Force game, in today's modern world, more variety would be expected. More than likely, this will change as the game continues to develop.

One of the more interesting features is the emphasis on the ballistic system. Despite the game being in Early Access, Tip of the Spear portrays the bullets extremely well. You have to set your elevation if firing via the scope, which is an added perk to the realism. Newcomers can't simply pickup a weapon and expect to master it instantly; however, if a player familiarizes themselves with each weapon, it becomes apparent that Red Jake Studios took the ballistics to heart. The best comparison to this type of process would be the S.T.A.L.K.E.R. series of games.

The game is built upon the popular Unreal Engine; thus, many players will find the overall atmosphere and graphics to be familiar, as the engine continues to flood the market. Thankfully, all of the assets, codes, and textures are completely original by Red Jake Studios. The maps are quite vast, with many hills for sniping, and many buildings for ambushing. They range from war-torn towns, to fields, to industrialized compounds, to simple deserts. The maps are not overly complex, and some are a bit too similar to others; thus, they may seem repetitive at times. In addition, many of the maps are designed for extremely large battles, but with the current popularity of the game bringing in smaller numbers, the ambitious designs can't be experienced properly.

The singleplayer is mainly for practice, but you can pass time by setting up some bots, and gunning away. The AI aren't dumb as rocks, but they're not geniuses either. They are good for testing new things or if you're bored. The multiplayer's net code is quite stabilized, and everything seems to be balanced. Along with classic Deathmatch, there is also King of the Hill and Capture the Flag, classics in their own rights. Another thing to note is that the vehicles are not yet implemented; however, a later update will set paths for them, and you will be able to use them as weapons. This is in the style of the older Delta Force games, where you can jump inside a chopper and focus your sights on the turret, instead of trying to pilot the hunk of metal. In the case of Tip of the Spear, from what is seen, the vehicles and aircrafts are detailed as is, so it will be nice to see them in motion.

Tip of the Spear is a straightforward first-person shooter, as it takes the fundamental elements of classic titles and paints a modernized coat on top. There are a few additions that can be added in due time, and there are a few bugs that have to be stomped out as well. Even with an interactive and friendly development team, the online player counts have not seen a dramatic increase; however, a plan for wider marketing is in the works, and so this game can not be counted out yet. Even so, Tip of the Spear doesn't waste your time with microtransactions but instead focuses on realistic ballistics, miles of maps, classic movements, and stabilized battles. This game has the ability to be the true spiritual successor to Delta Force, and eventually, will create its own identity.

8.0/10

Top 3 Pros:
-The ballistics are realistic and gives each weapon a sense of purpose.
-Large scale battles with a big crowd compliments the vast maps nicely.
-There are no microtransactions or paid elements to give unfair advantages.

Top 3 Cons:
-Despite looking great, the maps are a bit too ambitious for the current number of players.
-More weapons, including sidearms and utilities, would take the game to new heights.
-A few minor bugs exists, although some are more obvious than others.
Posted 4 July, 2020. Last edited 4 July, 2020.
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33 people found this review helpful
2 people found this review funny
5
4
3
1
5.0 hrs on record (4.3 hrs at review time)
Back in the '90s, Sierra kickstarted a fishing video game series called Trophy Bass. It was officially sponsored by Outdoor Sportmans (a significant magazine and network owner for the fishing world), and had numerous lures, rods, and baits to choose from. You were able to choose different lakes based on the real world and transverse them by boat. Due to the era, the graphics were a bit primitive, as although it wasn't the pixel-driven DOS era, it hadn't quite reached the 3D-accelerated Windows 98 era; thus, it was somewhere in between.

After the release of the Trophy Bass games (and the similar-in-atmosphere games of Deer Hunter), numerous clones started to emerge. Developers realized that a quick buck could have been made from something simple like hunting or fishing. The barrage of titles since the early 2000s is baffling, with the vast majority literally being released for the bargain bin. Some developers tried to make fishing more exciting by introducing unrealistically large fish, equipment that made no sense, or failed southern humor. Nearly every one of these games failed to deliver a solid fishing experience, and this is spanning about two decades. Then in 2018, Ultimate Fishing Simulator emerged.

With a title that sounds like it would be a shallow mobile video game (funny enough it originally was), Ultimate Fishing Simulator captures the essence that has eluded the scene for many years. The premise of the game is simple in that you go fishing. You choose what rods, lines, lures, or bait that you want to use, and then you choose the location. Then, you either walk to a shore line or hop on a boat, and cast away.

