28
Products
reviewed
1519
Products
in account

Recent reviews by Ultraviolet Combat

< 1  2  3 >
Showing 1-10 of 28 entries
No one has rated this review as helpful yet
28.2 hrs on record
I recommend this game with some caveats: it's rough, it needs some more polish, the difficulty balance is probably skewed for single-player, and right now, it's not worth getting either of the DLC for it.

That being said, I had a blast with this game. To be able to play with Clan mechs, from a POV not seen before in BattleTech games, and with a higher emphasis on story and narrative than most of the MechWarrior series has dared to do, has been a treat. I love the care and attention paid to representing the BattleTech universe here.

The gameplay is mostly as solid as ever. Clan mechs are quite powerful, and while you're not invincible, you can absolutely inflict some mayhem. Customization seems fine, though I admit I barely ever used the new MechLab outside of swapping Omnipod loadouts wholesale. The new battlegrid command system, while too clunky to really take advantage of in the heat of combat, is welcome and appreciated.

Again, the difficulty balance and the escalation could have been better, at least for single-player. Tonnage limits escalate to the point where, by endgame, you *must* bring all Assault mechs, and the tonnage limits themselves could have served the gameplay better: instead of being a hard cap, why not let me go over some and reduce my rewards, or let me go under and reap bigger rewards?

Perhaps the answer to that is down to the more fixed progression in Clans, with no throwaway procedurally-generated missions to let you grind XP and resources (your only option for improving yourself between missions is replaying old missions in the Sim Pod to grind pilot XP as well as chassis XP and milestones).

And, of course, the difficulty of the missions can feel lopsided at times, like the kinds of gauntlets you thought only existed in less-than-precision-crafted ball-busters like the old Armored Core games. By the second half of the game, you will be fighting multiple lances of enemy mechs in succession, capped off by a bigger wave of enemies or possibly a DropShip boss fight. It can feel like an uphill slog at points, in a way that Mercenaries somehow managed to avoid (with notable exceptions). Even things like ammo resupply crates or the occasional repair bay can barely ameliorate the struggle the missions present, and I had to drop the difficulty down at some point just to keep going without restarting every mission at least once.

Not helping things is the AI not being that useful to you. Your fellow Starmates, when AI-controlled, have a problem with keeping themselves in the fight, not helped by early-game mechs only mounting weaponry in the arms--when they run out of weapons to use, they will punch out automatically, and you are down a teammate that could at least run a distraction. The aforementioned battlegrid system badly needs an RTS-style stance system, or at least a button that tells your AI teammates to fan out instead of following in a line or balling up (especially as murderballing is not a very viable tactic in this game).

With all those complaints, however, I still recommend the game, because there are points where it just *clicks,* where you feel like a purpose-bred badass crushing all enemies before you, and no number of Draconis Combine MechWarriors in their rinky-dink mechs can stop you, even with a tonnage disparity. And, of course, PGI hired Top Media Crew, the creators of Hired Steel, to make the cinematics for the game (which I wish were in higher-quality, at least audio-wise--I have no idea if they lowered the audio quality to try and conserve on filesize, or if their in-game video player just kinda sucks). TMC absolutely COOKED with these cinematics, with animation that I daresay is a notch above Gundam: Requiem for Vengeance (which debuted the same day as this game!), good voice acting, and an obvious love for the BattleTech source material they drew inspiration from.

If there's anything I'd like to see for this game in the future, besides improvements addressing the issues outlined above, it'd be new campaigns, either something picking up Jayden's story where the game leaves off, or even a campaign taking place from the POV of a Star from a different invading Clan. Or, perhaps, even bring things back to the Inner Sphere side, maybe even a Battle of Tukayyid DLC.
Posted 27 November, 2024.
Was this review helpful? Yes No Funny Award
No one has rated this review as helpful yet
0.7 hrs on record
Early Access Review
It's an idle game, you can make fancy marble tracks, if you've ever watched those marble run videos on YouTube, then you should just get this game now.
Posted 27 October, 2024.
Was this review helpful? Yes No Funny Award
3 people found this review helpful
1 person found this review funny
123.3 hrs on record (90.7 hrs at review time)
It's a bit unlike me to write a review for a single-player game with an actual campaign when I haven't yet finished said campaign, but this game has thoroughly wowed me. As someone who's known about this series for years and listened to its renditions of various anime themes, I'm glad to finally be able to play one of these games on PC. Short version: get it and the DLC while it's still available, you don't want to miss this if and when the licenses expire.

