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Reseña de Acceso anticipado
Deep Rock Galactic is a beautiful mashup of Aliens and Starship Troopers, with Dwarves thrown in for good measure. The low-fi 80's tech stands out with its focus on mining interstellar minerals, while the huge variety of bugs benefit from inspirations and mixings of the Alien Warrior and Starship Trooper's own Arachnids.

The 'Intergalactic-bug-stomping' genre is pretty small compared to other pop culture scenes out there, and it's always exciting when a product does bug action well. Deep Rock Galactic does its job very, very well. With more content drops on the way towards (and after) the release version of the game, I wholheartedly recommend picking this one up if you're a fan of co-op horde shooters.
I haven't put this much time into a new release in a long time, and I plan on putting more into it. Rock and Stone!
Publicada el 23 de noviembre de 2018.
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Despite not besting Hearthstone in terms of playerbase, The Elder Scrolls Legends has most certainly outdone Blizzard's RNG-fest in terms of gameplay. Set in the rich universe of TES series, Legends is an excellently balanced card game that offers a rewarding experience, regardless of whether you win or lose. Not once have I felt like I lost because the game's RNG cheated me out of a win (except against the A.I., which does tend to be gamey, but at least it offers a challenge).

There's a variety of modes in the game, including a Story Mode which mainly serves to introduce you to the game mechanices and offers rewards such as starter packs and beggining resources, a practice mode where you can grind for Soul Gems (this game's version of Hearthstone's Dust) or try out your new decks, a solo arena and vs. arena, for single player or multiplayer, and finally play mode, which is the standard multiplayer experience of the game, with ranked and unranked options available.

Throughout each mode, you can acquire resources to earn card packs or individual cards in a manner similiar to Hearthstone, which is by purchasing a pack for 100 gold, or summoning cards with Soul Gems individually. F2P players should feel fully capable of gathering the base cards without any need of spending money, though the game is of high enough quality to where it deserves a few card packs to be paid for here and there. You can also unlock the first expansion for the game, that being the Dark Brotherhood, with gold, though each chapter is priced at 1,000 gold. A bit excessive, but the expansion is only $20. Even so, you don't need the cards that the expansion comes with to be competitive. I was able to reach Rank 9 in ranked play with base cards, which is where you earn the rewards for the month. You also can't de-rank back to square one in this game, which is incredibly fair and much appreciated by myself. Instead, what happens is that you'll need to win two extra games to go back to climbing up the ladder that you are currently on. Much better than getting squashed all the way to the bottom rung like in HS, if you ask me.

The cards in the game fall under six different categories; Strength, Intelligence, Agility, Endurance, Willpower, and Basic. You are able to combine two of the categories when making a deck, or focus solely on one category, with the Basic cards being available no matter which of the other 5 you choose. This system is excellent, as it allows for a plethora of strategies, synergies, and combo plays that do a tremendous job of keeping any over-bearing meta in the game at bay. I could have probably looked up some guides to show me how to make a stronger deck for any of these combinations, but I've thouroughly enjoyed experimenting with the cards at my disposal myself, and while I've taken plenty of losses, I've also earned plenty of wins.

Finally, the game's board adds on another layer of depth that helps to make the game even more balanced. Unlike HS, the board is divided into two lanes, each capable of holding 4 creatures. One lane is a shadow lane, which gives your creatures cover so that your oppenent can not attack them with a creature until your next turn (although they are still vulnerable to spells and abilities). The other lane offers no bonuses, and is a normal playing space. Next are the runes around your character's health bar. Each time you lose 5 points of health, you can randomly draw a card from your deck. You may be able to draw a card with the 'Prophecy' label, which allows you to play that card on the spot for free, which can quickly swing the tide of the game in your favor if you play them correctly. Lastly is the mana ring, which unlike HS, has 3 charges. Some have claimed that this item is over powered, and causes the game to favor the player going second. This is not the case. The health runes and the lanes more than make up for the slight advatage that the second player gains with the ring. A second player can easily burn through their charges in an ineffecient way, leaving them to the mercy of the player who used their normal mana curve properly and took advantage of the lane system. Additionally, it has been reported that the win rate with the ring is roughly 50/50. That is, the player going first generally wins as many times as the player going second.