It's amusing how many video games have failed such a simple concept, but Ultimate Fishing Simulator doesn't think too hard about it; however, they don't overlook it either. The selection of equipment is vast, with numerous types of accessories at your disposal. With name brands which adds a sense of authenticity, everything seems to matter, and is not there for strictly cosmetic value. There are many different types of fish in the world, and not all of them enjoy the same snack. The game explains this accurately, stating which lures matches with what fish. The lures consists of soft types, hard types, spoons, and spinners. The baits varies between food and different insects. Other equipment such as floating bobbers and weights also compliment your choices. To put it simply, the combination that you choose will affect what fish you're able to catch, just like in the real world.

In addition to the vast array of baits and lures, the rods and lines can be selected as well. Spinning, casting, feeder, and fly fishing rods are the types you can choose; even further, you can then choose a different brand, all with their own unique length, weight, and style. The fishing lines have those same options as well. Just like the lures and baits, the rods and lines are not purely cosmetic, and actually matter in the game world. Other items will benefit your trips to the lakes, such as a pod that would let you setup a free-standing rod, or an electronic indicator that would wake you up if you get a bite.

Selecting through a vast array of equipment sounds like a blast, but it means nothing if the gameplay is stale. Thankfully, Ultimate Fishing Simulator shines there, too. It's hard to nail down the fishing gameplay, but they balance it just right. You won't catch a fish every time you toss a line out, but you won't be going biteless for an hour, either. Just like in the real world, there are two factors that decide your outcomes. First, you need a mix of a good equipment load-out that caters to what you're casting for. Second, you need a sense of when to stay or leave a particular spot. The game conveys those two things quite well. To make things easier, the game allows you to run, thus you don't need to take an intimate walk on the shore line. Even better, some locations gives you access to boats. The boats themselves aren't vastly unique. They're a bit sluggish to control, and the movements might be the most basic thing; granted, that's a relief since the rest of the game is not. It is worth noting that the boat's GPS and rod placements are helpful.

The battles with the fish aren't overly complex but they're not brain-dead simple either. First, you have to choose which tactic you cast your line out; however, in keeping with the realism, you must actually perform the tactic. Some are simple such as “slow straight” in which you decrease your speed and reel in slowly. Some are a bit more difficult such as “stop and go” and even though it sounds easy, getting the exact timing down by the millisecond can be frustrating at times. The patterns eventually reveal themselves, but the uphill climb may take a moment. After getting a bite, you switch between reeling it in and yanking your rod. The methods of bringing in the fish are actually easier to grasp than using a complex casting tactic.

The locations are uniquely made, although some are a bit small (a few fisheries has boats when they really shouldn't). They range from a basic lake in the Rocky Mountains to a dense swampland in Louisiana, and more. The fish are detailed by their selective species, the landscape is smooth and not jagged, and the skies with the sun overhead adds to the atmosphere. The graphics may not be top of the line, but they are realistic enough to easily submerge you in a fishing session, and that's what matters. The sound is adequate. Boat engines are portrayed well enough, sounds of water splashing are decent enough, and ambient noises in the background are good enough; thankfully, there are no cheesy one-liners or attempts at humor. The game is straightforward and doesn't try to deviate from the core fishing audience.

Although you can play solo and the peace of mind is ideal, you can also take up multiplayer, and fish together. There aren't really any options to change your actual person or specific settings, and so this is surprising; however, at least the core gameplay elements are still there, and you have the ability to create private rooms as well. With the remainder of the game being nicely done, this is not a huge fault.

An added bonus as of May 2020 is that the developer decided to implement a “sandbox mode” of sorts. What this means is that, from the beginning, you have the option of unlocking everything non-DLC, such as the equipment and locations. This is beneficial to anyone that doesn't care about leaderboards and just wants to play a solid video game at their own pace. There are a lot of DLCs for the game, but they seem to cater towards a specific atmosphere. Thankfully, the amount of choices in the base game is enough to satisfy the casual player.

In conclusion, one of these decades, a fishing video game was bound to pop up that would be worthwhile. It's a bit surprising it took this long; however, Ultimate Fishing Simulator finally got the job done. The game has a good variety of choices that actually matter, and the gameplay itself is a solid combination of realism and arcade. The few faults are minor, and will only be slight nuances to the experienced fisher. A sigh of relief can finally happen for the fishing genre, as Ultimate Fishing Simulator is the one game many have been waiting for; however, if you don't have patience or don't enjoy the simulated outdoors, this is not the game for you. But that's common sense.