Somewhat longer version:
SRW is the tactical JRPG in my mind. There are other strategic/tactical RPGs from Japan, but this one is somewhere at the top of the hill. The premise is simple: gather up the various mech pilots from different anime series (or games or other media), deploy them in missions, smash them against the enemy until you win. The tactical depth comes from keeping your units alive (not too hard a task, but every so often, one of your mechs will take a hard hit that makes you worry about their continued survival in the mission) and efficiently eliminating the enemy by clever management of abilities.

Position units, buff them with Spirits, hit "Start Battle," and watch the animated carnage unfold. Use Supporter Commands to grant extra buffs, use Extra Actions to make each unit's action count for more, use your warships to protect, attack, and heal. Between missions, you can upgrade your units to incredible heights of power, give their pilots extra skills to improve their combat abilities, and equip Power Parts to grant passive boosts or enable active abilities like a repair kit or an all-team Spirit.

The gameplay loop is surprisingly addictive, and I have to tear myself away from playing more of the game when I need to end a session. And within that gameplay loop, there's the story and character that truly makes this game: you pick a player character (male or female) and embark on a grand tale of fighting for justice, recruiting mech pilots either already living in the world, or dumped there by dimensional rifts. Within just 10 of the hundreds of missions in the campaign, you'll have amassed a sizable force that can stand together against any foe--and it just keeps growing from there. You meet and join up with all sorts of characters, from the stoic, to the hot-blooded, to the young and idealistic, to the wizened and cautious.

The contrasts are obvious, with characters drawn exactly in their artstyles from their respective source material (so you'll have the very Go Nagai-style designs of the Getter Team next to the Hisashi Hirai-drawn Rabbits Team from Majestic Prince, alongside the 70's Combattler team next to the 80's L-Gaim characters), but those clashes and contrasts are truly what make this game special to me. This series seems to have always been about celebrating the mecha and tokusatsu genres (or, at least, this game definitely is, going so far as to include the recent Netflix iteration of Ultraman alongside SSSS.Gridman), and it is just plain fun] to pick such wild and diverse mecha to use on a mission, such as the small Scopedog, the human-sized Ultramen, the massive Voltes V, the literal train-mecha Shinkalion, the squat steampunk mecha of Sakura Wars, the wild Eldora from Gun x Sword, and a whole gaggle of different Mobile Suits.

It truly is like a well-produced anime fanfiction, or something like a playable Daicon movie, with characters interacting from their own perspectives and helping each other develop and grow. Every mission has an anime-like title screen to start off with, and every time you return to the title screen, you get a random dialogue section styled like a next-episode preview. It's one of the best games I've ever bought, and while I would highly recommend you get it and the DLC on sale when you can, I cannot recommend it highly enough.
Posted 22 April, 2024.
Was this review helpful? Yes No Funny Award
3 people found this review helpful
50.1 hrs on record (23.9 hrs at review time)
I never considered myself someone who was able to stomach a FromSoft game--Dark Souls and the like never really appealed to me, even though they did look kinda cool when I watched others play them. However, I am a huge mecha fan, and getting to play the first ever Armored Core released for PC may just have been the best opportunity for me to see what the hype was all about. So here's my takeaway as a complete newcomer to Armored Core and FromSoftware:

This game rules. I could go into a more detailed breakdown of each of the game's aspects, but I feel that's somewhat unnecessary. This is a review, though, and so I will try to sell you on this game if you're on the fence.

The gameplay is what you might expect. Customize your AC how you see fit, take it into a mission or the Arena, and have fun. The speed is almost mind-bending at times, and while combat may roughly resemble FromSoft's Souls games, there doesn't seem to be quite as much timing needed in combat. Timing your movements and attacks seems like it certainly helps, but I managed to get through the game while hammering my mouse and keyboard and didn't need to restart from a checkpoint quite as much as I expected. I even forgot to use the lock-on function to reduce having to manually swing my view around, and I still did fine.

