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Последние обзоры The 111th Guardsman

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1 пользователь посчитал этот обзор полезным
103.2 ч. всего (19.1 ч. в момент написания)
I am fortunate enough that I haven't had any issues with this game. I've thoroughly enjoyed every moment I've put into it so far and I'm even looking at buying the season pass - Something I haven't done since Year 1 Rainbow 6 Siege.

It's basically number 1 on steroids, every feature they added makes sense and adds to game play in a way that feels comfortable and new, without any of the typical "sequel ♥♥♥♥" that makes most sequels worse than their originals. If they continue to update and support this game, I can see it becoming a staple game for me over the next year or 2.

I received it as a gift, but I would say it is worth the price, I will probably round out less than an hour per £ of the launch price tag, though naturally if you can get it on sale do that.
Опубликовано 13 сентября 2024 г..
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59.7 ч. всего (58.9 ч. в момент написания)
I just read through the reviews, and the top reviews state there is no save feature....

There is? You just can't make multiple saves per missions - If you mess up, you have to restart. This doesn't mean you can't leave mid game, you just press the exit button and it saves where you are. When you come back, it resumes.

Other than that, it's an awesome game. Amazing choice for difficulty levels, you literally just choose different settings and it calculates your points percentage. Wave survival + base building, the campaign is very much not a tutorial but a different game mode (Restricted technology and pre-made maps) and I'm having fun playing though that for the first time right now.

I'd recommend it to anyone who loves a strategy challenge. And hates themselves a little bit.
Опубликовано 16 июня 2024 г..
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1 пользователь посчитал этот обзор полезным
27.0 ч. всего (19.6 ч. в момент написания)
Yet to finish the campaign, and it's an absolute whirlwind. Was not expecting such an in depth story and such well thought out and highly detailed missions. I highly recommend this to any Aliens fan, it has a great mix of high tension and high action missions. There are some moments you just cannot predict are going to happen in a game like this.

My only major gripe is that twice it's prematurely ended the mission during a cut scene, which on one location lost me a survivor who I dropped before unlocking a door to get ready for the worst. But I can get over that.

I am extremely hopeful of a sequel or an additional campaign DLC. Another story with your marines that is very loosely linked to this story would be great. It seems to be doing well, I just hope it's successful enough to warrant further expansion.
Опубликовано 18 октября 2023 г..
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1 пользователь посчитал этот обзор полезным
89.1 ч. всего (78.4 ч. в момент написания)
Обзор продукта в раннем доступе
It's fun, but I think I've played in a tank twice in the entire time because I haven't got anyone to play with. Tried joining clans but... They never seem to ever be online? Super weird tbh. Anyway, I spend most of my time as logi or a medic. Did a bit of mortar man and a sniper once.

Would recommend if you want to just run up and down a road for 6 hours with different equipment and achieve nothing of value, or want to drive a truck full of junk to the front line and pray you don't get grabbed my partizans.
Опубликовано 25 августа 2022 г..
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Пользователей, посчитавших обзор полезным: 2
3.2 ч. всего (2.0 ч. в момент написания)
So i technically received this for free, as part of a humble bundle pack for unity content. I play the tabletop version of this, Aeronautica Imperialis (seriously google it), and I love it. I was hopeful going in.

So TLDR first - It attempts to be a faithful remake while removing lots of things that make it so good on the tabletop.

Basically, the tabletop version has you following set manouver paths which you choose at the start of the turn and then have to stick with through the turn. In this game, they basically removed all of the phases and made everything take place at once, which i guess is a streamlining thing or a games workshop overbearing thing. It removes a lot of depth from the game as everything just sort of... Happens. You cant adjust your speed according to how fast the enemy fighter went during its move. Now think that about everything, including shooting, where for some reason my bombs drop on the wrong targets and stuff.

Thats the basic, fundamental core gameplay problem for me. The game is pretty fun, you get a choice of maneuvers (albeit almost completely different to any in the tabletop), and it tends to be a good feeling only losing 1 fighter for 5 targets.

The campaign, for me, is just wasted potential. You start each mission with given planes, and can change the pilots or loadouts from a selection. That's it. They could have put in a squadron builder, which they already have for skirmish (that doesn't seem to do anything) or some form of aircraft production/replacement system, where you have to buy new aircraft and then those can be upgraded, instead of you just get these and they're all generic. There's no way of making sure your ace has an ejector seat every time except doing it every time yourself. Other than that, if you win the mission, you gain campaign points. If you lose, you lose them. If you get to 10 or 0 your either win or lose, seems to be that simple. There are some varied missions in there, i think, but its all pretty basic seeing as the core of the game is also pretty basic. So you're left wondering why you're still playing after an hour, as you've already fought 3 battles and nothing has really changed except now you're on 7 points instead of 5.