8.5/10

Top 3 Pros:

-A wide selection of equipment that actually has a sense of purpose.
-The locations are varied and unique, each one catering to a different type of fisher.
-In a post-release update, a mode was added to unlock the entire base game.

Top 3 Cons:

-There is a lack of options and customization for multiplayer.
-The boats are quite basic, and they also shrink the perspective of some locations.
-Using a specific casting technique might have a steep learning curve.
Posted 3 July, 2020. Last edited 3 July, 2020.
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12 people found this review helpful
1 person found this review funny
69.1 hrs on record (37.2 hrs at review time)
My review is divided between 2 sections (past and present), to give the game a fair score

Perspective of 1999 Review:
There is a large and vast library of first-person shooters for the PC on the market. This is a well-known fact, and with the emergence of groundbreaking 3D accelerators and blazing processors, the abilities to create more than “just a Doom clone” is more plausible than ever. Although a game can bust out some sci-fi elements or a tactical military background, it takes an ambitious team to create something different from the pack. Kingpin: Life of Crime is a prime example, with a setting that is quite literally “in a past that never crossed paths with the future” (also known as retrofuturism).

Kingpin's world is filled with drug addicts, made men, drunk bums, and petty criminals. Surrounding them are decaying cities with slight technological upgrades. The weapons are half-modern half-futuristic (a portable bazooka in one hand and a fully automatic tommygun in the other hand). The icing on the cake is the profanity that is found on every corner. Sometimes it sounds shoved in hastily, and sometimes it's so profane that it's hilarious.

Although the game's setting is vastly unique, the gameplay itself allows you to experience the world to varying degrees. Of course, being a FPS, grabbing an assortment of weapons and blasting away is the preferred option; however, there are minor RPG elements thrown in as well. Sadly, each element makes you yearn for more. You can interact with any person you come across, but have only two options (“positive” or “negative” reactions). You can visit the Pawn-o-Matic store, but can only purchase items and can't actually pawn (with the exception of one minor side quest in the first level). You can hire certain thugs to follow you around, but to call the feature a full-on “turf war” is a stretch. It seemed like the developers (Xatrix) were too ambitious, and had to find loopholes to make their RPG ideas come to life.

As previously mentioned, blasting away is the preferred option, as you'll be doing that extensively more than chatting it up with strangers; however, going down the warpath also requires some planning, too. In addition to the previously mentioned minor RPG elements, you also have the options of sneaking around enemies, or by taking them out silently with lesser-heard weapons. You can also use your hired thugs as fodder, and let them take on the hard battles. There's also the ability to loot cash off of corpses, and that will be beneficial when you visit the Pawn-o-Matic. Shaking every minor element down to its core is what will give you the breath of fresh air, but of course, will make a few elements seem unfinished.

The weapons' retrofuturism design matches the crime-ridden setting quite well, each with their own pros and cons. The .308 heavy machine gun is the ultimate brute gun, but has a slow rate-of-fire in its normal state. The flamethrower is obnoxious (for the person on the receiving end), and ammo is spent quick. The shotgun is deadly at close range, but is not suitable for anyone further down the street. The crowbar will wipe out someone quickly, but only if you're staring in their face. Learning all nine weapons proves necessary to survive in this life of crime.

Another single player mechanic worth mentioning is the AI. Although sometimes they will charge you head-on, they display unique patterns from time to time. An enemy with low health will take flight, and either hide in a corner waiting to ambush, or will align himself next to a healthy friend. If they have a measly pipe and you have a modded-out pistol, they won't charge on cue, and will instead run or take cover. If they have a self-inflicting weapon like the bazooka or grenade launcher, they'll take a few steps back before firing away. Sometimes they'll duck as they shoot you, and sometimes they'll hold ground, knowing they're at the advantage. Overall, the AI is impressive, considering the game was built upon the Quake II engine.

In regards to the engine, movement feels fluid, but not too fast-paced like Quake II. Kingpin, in a sense, can be considered an arena shooter; however, it's more grounded in reality (at least, its' weird dystopian view of reality). The characters have a sense of “wobble” but it seems to be the developers' artistic direction, as the engine can't visually show emotion. The sound in the game has your classic weapon and ambient noises, but the music gives the atmosphere an authentic feel. Composed of tracks from hip-hop mainstays Cypress Hill, they also take their talents to a new level. The four members had lent their voices to a few in-game characters. There's simply something satisfying about being greeted into a bar by B-Real.