Overall, my complaints are few and far between with TES:L. The game is excellently balanced, and the art style, while perhaps a bit drab when compared to Hearthstone, is still excellent (especially if you're looking for something far less cartoony than HS). The main problems with the game are the slow loading menu screens, which favor style over responiveness, and the perhaps the very design of the game itself. It is modelled incredibly similiarly to HS, and though it is not the first game to do this (Duelyst comes to mind) it still might be a bit grating for some CCG verterans. While it succeeds at offering an accessible CCG experience that still has great amounts of depth and skill, I do find myself wondering what the game would have been like if it had been made in a more original and complex manner, rather than being designed as a way to combat HS's many flaws. I'd like to see that card game one day, but until then, Legends does what it sets out to do very well, and that is to offer an accessible experience that mechanically surpasses HS in nearly every respect. Now it would just be nice if more people traded the RNG-fest of HS for a game with some amount of skill. Maybe you'll be one of those people.
Publicada el 16 de junio de 2017. Última edición: 16 de junio de 2017.
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You know that there's trully something special about interactive mediums when even the most simplistic, bare-bones systems that barely qualify as traditional "gameplay," can have an impact on one's thoughts and outlook on the world. The message that this game tells is one that has been told countless times in countless ways before, and seems to have existed since Humanity first walked the face of the Earth. And yet somehow, the game's message is no less impactful. Emily is Away makes its story feel personal in a way that no other medium could do.

To summarize: Emily is Away is free, will take at most an hour of your time, and will leave with thoughts and ideas that could change your view of your past experiences, as well as your future. No matter how long you've been on this Earth, no matter where you came from or where you're going, this game can speak to everyone on the most basic and fundametal of levels. All you have to do is listen.
Publicada el 28 de mayo de 2017.
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What do you remember about old school shooters from the 90's? The visceral, satisfying combat? The intricate level design that left you with secrets to find and utilize? It seems that in reality, not many developers truly understand what made a shooter old-school. Those who have even played franchises such as Quake seem more often to believe that there was a single part of old-school shooters that made them what they were. Tunnel vision sets in, nostalgia begins to fog up the images of the games from the 90's, and they seem to convince themselves that they truly know what they are creating, when they are missing so many elements of game design.

So is this case with Strafe, a game so heavily saturated in 90's marketing, that even the actual decade of the 90's itself should feel obligated to pull it aside and kindly ask the game to chill out. The game promised a return to the days of old, and the game's 'Banned' trailer even classified Strafe as "a combat simulator."
The game is not that at all. If you were expecting the next Quake or Doom, this game sorely misses the mark. The visual design is very well created, and evokes the general styles of 90's shooters, and the marketing for the game was also brilliant, and hilarious to watch, but that's all the game does well.

But even the visuals are flawed by an opening level covered in shades of brown that it makes physical dirt seem like it has more life instilled into it, and the graphics are also painfully flawed by numerous glitches that causes textures to flicker in and out. The game is riddled with far more bugs and performance issues, which is frankly unacceptable given that this game's release was delayed. I wish those were the worst of the problems with Strafe, but they are not. Far from it.

Let's begin with the combat, because Strafe is a first-person shooter first and foremost. At least, that's the idea. Strafe's combat centers around a questionable mechanic in which you choose one of three weapons to use at the start of the game, and that's the only weapon you can keep spare ammo for. Every other weapon is treated as a random, disposable item that only has one magazine's worth of ammo. After the ammo is depleted, you can throw it at a horde of enemies or bash it against a foe's skull. The game forces you to actively reload your main weapon, which is consistently a pain in the ass because of several factors.