Overall, i have to give it a can't recommend because although its pretty fun the first few times, i can see it getting old really fast. Its just too slimline, hopefully we'll see updates, but most GW games are either amazing on release or just bad/meh, so only time will tell.

If you're reading, devs, you can do it, i believe in you.
Опубликовано 3 октября 2020 г..
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Пользователей, посчитавших обзор полезным: 4
26.6 ч. всего (18.4 ч. в момент написания)
A seriously great VR game which makes great use of the entire VR concept. You can create literally anything, especially with the implementation of the steam workshop. Almost anyone and everyone can pick the basics of VR up from this and it is a comfortable and fun ride for anyone who hasn't used VR before or even those who have never heard of it.

*Update 31/072018*

Tiny Town VR recieved a free update TODAY with the military and zombie FreeLC as optional downloads, because they contained content the creators viewed as not PC enough for vanilla Tony Town. This new content is fantastic, the same great quality as all the vanilla content and to be honest has made the game that bit more amazing. Hats off to Lumbernauts.
Опубликовано 15 марта 2018 г.. Отредактировано 31 июля 2018 г..
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43.2 ч. всего (23.8 ч. в момент написания)
Extremely fun game, however i can understand why people say its too hard. Sometimes there is just SO MUCH going on its impossible to do everything - Trying to mark the 9 unmarked fighters buzzing around you while trying to line up a bombing run on 3 targets whilst trying to get your gunner to run and grab ammunition while trying to put out engine fires. It just becomes stressful.

The one way to change that situation is by having your radio op at level 6 so he can auto mark planes once every minute, but that is hard to do and you can lose him in a split second if all of your engines go down.

Once you've lost your first plane its very hard to recover well especially if into the second half of the campaign. Radar's call in several groups of fighters and in some missions you cant help but trigger 2 or 3 because they only have tiny corridors to pass between.

Overall those are my main complaints. If i were to offer some possible remedies it would be to make gunners automatically move to reload once they have no ammo rather than sitting in their turrets getting shot at or offer a pause button. The dev's said they had moved away from a pause button due to real bomber crews not having one, but i believe that if i was a gunner in a lanc i would've gladly stepped off my turret to fetch myself more ammo if i ran dry.

Just my 2 cents.
Опубликовано 22 октября 2017 г..
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1 пользователь посчитал этот обзор полезным
14.4 ч. всего (10.7 ч. в момент написания)
>Made Genji because i can, with 2 swords and a pistol just incase
>Boards enemy ship with 30 second timer
>Plans trap for enemy group of 4
>Switches with only shield guy, group s***s itself
>Kill other 3 enemies with 2 swings and 1 bullet
>Storm Pilot's chamber and eliminate him silently (with 4 seconds left on timer)
>Slowly stalk around ship killing remaining enemies one by one
>Flies ship filled with bodies back to station and presents it as a gift for 87 credit reward

11/10 would be a sadistic Genji hunting humans again.
Опубликовано 30 сентября 2017 г..
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Пользователей, посчитавших обзор полезным: 22
1 пользователь посчитал этот обзор забавным
25.7 ч. всего (9.8 ч. в момент написания)
Afghanistan '11 (A11) improves no Vietnam '65 (V65) in everyway. That being said, those people who didn't enjoy V65 or never bought it because they thought it wasn't for them, probably won't enjoy this game. This review is kind of a comparison between V65 and A11.

TL:DR There are substantial changes to pace of the game, the PP system and support and many other smaller changes have a positive impact on gameplay compared to V65 ensuring that not only is this game not just a reskin of V65 but is a completely seperate game in its own right, and worth the price increase from V65.

The pace slows down quite a bit by introducing an expanded logistics and supply system. Forward Operating Bases (FOB's) Now need to be provided with supplies to repair units, refuel units to max Rations or Fuel instantly, and provide shells for Artillery, which is all provided from your main base. Helicopters were the mainstay of V65 but now they are expensive and easily destroyed because they travel over the areas that the enemy literally spawn from, so they take a lot of hits (The chances of the enemy hitting is reduced in my experience, with a chinook taking 5 shots in one turn and only getting damaged) Instead ground vehicles have come to the limelight, as a cheaper and less hazardous alternative. Mines, now IEDs are far more common, but the PP reduction from enemy base structures has been removed as far as i have seen, instead replacing them with Opium fields which provide funds to the enemy.

All round, the PP system has been improved. You have an income per turn which can be increased by building waterworks in villages, and this helps to balance out the game on lower difficulties (Haven't yet tried higher difficulties) There are turns when my PP is up in the 7000, then in two turns i take staggering casualties because a convoy hit IEDs and were ambushed which plunged it back down to 4-5000. It generally rises turn by turn unless i see a Taliban offensive (Marked by elections or sometimes just random) where i will lose a lot of PP ferrying troops to combat or rescuing damaged units with escorts.