After beating the singleplayer once, the multiplayer aspect is where the replay value is. The classic deathmatch feels like a more grounded version of Quake II, except hearing cuss words thrown into the air. The premier mode is known as bagman, and is basically capture-the-flag but with money safes for each team, and a money drop in the middle. The winner is the team that has the most amount of money (whether they gain the money from the money drop, off of dead bodies, or by robbing their rivals' safe).

Although the main storyline leaves a lot to be desired in regards to the interactivity, observing everything the game does offer will take you by surprise, little by little. The blatant violence and gritty scenery is unmatched, and helps to fuel the life of crime that is experienced.

Perspective of 2020 Review:
Kingpin may not be remembered as well as many other classic PC shooters. Mostly, casual fans will remember it as “the game that dropped a lot of F bombs” or “the game that came out soon after Columbine” (in which the marketing did indeed get impacted by). After passing those observations, Kingpin still stands as a solidified first-person shooter from 1999.

The movement still feels like a more down-to-earth version of Quake II. The dialogue still sounds vulgar yet fitting. The retrofuturism design still looks fresh and not exhausted. The music still stands as significant Cypress Hill tracks. Even over twenty years later, the game still plays like a classic.

The game's major point in 2020 would be its community (kingpin.info). With a plethora of custom maps, skins, textures, and extensive mods (both multiplayer modes and singleplayer missions), the community keeps a 1999 game quite alive. Kingpin may not bring in hundreds upon hundreds as it once did on Heat .net and GameSpy; however, the community has a friendly attitude, and a driven focus for new content. The only thing that stayed the same since 1999, is that the team-based bagman mode is still the most popular, despite all of the other new modes.

As a side note, 3D Realms and Interplay is working on a remaster titled Kingpin: Reloaded. A lot of gamers will be waiting for that, and won't pay any attention to the original game or what it has internally accomplished. But if you're looking for the full classic experience, and want to see a textbook definition of a friendly community, the original game (with the unofficial community patch “MH's Kingpin Patch”) is what you need.

Finally, this piece cannot end without mentioning Drew Markham. Drew was the lead Kingpin designer and the co-founder of Xatrix. He passed away in 2018, and without his creative mind, this fantastic game would have never existed.

9.0/10

Top 3 Pros:
-A unique world of cities and locations.
-The movement and weapons has a good balance of speed and variety.
-The multiplayer is an addicting way to pass time.

Top 3 Cons:
-Minor RPG elements aren't fully fleshed out as they were originally intended.
-Some of the profanity sounds like repetitive filler.
-The character models may seem odd to some people.
Posted 27 June, 2020. Last edited 27 June, 2020.
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13.7 hrs on record (11.5 hrs at review time)
My review is divided between 2 sections (past and present), to give the game a fair score.

Perspective of 1999 Review:
Redline's main attraction is its ability to mix car combat with first-person shooting. After controlling a vehicle or turret and using each ride's unique weapons, you can exit at anytime, and the game transforms into a first-person shooter with ten different on-foot weapons. The first-person elements works better in enclosed areas or buildings, as seeing an enemy's car coming straight towards you is unsettling. The only way (except for accurate aim with one particular gun) to battle a vehicle is, of course, with your own vehicle.

The gameplay itself is superb. As mentioned, the mix of the two genres flows perfectly. Although on-foot is your basic running and jumping (and left-right rolling, if you wanted to confuse someone), vehicle controlling takes a moment to grasp. Although the default settings may need to be tweaked, you would normally free-aim your weapon cursor with the mouse, and use your keyboard to drive. Driving is straightforward to learn, but the only odd thing is the sliding mechanism. The vehicle, no matter the size, all stops and slides the same. Most vehicles have multiple front weapons and a singular back weapon, and there's a large variety in the game (some have side-door weapons too, which is the hardest thing to control).

In the single player campaign (which has a lackluster yet passable gangs-in-wasteland story) the missions are linear, but not to the point of staleness. One mission has you racing the clock in an intense drive through a canyon. Another mission has you gunning your way to the heart of a rival gang's headquarters in the middle of a dystopian city. Other missions mixes up numerous objectives, such as hostage rescue, destroying a particular object, or defending a spot, to name a few. The story is told through intermission cutscenes, and although a select few are impressive, the vast majority consists of simple conversation. The AI is a bit predictable, as they are all set on being cannon fodder. Their intelligence is only slightly increased when in a vehicle, as their actions are a tad more randomized. After beating the game, there isn't much replay value. One mission has an alternate ending, and about half the missions has an alternate pathway at some point or another. The game is also covered with secrets and easter eggs, to the point that developer Beyond Games even created an interactive credits level.