Indeed, difficulty-wise, this really doesn't seem too punishing in gameplay, despite surface appearances. You can always tweak your build before restarting from a checkpoint (though I do wish that they gave you the ability to also do so whenever you used a resupply point in the missions), and most fights do really boil down to overwhelming and pseudo-stun-locking the enemy, which often can involve getting in their face (presumably why they give you so many melee weapons, which I admit to not using).

Sure, a lot of the harder fights were won practically by the skin of my teeth, and I ran through most of my ammo a few times, but I still managed to clear them. All in all, while I can see where people struggled (and I shared some of that struggle myself, don't get me wrong), I think I was really in my element once I got past Chapter 1.

It is a bit repetitive, there is a meta both in single-player and in PVP, and I do wish the game actively encouraged certain kinds of builds or styles of combat for some parts of it...but it is damn hard to beat the simple joy of boosting towards an enemy and unloading dual shotguns at them.

Thus far, they haven't nerfed any weapons, only buffing some instead, and I managed to one-try the Sea Spider before they nerfed it and a few other bosses. (I almost wonder if it helped that I have played a modest amount of the original Gundam Breaker for the Vita, which is a similar kind of third-person mecha action game with boosting, limited ammo, customization, and such.)

Levels are nicely self-contained and not open-world. In fact, they're rather quite linear, with few shortcuts or alternate routes, though there are side paths for secrets. That all being said they make these levels huge. The scale is really mind-blowing, and it does conspire to make your AC look small at times, and you might start to suspect that this is a reskinned Souls template (that being said, modders have found out, from plopping them into other FromSoft games, that ACs are indeed as big as they should be--not Mobile Suit-sized, per se, but genuinely as big as mecha should be). However, the diverse environments do help to remind you of the scale you're playing at sometimes, and I think you really get the sense of your AC's size in the home base, and this is where I have to mention the presentation.

This is competently-done sci-fi, the aesthetics are pretty spot-on for what it's doing. I've seen a little of the Y2K-ish aesthetics of the old AC games, and while I wish there was some of that flair in the home base menu, the in-game UI is really not bad and is probably an improvement on the last couple generations of games.

The HUD is simple, but still stylish and quite readable--the target lock crosshair with all the meters flanking it is a good way to present crucial information in a game as frenetic as this (though I kinda wish the radar, speedometer, and altimeter were closer in, it's hard to notice them at the edges of the screen). The little in-game cutscenes for loading your AC for sortie, or for the Supply Sherpa, or boss introductions, are all classic FromSoft and very nice touches for presentation. The briefing/message UI is also really not bad.

As to the rest of the presentation, ACVI feels like a rare game in which your imagination is left to ponder on certain aspects. You never really see anyone else's face (maybe Handler Walter and 621 were shown in one of the trailers?), only hear their voices and have to match it with their ACs--though this hasn't stopped people from drawing fan art of them, which I like.

There's a mission where you're being assisted by multiple ACs who successively have to retreat, though its shown as their machines going down as if being destroyed--is this the only way they could show these guys being driven away, or are they supposed to be simply punching out? In most, if not all fights where you defeat another AC, there is the tacit implication that you have killed the other pilot--there doesn't seem to be any ejection, no command couch or escape pod shooting out.

Entire story-changing twists can occur off-screen (and you learn about these in cutscenes), there are enemy movements and fights happening where you aren't, and while you can suspect that every character and faction has their own agenda, you'll probably never guess where it's going or coming from. This isn't Half-Life, I shouldn't expect an immersive POV into the story, but it's all fascinating nonetheless even if I didn't expect this kind of storytelling. I'm under the impression that this is kind of just how FromSoft do their storytelling, and I really can't say I dislike it. NG+ and NG++ do have more twists and surprises, so I'd say doing a whole three playthroughs is definitely worth it (and each one can be shorter since you'll have done the missions before!).