First, the magazines for your primary weapons are incredibly small, which doesn't make any sense considering that you find ♥♥♥♥-tons of ammo littered about levels. Not once will you be concerned about conserving your ammo, so why in the hell do you have a reload mechanic that puts an abrupt stop to the action?

Secondly, you are constantly facing massive hordes of zombies that rush you into corners, making the only viable option of movement that of backpedaling through choke-points. The name “Strafe” is a misnomer in every sense. Enemies also could be absolutely brain-dead and stand still forever despite being able to clearly see you, or you could alert the entire ♥♥♥♥♥♥♥ level's compliment of bum-rushing zergs the moment you step into a room.

Thirdly, whenever you are able to find an upgrade stations, there is a significant chance that the supposed “upgrade” you acquire actually makes your weapon turn to ♥♥♥♥. Prime examples of this include making your machine gun take forever to spin up and fire, and a secondary fire mode for the shotgun that makes your gun shoot incredibly small AOE gas canisters, which are far less useful than the default secondary fire. Did I mention that secondary fire modes use up more than half your magazine's ammo? It's about as fun as it sounds, which is to say that it is annoying as ♥♥♥♥.

Fourthly, the level design is horrendous. You'll find yourself constantly back-tracking through maze-like corridor after corridor in order to get to the next level. Additionally, the rooms themselves may as well be empty cubes with zombies thrown into them, because it doesn't matter what layout you get, you're always going to be backpedaling away from rushing enemies. There are no crates or pieces of cover to bob and weave behind, and the only real form of environmental damage you have control over is the ability to throw explosive containers at enemies, which really only accomplishes in getting you hurt or killed, because again, enemies run at you like brain-dead zombies!

Additionally, the utter lack of consistent health and armor pickups make this game all but impossible to play as a proper shooter, let alone as an old-school one. You constantly have to conserve your health and armor, which is made nigh on impossible with all of the previous issues outlined.

Combat is a chore, and it is punishing in the least compelling ways for the least compelling reasons. There are numerous defenders of Strafe's game mechanics, saying that its supposed to be this way for the sake of being a Rougelike, and there are many who would swear that the game has explicitly stated its intentions from the very beggining of its development to be a rougelike. These claims are utterly false. If anyone claims that this game is indeed what an old school shooter was, or what a true rougelike is, they have no idea what they are talking about. I've replayed Quake 2 for several hours after playing Strafe, and Strafe utterly misses the point of what an old school shooter is. I've poured well over 70 hours into FTL, and Strafe also misses the point of what a rougelike is.

A rougelike element is not just perma-death, or randomized levels. These are commonly used in rougelike games, but they are not true elements of a rougelike. Rouglikes can use any number of established games mechanics in existance and still be considered a rougelike. Similiar to classifying games as a first-person-shooter, it is a broad term that can encompass a massive variety of systems. But an FPS is a very well established genre, and despite what mechanics may or may not be present within a game, you know generally the kind of gameplay to expect. This isn't exactly as easy to quantify with a roguelike, as it can be an FPS, turn-based strategy game, real-time strategy game, a collectible card game, and so many more genres. A rougelike is not bound by pure perma-death and randomized levels alone, just as a shooter is not bound to always include a shotgun or rocket launcher. A shooter can utilize whatever mechanics it wishes, but you are still going to be shooting at something from a first person perspective, unless you delve into various sub-genres of first person games. In short, a rougelike is not defined by its mechanics, it is defined by the mentality behind those mechanics. Consistent learning, the continued unlocking and discovery of new game mechanics or encounters, are what lie at the heart of a rouglike.

In Strafe, there is no varience in enemy tactics or behavior from run to run, there are no unlockable characters, classes, or items that can cary over from one run to the next. The player is not rewarded with addtional knowledge of the foes or environment, aside from some run of the mill secret areas which involve shooting fuse boxes. There aren't any foes that would qualify as boss enemies until the final level, there are no randomized debuffs, and there aren't any random encounters or events outside of the levels.