However, the lack of a replay value is saved by the multiplayer aspect. You can play either free-for-all or team-based. Some of the maps are based on the single player, but others are completely new, and yet somehow still fits the overall tone of the game. Having to counterbalance your friends' usage of both on-foot and vehicles makes for a unique online game. Also, the default melee weapon (the sawblade) can actually be used to fly, which makes on-foot navigating a lot easier. Apparently, at first, it was programmed into the game accidentally, kind of like the story of Quake's rocket jumps. There is also a crucial multiplayer weapon that only makes brief appearances in single player (the EMP), which if shot at an enemy, it blinds and ejects them from their vehicle; thus, you can commit grand theft auto in the wasteland.

The graphics are fine-tuned and impressive, with bright explosions, numerous gibs from a corpse, far draw distances, and unique atmospheres differing between missions. Although the overall game is dystopian, the locales are distinguished, such as an old airport, a converted military base, a religious gang's church, and the obvious Stadium City to name a few. The sound is adequate, as the guns sound different enough to figure out what you're being shot with, and the music is a good dose of industrial metal during crucial moments. The voice acting (sans the friendly boss character) is a bit amateur though.

Overall, Redline mixes car combat and first-person shooting quite well. The setting is accurately portrayed as a dysfunctional wasteland, and the variety of the weapons and vast array of vehicles helps to submerge you in that world. The single player may not give too much replay value, but a second playthrough years later (or an online frag fest) will give you a reason to revisit this game.

Perspective of 2020 Review:
In 1999, the mix of an on-foot shooter and car combat might have seemed cliché, but in reality, no one was really trying it. BattleWheels was the godfather (the spiritual predecessor to Redline by Beyond Games), but it was an early '90s handheld game that got stuck in time. Necrodome attempted it, but the game's lack of diverse weapons and cringing graphics made it a flop. Interstate '82 allowed you to get out of the car, but you had a limited choice of weapons, and the third-person camera was laughable. Even years later, it's hard to come by a good on-foot/car combat video game. Auto Assault in 2006 tried the MMO route, but restricting hostile actions on-foot and a lack of marketing gave it a short lifespan. Rage in 2010 attempted the blend, but critics pointed at its lack of originality and its inability to focus on particular gameplay elements. Mad Max in 2015 is another example, but again, the game had its problem of a repetitive environment and confusing mission structure. Almost no games can be perfect, and neither can Redline.

Redline's on-foot can be compared to Quake or Redneck Rampage. Its movement is fast, the battles are jolting, and there's many weapons. Redline's car combat can be compared to Interstate '76 or Carmageddon. It's uniquely textured, the controls has a small learning curve, and there's a sense of urgency when battling in vehicles. But, Redline can only be “compared to” and not “exceeds” though. The mentioned games' gameplay elements are on par or slightly better than Redline; thus, individually, Redline does not reinvent anything. It simply presents two solid genres as they're known for.

The graphics aren't terrible, considering it was from 1999. The explosions still look kind of cool and the dystopian world should still be observed. The music isn't too dated either, as even in 2020, it still sounds like a Nine Inch Nails or Fear Factory outtake album. Overall, the gameplay is still unique enough to try out, even today, due to the lack of video games executing the two genres well enough.

There are many complaints about both the Steam and GOG versions of Redline. I have written up an extensive FAQ in the appropriate community discussions/message board. It covers the game crashing at launch, slow loading screens, getting multiplayer to work, secrets, and more. A lot of people spend about a minute to try to get a 1999 game to run on their PC, then, they give up and leave a bad review; granted, the publisher should have covered these issues before throwing it onto Steam or GOG. But, since this is the only exposure Redline will ever see in the foreseeable future, sometimes you have to take matters into your own hands.

9.5/10

Top 3 Pros:
-The first-person shooter and car combat mixture is very unique, setting the game apart from its peers.
-Atmospheric scenery with only minor complaints towards the graphics and sound.
-Multiplayer that can't be found in this form elsewhere.

Top 3 Cons:
-Besides multiplayer sessions, not much replay value, with a lack of customization options and no offline arena-based modes.
-The AI always goes into full-on kamikaze while only showing hints of a brain while driving.
-Vehicle controls may seem odd at first, but eventually is a breeze to understand.
Posted 26 June, 2020. Last edited 26 June, 2020.
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