And the customization, oh man. It says a lot that the one complaint/desire players seem to have is about the ability to change the brightness of the little running lights on your AC. Not only can you swap parts and build your AC as you see fit (albeit with resulting quirks to movement and having to keep abreast of load limits and EN consumption), you can customize the paintjob to a surprisingly-granular degree. Change the color of one of seven elements on a part, change its luminosity and finish/weathering, save the paint scheme into a block of custom player paint schemes, slap one or more decals on it, make your own decals or download some from other players, there's so much freedom to make your own unique high-speed death-spewing (not-)plamo robot.

As for the port quality: it seems pretty good! The default controls are kinda weird for M+K, but I could just rebind them and play it with my weapons all on my mouse. Graphics are buttery-smooth on a 3070 even with only mild tweaking of the settings, load times are tolerable (the absolute slowest loads were when restarting Arena battles, and took less than 12 seconds, and all this was probably because I forgot to install it to my SSD--I imagine it's lightning-fast there), and the sound is great.

Overall, this is a great game, one of the best I've ever played, and it makes me happy that we get such a good mecha game just as the general genre of mech games is rumbling back to prominence. Here's hoping this is the start of a new wave of mecha action.
Posted 15 September, 2023. Last edited 21 November, 2023.
Was this review helpful? Yes No Funny Award
2 people found this review helpful
7.1 hrs on record (5.4 hrs at review time)
Brigador is the game I never knew I wanted or needed. It wins on both the gameplay and presentation fronts: a combat vehicle pseudo-simulator in an isometric 2D world with gorgeous and detailed artwork, rippling firepower at your disposal and oodles of destruction to inflict while accompanied by a well-crafted synthwave soundtrack.

The campaign and the freelance mode both present a sort of destructible sandbox, one where you get leeway to experiment with your playstyle. A good run or mission will see you blasting your way through scores of enemies, smashing buildings as you go and using the inherent chaos of battle to your advantage--if you can play smart enough, that is. Mastering the quirks of your mech, tank, or a-grav craft is key to inflicting maximum destruction before you run out of ammo or get ground down to death.

The plot and lore are unobtrusive, but they're still there for those who are intrigued. The setting itself definitely makes me want to dive in deeper. I want to know more about this sci-fi pseudo-cyberpunk planetary war story the developer has crafted.

If you're a fan of BattleTech, Command & Conquer, Warhammer 40K, or any other strategic sci-fi thing, Brigador should be exactly your jam. If you still need convincing, just go watch MandaloreGaming's video. I know that sold me on playing through this, and I'm still not done with all the game's content.
Posted 30 March, 2023.
Was this review helpful? Yes No Funny Award
1 person found this review helpful
107.3 hrs on record (22.8 hrs at review time)
Early Access Review
Update 10/22/2022: some new thoughts, original review follows below this:

This game is a masterpiece of design, art, and gameplay. This is more than a roguelite game with a simple, addicting loop. Every aspect is tightly-interwoven to make for an amazing experience start-to-finish. Even when you think you're done, there's something extra to find, something more to unlock.

I almost envy those who get to experience this game for the first time post-v1.0. They're going to get to experience going from almost nothing to becoming a walking powerhouse in the game. This game is the ultimate power fantasy.

If I had any criticisms now that this game is in its very-near-final form(?), they're mostly minor:
*The game becomes a sensory overload at points (but that's to be expected, and they do warn you at the start), and it can be hard to keep track of things once the screen gets busy enough.
*I liked the sense of humor of the older stage descriptions, and I think it was mostly lost now that the current version re-wrote them (though the new ones are more flowery and kinda better overall).
*Related to the above: I don't know how to feel about the very loose narrative on display. Without spoiling anything, it seems like there's something to unpack, and yet, this game also doesn't seem like it's the kind to accommodate any lore of any depth (but then, some of the content doesn't necessarily feel like it's all a joke, but it's also not very serious either).

But those are really the only wrinkles on what is an amazingly-bonkers game, a game that will surely not be forgotten anytime soon, despite the roller-coaster ride from this game's early success to its final(?) release today.