There are far more issues with the game than its self inflicted identity crises though, repetitive music and an almost utter lack of real sound and animation design are just three of the small problems littered throughout Strafe. I think Strafe could be great, but it would have to ditch the cheap attempts at difficulty and have completely redesigned gameplay to do so. This game should have been in Early Access like Ziggurat, which is the game I recommend you play instead of Strafe of you were looking for a good FPS roguelike. If you want a modern oldschool experience, play Doom 2016 again.
Publicada el 12 de mayo de 2017. Última edición: 17 de mayo de 2017.
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This DLC is a fantastic addition to Infested Planet, and if you loved the base game then I'm sure you've already nabbed this solid piece of content. This developer is simply awesome. Not only does he support his game with content two years later, he also consistently talks to the community on the steam forums and looks at the feedback of his fans. Too many small indie developers ignore their communities and run their games into the ground as a result, and it's refreshing to see that Rocket Bear cares about this game and the fans that the game has spawned.

As for the DLC itself, it really does exactly what it says on the box. It provides randomly generated campaigns in which you must conquer alien strongholds while keeping your armies and your territories in one piece. The organic and constantly shifting gameplay from the base game has been greatly expanded with this turn based strategy mechanic. There are various difficulty modes that you can choose from that will affect the territories that are generated as well as the strength of the bugs that you fight on the ground. There are three different game modes that you will participate in throughout the course of your campaign: Attack, defense, and stronghold assaults.

When you invade a territory held by the bug hives that's the usual mission of wiping out and capturing all the hives on the map. The second mode is when an alien army will try to invade your territories, in which you must eliminate all hives that randomly spawn on the map, while defending a large number of bases you already own. If all of your bases are captured, it's game over. Lastly there are alien strongholds that you must invade in order to win the campaign. The tricky part about strongholds is that there is a fog of war that shrouds the entire map in darkness until you reveal it. On higher difficulty modes, this will be a living hell for your marines.

A couple other additions to note are the randomized tech tree as well as morale. Each campaign will have a randomized tech tree consisting of three tiers, each one costing more research points than the last tier. This means that you won't have all of your buildings, classes, and commander abilities from the start. It also means that you won't be able to research everything like you would in the regular campaign. You have to develop strategies based on the gear you have to work with, while driving off bugs that will gain a random mutation every 4 turns. As for morale, all of your armies have this resource. Morale decreases for every soldier and base you lose during missions. Once your morale reaches zero, your army is destroyed. Now your soldier lives matter more than ever, and it's a fantastic mechanic that adds some extra weight to your decisions.

Those are the main points of what the DLC does, and all of these additions are fantastic. It's another added layer of simplistic, yet compelling strategy, that makes for a worthy addition to the base game. There isn't anything negative that I can really say about this DLC, it doesn't do anything poorly or wrong, I'm just hoping that we can still get more content like this in the future. Rocket Bear has a perfect storm of a game here, and there are really endless possibilities when it comes to additional content for Infested Planet. Randomized campaigns open up a lot of new doors. I'd love to see various planet types added in the future, perhaps with some new alien types that have slightly different stats so that they are adapted to desert or winter planets. Perhaps a sequel to the base campaign could be tossed in there to shake things up a bit. Really at the end of the day, I love this game and it's DLC, and I can't wait to see what the developer does next. Now pick up this DLC you ape! Don't you wanna live forever!?
Publicada el 15 de octubre de 2016.
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I plan to create a full video review for this game, but here is a short list of my thoughts for now. Simply put, Duskers is the BEST sci-fi rouge-like since FTL.

You are alone on your ship in the middle of space with little fuel. The only thing surrounding your ship are ghost ships, silent space stations, perhaps even the occasional automated store. The only option left to you is to remotely control salvage drones to explore these derelict ships in search of fuel, scrap, ship modules, and other disabled drones to add to your fleet.