The last big change is the support, in the form of drones, airstrikes and supply drops. The PP requirement to use these has been removed, and instead there is a cooldown the length of which depends on who is elected. This makes these life savers and far more worth using in ordinary situations. From scouting out mountains for Opium crops with drones to having an advanced scout position consistently being re-supplied by air, they take some of the weight off your poor grunts' shoulders.

There are many other smaller changes which make the game far more playable, for example the increased number of things to do mean longer games aren't such a slog, some units being either impervious or highly resistant to IEDs, adding extra health to Taliban units so there is the threat of them returning are but a few, and it has already led to some memorable scenarios in the short time i have been playing, and there are sure to be many more.

I'm not knocking the people who haven't enjoyed this game, but there are a few things that i want to point out to readers that have been mentioned in other reviews i have read. Firstly there is no bug in the fourth tutorial, you have to open the command eye to see the objective. Secondly, there are very few bugs that i have seen (the only one i remember being the radio on one model being skinned to the head not the body so the radio floats around with the head rotation) and no crashes to desktop. Lastly, people who are complaining this is impossible to win due to everything being killed are not playing it with enough careful planning. Rushing into anything usually results in casualties, but thorough planning combined with the support assets can limit even the most dangerous mission. This game really pushes you to think outside the realm of normal strategy games.

Опубликовано 23 марта 2017 г..
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166.4 ч. всего (13.1 ч. в момент написания)
This game is probably going to disappoint most of the hardcore total war fans who have no love for Warhammer. It is a Warhammer game with a Total War layout, not a Total War game with a Warhammer layout. This means that some things don't make sense or don't add up, the most prevalent being the economy.

You receive "background income" which is basically a "we couldn't be bothered/weren't able to/couldn't find a place in the lore for a proper economy". You get income from your settlements, but you can only tax or not tax, not set levels, and therefore not have micro control over your public order and tax incomes. There are very few building options, simply a few chains spawning from the few building types available (happiness, wealth, infantry, machines etc.) This simplifies the game in order to bring in the Warhammer fans who aren't used to the comparatively complex Total War system. While this could be seen as a bad thing, I'm confident someone will create a mod that balances this out for the late game.

While the grand strategy section of the game may have been simplified, the tactical side certainly has not. Every unit has a range of attributes and skills, and the new magic abilities adds a very tempting layer to the game that hasn't been seen before. Whereas in older Total War games, one strategy was pretty logical to be applied to all battles, the combat in this game throw's you out. Your general no longer waits at the back of the army safe and sound, maybe getting shot at by artillery pieces, but instead usually has to lead from the front, battering heads together and generally kicking butt. He will be your strongest unit, the last guy to run, the last man to fall, and he can also turn the battle with well timed charges or abilities. One of my Dwarf Thanes personally killed 165 enemies in one battle because he plowed into the middle of a goblin horde on his own and they just couldn't hurt him due to his incredible toughness. They also make incredibly tempting targets on the enemy team, one of my fist pump moments was managing to spring an excellent trap with Dwarfes to encircle a Goblin shaman and several units and killing off the shaman.

The same old "cheap infantry runs quickly" still stands in most respects, bar the vampire counts, who take extra damage when they break, but there is also a few new systems in the battles that change how they would play out. One of the biggest new aspects is magic. Every race has some form of magical ability, and these can range from buffs to comet strikes (like in the trailer) that wipe out a group of hostiles in one go. They aren't overly powerful, but when well placed and thoughtful, they can apply that extra bit of pressure that can break the back of the enemy forces. The other big change is the introduction of flying units. Being able to totally bypass the enemy and attack an unprotected rear unit is very useful, and watching Pegasus knights fight in midair with a Chaos dragon is a very new and very welcome experience.

That brings us nicely to the final point i'll mention in specifics, and that's battle animations. Whilst special large units have special animations for kills, but no other units have artistic or cool kill/death animations. As each unit is so individual and different, i can see why not, but that is also one of the reasons it should have been done. These units are amazingly crafted, the way they move looks just right, and it really brings Warhammer to life, and it makes you want to zoom right in to the action to see all the detail. However, when the combat closes, we end up looking at a random messy melee of animations that, because they aren't tied to any other units, is a tangle of glitching soldiers, messy swings that don't seem to hit anything, and random deaths that don't seem to be linked to any of the next closest combatants. Combat in Rome 2 was very cinematic to watch, and i think had the same take on animations been implemented in this game, the results could have been quite spectacular, like watching a film.

So overall, i have to give it a thumbs up because the core is solid. There are bits and bobs that are missing, hopefully we'll see patches or mods in the future to cancel out the small issues, but the base game is a fantastic merging of one of the greatest strategy computer games with one of the greatest strategy board games.
Опубликовано 25 мая 2016 г.. Отредактировано 26 мая 2016 г..
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