----

I haven't gotten sucked into a game like this in a good while. The concept is deceptively simple, the gameplay is surprisingly intense, and it has a deeply addicting loop. Every run has you striving to make that build you want work, and the nice thing is, it is hard to go wrong with any one build. Unlocking everything is a fun goal to work towards, and you start to strategize every run.
Posted 2 April, 2022. Last edited 22 October, 2022.
Was this review helpful? Yes No Funny Award
66 people found this review helpful
3 people found this review funny
44.5 hrs on record
[Disclaimer: I have at least one of the DLC, but haven't really experienced the content other than what it adds to the main campaign (e.g. the Archer), this review will be from the perspective of a mostly-vanilla experience]

If I had to sum up this game, it'd be something like this: BattleTech is a fun, but stressful game to play. As a Backer who loves the franchise, I was surprised at how unforgiving it can be. Every victory is a sweet relief, because the road to every Mission Accomplished screen is paved with anxiety, frustration, and loss. Maybe that's just my own skill at BattleTech in general (from the tabletop game to MegaMek to this), but I often felt like I was barely triumphing over the challenges the game threw my way.

A large component of the difficulty, I feel, comes from two things: the ratio of enemy units to yours, and the limitations of approaching every battle. I've read some of the other reviews of this a while back, and their complaints made everything I was feeling about the Campaign click into place.

It seems like almost every mission goes like this: you are dropped into a corner of the map and have no idea where the enemies are, and as the Campaign progresses, you're often facing three enemies for every Mech you have, and you only get to take four Mechs into a mission. I think if the missions had the ability to let you suss out what the best approach was, or at least let you take more than one Lance into combat, the game would feel less frustrating every time you walked your Mechs out obliviously, only to run into an ambush.

As cool as it is to whittle down the enemy, I'm not a fan of walking into the firing lines of three Mechs and two vehicles I couldn't possibly have known would be waiting for me not 10 hexes away from where I started. I suppose the balance is such that the superior numbers don't instantly overwhelm you, but it certainly can feel like that.

But maybe that's the point: even when you take grievous losses in a mission, you have to just suck it up and try and rebuild. I think this formula works, but my experience was that I would lose good MechWarriors despite my best efforts, and I even went so far as to redo a challenging story mission just to ensure one of my best pilots didn't die in it. And even then, I still lost her some point later. Again, this game can be fun, but at least in the Campaign, it feels like a struggle. It took me 44 hours spread out over like 3 years to beat the Campaign, because every combat drop was nerve-wracking. I never knew what to expect from the objectives, what I'd have to fight, and what roadblocks would be in my way.

Still, the management of resources, maintaining your Mechs, overseeing your MechWarriors, upgrading your ship, traveling for contracts...this is the part of the game that works for me. It may just be a reprieve from the stress of combat, but this, to me, is a perfect representation of the mercenary's life in the 31st Century.

The story, I have no complaints about. I was chilled and thrilled with every new cutscene, every new development, every new voice-acted line. This may not have been written by Stackpole, or Pardoe, or Charette, but it's still a damn solid story worthy of the BT canon. I was invested, and I actually got kinda immersed as my character, even in gameplay. THIS may be the best aspect of BattleTech, better than even the core gameplay loop.

The music is also a perfect element of this. Jon Everist knocked it out of the park on this one, every track perfectly complements every situation where it plays. It's so perfect at setting the mood. "Mech Bay Cantata" is probably my favorite track, though "Wolves at the Door" is another great one.

As far as the interface and options go: I think it's a bit mixed, complicated by the fact that, when I started the game, I had Windows 7 on this machine, and I've finished it after I changed out Win7 for Linux. The performance (specifically, framerate) has never been all that smooth for me (probably even back on Win7), but I could probably sharpen it by dropping down more options. That said, that it runs at all at High settings through Proton is perhaps a good thing. My main complaint WRT performance comes down to the load times, which I think could really have been improved on (but, again, possibly a wrinkle caused by running through Proton).

Also, in my game-winning session, for some reason, the Cockpit Betty voice was ridiculously loud compared to the other MechWarrior voices, and dropping down the VO volume barely dented the computerized voice while making the people almost too quiet. I swear it wasn't like this the last time I played it, so I might chalk that up to another bit of Proton weirdness.