To control your drones you have to type out commands into a console window, or alternatively you can take control of one drone using your arrow keys. Typing out commands isn't just a gimmick to make the game stand out though, it is a vital tool to learn. With the command line you can send out multiple orders to drones all at once with ease (once you learn a few more advanced commands that is).

In order to explore these ships you will need to power the ship's systems with your drones. This will give you access to controlling various doors and airlocks on the ship, which you will need to use to avoid any xenomorphs as you scour the vessel. Like most Rogue-likes you are going to die... constantly. But everytime you reset the game you learn more strategies about how to safely collect supplies. If you listen closely you can somtimes hear each unique sound various threats will make when they are on the other side of the room.

As you explore the galaxy you will also find various text logs on ships and stations that can be put together to find out what happened to humanity. Your ship's computer will give you various objectives in relation to the logs you find, which you can in turn complete to learn more about what happened to the galaxy. The logs are very well written. If the gameplay and visuals weren't already engaging me enough, the story surely sucked me in. The only story in the game is through audio logs, and for me to say that it's a gripping story means the game has some damn good wrtting.

Overall I can safely say that Duskers is a game well worth $20. To say that the game is light on content is not entirely untrue, but typing out commands in dozens of different ways and learning to code your own commands (yes, you can CODE your own commands) is more than enough to keep you playing. I love this game and plan to spend much more time on it.

complete review1; publish; recommend duskers; return all home; end
Publicada el 21 de mayo de 2016.
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To this very day I still love this game to death. I love the mechanics, the atmosphere, the dry humor and writing, it's all spot on. Well worth $10.
Publicada el 16 de marzo de 2016.
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Evochron Legacy takes everything from Mercenary and brings it to the next level. Although that next level is more of a smaller yet confident step, rather than a full blown leap forward. Everything and more from the previous title is here, including trading, combat, mining, exploration, in depth navigation and ship piloting systems, as well as new systems for station and city construction. Graphics are vastly improved and make ships look less like blobs of textures. It won't beat Elite Dangerous on looks anytime soon, but it surely beats it for depth and a low price. For space flight sim fans who have been wanting something a little more challenging and realistic Legacy is a no brainer, esspecially if this is your first Evochron game. That begs the question if it's worth a purchase from veterans of Mercenary. With the discount you can get if you owned Mercenary I'd say yes. And when you compare this to Elite Dangerous, this costs a fraction of what that early access title costs. And landing on planets is in the game from the start, no need to buy a ridiculous early access DLC that costs $60. Download the demo on the website first to see if the game is for you however, as the tutorial is long and very detailed. It can be hard to get past the first few hours of the game, but if you stick with it you'll be rewarded with a space sim that compares to very few titles that are currently out.
Publicada el 24 de enero de 2016.
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In order to write this review I had to join the military and sign 37 permits to ensure I would not say anything slanderous to our glorious democratic way of life. It is of my own free, democratic will, that I ask you to join me and spread this freedom to other planets across the galaxy. LONG LIVE DEMOCRACY!!

(Failure to join the military and spread democracy will result in charges of treason, and these charges are punishable by death... would you like to know more?)
Publicada el 26 de diciembre de 2015. Última edición: 26 de diciembre de 2015.
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The game on its own is excellent in its own right, but mods make this an infinite source of 4X galactic warfare for strategy fans. Want to play the game vanilla? Then you'll be treated to a well stocked supply of various factions and ships of different design with a solid and entertaining strategy forumla. Maybe you're looking for more familiar ships and technology, but with that same gameplay? Then download hundreds of mods that range from Battlestar Galactica, Halo, Star Trek, Star Wars, Mass Effect, the list goes on and on. This is a game that far surpasses its asking price thanks to its fantastic modability. Each mod makes it feel like you're playing a brand new game too. On top of it all the game is easy to get into and learn thanks to it being focoused on large scale galactic expansion. I can't recommend this title enough, buy it now and let the hours of your life dissapear!
Publicada el 22 de diciembre de 2015.
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