The combat interface is a tiny bit clunky, but I found that the Escape key was very helpful as a "back" button. If anything, again, the performance issues dragged down the experience here (as it would take time for the game to catch up with me), but that might be another thing unique to the session I just played before writing this. The camera cut-in feature was cool at first, but after a while, I ended up turning the frequency way down as well as selecting the sped-up animation for Mech movement. There's a hard tradeoff between enjoying the eye candy of BattleMechs moving and shooting, and having a mission that doesn't take two hours to get through. I'm tempted to change the options to speed up the game as much as possible next time I play.

Overall, though, in terms of the vanilla-ish experience, I had decent fun with BattleTech, but I don't think I'd want to experience the campaign again. However, I am looking forward to the post-game, the DLC, and eventually, the many mods for this game.

For those who are fans of roguelikes, classic Fallout, X-Com, and the like, you'll likely feel at home.

For those who are fans of BT, I'd recommend this game, but would caution that it may feel alien compared to the tabletop game, MegaMek, or the MechWarrior series.

For the absolute newcomer, I'd recommend BattleTech, but with the caveat that not only will it be somewhat of a slow burn, it will also be a game that will test a lot about you: your faith in your skills, your patience with its clunk, and your ability to accept losses.
Posted 17 September, 2021. Last edited 17 September, 2021.
Was this review helpful? Yes No Funny Award
4 people found this review helpful
4.7 hrs on record
This is one of the strangest and most unique products on Steam. Final Hours of Half-Life Alyx is not only the latest installment in Geoff Keighley's long-running series of behind-the-scenes post-mortems of Valve's projects, but it is also an interactive multimedia experience, almost like a throwback to the multimedia era of the 90's, but built inside Unity with 2020's design sensibilities.

FHoHLA reveals so much about what went on at Valve in the 13 long years between the Orange Box and the release of Alyx. The deep dive into Valve's long "wilderness" period and the challenging development of Alyx make things clear and put much of the speculation into proper context. Reading the latter half of this story was like seeing the puzzle pieces finally fit. I have yet to play Alyx for myself (I instead contented myself with watching my favorite streamers do so), but Final Hours gave me a better appreciation for how we finally got to this point.

I have only one real complaint: Geoff Keighley (or whoever helped put this thing together), if you see this, could you please please pretty please do something about Linux/Proton compatibility? I had to play this app using A Certain Proton Fork and some of the chapter images were just blank white slabs, and every video assaulted my ears with harsh buzzing when they finished playing. If Valve can take the time and effort to make their stuff run on Linux, why not follow their example? I'm not even asking for my own sake, but for the sake of any other Linux user who is interested in this.
Posted 22 July, 2020.
Was this review helpful? Yes No Funny Award
3 people found this review helpful
19.5 hrs on record
This review comes right after I finished the game.

Holy. Crap. That is all I can really say as a lead-in.

I went into this game with a bit of trepidation: the idea of id building a "Doom Universe" made me a little fearful that they would either milk the IP to its detriment, or the story in the game would be implemented in such a way as to go against the DNA of Doom. I was a little skeptical of the sheer amount of different progression and gameplay mechanics, thinking it could end up being superfluous cruft that goes against the spirit of Doom. Heck, I'll even come out and say that the platforming in the game can be as ball-busting as previews made me think.

But having played the game myself, I am supremely blown away. The combat is both forgiving and punishing. I suppose if I improved on my reflexes and quick decision-making, I'd have gotten through fights more painlessly instead of scraping by through flailing around. That said, you're given so many abilities, along with multiple ways to swing a fight in your favor. Failing that, the 1-Up system and the Saving Throw rune give you second chances to put yourself in a better position. I wish you had more ammo capacity, hewing closer to classic Doom, but I can kind of understand the ammo limitations if it's done to force the player to use different weapons.

The amounts of ways to dispatch demons is incredibly varied, and the game really wants you to use all of them, complementing 2016's concept of "Push-Forward Gameplay." Sometimes, it can feel like you're just dumping ammo into enemies hoping to see the flashing that invites you to Glory-Kill them, but it's not always necessary to Glory-Kill demons (though you should). Again, I bemoan the tighter ammo capacity that makes you somewhat more miserly with your shots (entire weapon mods went largely unused because I didn't want to use up all of my ammo that I could use on another weapon/mod). Another small complaint is that I wish Glory-Killing gave you armor and ammo like in 2016 (I know that was likely because of upgrades, but still, resources could feel a bit tight when most of the melee kills just gave you health).

The movement system did complement my flailing well enough, since every big combat sequence triggered both the "Fight" and "Flight" response. You do not want to be within 10 feet of a demon. Not to mention, getting to grips with not just the double-jump, but also the air-dash and the wall-climbing prepares you for searching for the many, many secrets in the levels. I got most of them, and I am not too ashamed to admit I frequently checked the Automap to see where the next secret was. Searching for those secrets by using the movement mechanics made me feel clever as Hell--I assume it engaged the same parts of my brain that would be put to use in a game like, say, Portal. If anything, I think exploring the levels for secrets was close to the best part of the game.

The story and visuals are a high mark for the Doom series. The level design and worldbuilding truly feel like a well-realized vision of "Hell on Earth," and it recalls much of the same aesthetics as Doom II, but cranked up to 11. The lore impressed me, because the "Doom Universe" contains an expansion upon the story of Doom 2016. When you collect all of the lore pieces you can, you get a grand saga of heroism, deception, betrayal, vengeance and redemption. It gives us both context and a grander scale, making the game's plot the real quest for saving the world that "Hell on Earth" deserves to be. It feels really visceral in its own way. Comparisons to classic Doom are very much apples and oranges, but I think Eternal showcases what can be done when you seriously attempt to put a real story into a Doom game.

The soundtrack is, as everyone knows, incredible. While I struggle currently to think of some tracks that aren't "BFG Division" (which makes a deserved comeback in this game), the fact that it blended into the gameplay is the entire point. What I almost liked more were the collectible soundtracks hidden as secrets, comprised of songs from classic Doom as well as other id Software games (from Quake and Quake Champions, to Wolfenstein 3D, to freaking Commander Keen).

There is one major complaint, but I'm not exactly going to blame id Software entirely for it. That complaint being that Doom Eternal is, at the time of writing, not easy to get running on Linux (which is what I did). I had to follow a GitHub thread and watch as people hacked together workarounds to get the game to even launch. Eventually, I grabbed a custom Proton build that worked mostly great and actually ran the game. The problems there are: performance below expectations (the game struggles to hit 60 FPS on a 1050TI and i7-3770K with settings turned to Medium and Low; a few sections tanked the framerate to 30 and below), and crackly audio (you need to edit Pulse Audio's daemon.conf, because this game will not accept anything other than a 48 kHz sample rate). The former issue is because, at the time of review, Nvidia has yet to ship a better driver for Linux. Still, it can be done, you just need to monkey around in your filesystem to set up what you need (though even a novice Linux user like me can do it). I'm tempted to make a quick guide for others if there isn't one already, just to save people the hassle of looking for information.

Still, gripes aside, this is an amazing game. There are so many things in here like the 1-Ups, the secrets, and the combat design that I think more games should take inspiration and lessons from. I am going to take a long break from this game (because I legit got shaky while playing--it's just that adrenaline-pumping and balls-to-the-wall), but I think I'll come back and try the Cheat Codes (yes, unlockable cheat codes!) and the BattleMode once there's a better Nvidia driver for this game.
Posted 5 April, 2020. Last edited 5 April, 2020.
Was this review helpful? Yes No Funny Award
No one has rated this review as helpful yet
17.1 hrs on record (17.0 hrs at review time)
At first, I was somewhat turned off by the fact that this solitaire, like Faerie Solitaire, wasn't Klondike-style like most people would expect. When I got past that, however, I found an addicting game. The roguelike progression meant that, even when a bad hand inevitably sank my run, I could try again with some new abilities. Figuring out your spell loadout is probably very key to winning any run--once you get a good combo of spells and items, a lot of the challenge can be eliminated (for example, cheesing enemies with near-endless stun as the Mage).
Posted 28 June, 2019.
Was this review helpful? Yes No Funny Award
< 1  2  3 >
Showing 1-10 of 28 entries