If you're bored of all those standard issue FPS games, E.Y.E. is definitely worth trying. Don't mistake this indie cyberpunk FPS for Deus Ex imitation, for it surely isn't. It has fresh ideas, vast well-designed levels, wide array of nice weapons, cybernetic skills and PSI powers and an interesting plot. The game is almost too ambitious for its own good, which makes it cumbersome at times and hard to approach. It has also some minor bugs yet to be squashed. But even with its flaws E.Y.E. is something very unique. [Oct 2011]
I really like E.Y.E: Divine Cybermancy. The shooting is tight, the character progression is deep, the visuals aren't bad, and it's a hell of a lot of fun once you're able to jump 30 feet high, not to mention do everything else a cybernetic/psionic assassin is capable of.
If you played all influental pc games in the RPG; Action and Strategy genre since the DOS era, then E.Y.E is easy to pick up and play. It mixes mechanics from the original Syndicate, Deus ex, Jedi Knight and many other games together into a masterpiece.
For every game you did not play the learning curve will increase, but it is still worth it regardless of your previous experience. As someone on steam aptly put it: "A rough gem. The roughest. And the gemmiest."
An open-based action RPG where cyberpunk, Dune, Equilibrium and online grindcore meet each other, and they miss almost everything you would call 'user friendly' – to get the local rules and learn them properly often takes hours of frustrating gameplay. However, if you put your time in it and embrace yourselves with patience, you'll get rewarded with unmatched experience of the old school gaming.
It seems that the vision of a perfect, expansive game merging features of an FPS and a nonlinear RPG just outgrew the capabilities of a small studio. To start the adventure you'll first have to face one of the most inconvenient and ugly user interfaces I've ever seen. Then you have to create a character without a decent explanation of the game's RPG system, so you can end up with one that doesn't suite the playing style that E.Y.E quickly forces you to adopt. You can easily lose track of the story because the game fails to present it properly. Shooting works fine but the enemy AI sadly doesn't and Source engine delivers outdated visuals. [Sept 2011, p.70]
this is a great but underrated game it is worth the price and there are servers set up for online now you need to stick wit the game for a bit to enjoy it but once you get past the learning curve you are set I will admit that the learning curve is steeper than it needs to be because of their tutorial but just get past that and you will get a great game worth buying and playing for many hours!
I don't usually write reviews but I just had to write one for this game. EYE is a very unique animal and never before have I seen a game that got so much right and so much wrong at the same time.
Streum On Studios took a lot of big risks with this game. It's one of those works that disregards almost all contemporary standards and just goes its own way without thinking twice or looking back. There is an incredible amount of diverse abilities and mechanics in this game and although a lot of them have been seen before a lot of them are also completely new and absolutely brilliant.
I'm a big fan of the whole dropped-in-with-no-explanation sublime sort of effect EYE goes for and the puzzling open ended cyclic story with important choices that greatly influence the plot really appeals to me, too. The setting is very interesting, the lore is quite deep for so short a game, and the levels are beautiful and awe inspiring -- perfectly encapsulating that "cyberpunk" atmosphere the game is known for.
That being said, none of what I mentioned above really plays out like I described it. On paper, it sounds like the game of the decade. In reality, when you actually boot up and play the game, you'll find that what I mentioned above is more or less true but at the same time completely falls short of your expectations. That's what's precisely wrong with this game -- execution. Anyone who wants to get into game design should play this game. It's a perfect example of how to get so much right -- how to come up with such brilliant ideas -- and execute them terribly. The abilities I mentioned are completely unbalanced, the complex atmosphere I described is so extreme that you won't have the UI completely figured out until halfway into the game, you'll probably have no idea what's going on in the story until near the end of your first play through, and the dialogue translations are all around pretty terrible.
Allow me to give an example that really defines where EYE fell short:
The hacking system in EYE is one of the most innovative and interesting mechanics I've ever experienced in a game. You can hack anything within a relatively short range of your character, including turrets, ATM machines, doors, computers, defense systems, and almost every enemy in the game. The process of hacking a target is a little mini-game where you balance attack/defense/hp statistics against the target and attempt to deplete your target's HP. Everything -- even ATM machines -- fight back when you attempt to hack them and if your HP is depleted before your targets the result can be anything from kicking you out of the system to making your head explode.
Let's assume you're sneaking through a locked-down sector of a city filled with federal troops and see a group of three feds around the next corner. You open up the hack menu, choose one of them as a target, and you have the option to either hack them in a number of different ways. You choose to "posses" the target and initiate the hacking sequence. After about 30 seconds you successfully hack the target and take control of their brain, switching to their view. You influence them to turn towards their buddies, raise their weapon, and fire, killing them. All the while the target screaming and shaking in opposition, trying to fight against your presence in their mind.
It sounds like an incredible mechanic and it's easy to think how fun and satisfying it could be in a number of scenarios. Doubtlessly the whole idea is simply brilliant and unlike anything I've ever seen before. However, in reality, it's completely impractical.
In the time it took to hack your target you could have put a bullet in each of their heads and have been halfway down the block with more experience from all three of the kills to boot. Not only that, but while you're hacking you're completely exposed and almost certain to die if an enemy walks around the corner and sees you. Any sufficiently powerful enemy worthy enough to hack onto your side has such overblown hacking statistics that you'll never be able to crack them unless you've dumped near all of your stats (acquired via experience that hacking gives you very little of) into hacking.
Just like that this amazing mechanic is made completely obsolete, completely overshadowed by objectively better decisions. It's required at two or three points in the game to complete an objective and beyond that rarely ever useful at all.
None the less, the game is certainly worth a play. I gave it a 7 because despite all its flaws the good parts of EYE are so good that, at least for me, they allowed me to keep playing and complete all endings for the game. Playing this game is a real trip. Sometimes you'll want to make sweet sweet love to it and other times you'll want to bash its head in with a blunt object. It's a worthwhile experience for anyone to try this game and at the time of this review it's on sale on steam for something ridiculous like 90 cents.
If you can fight through the really weird tutorial system and feeling of "what the hell is happening?" at the beginning you have a game with real depth here. However, it being insanely text heavy and the AI being a bit punishing make it hard to fully get into. So everything is stacked against the average gamer getting into it... "What's going on? What are all these weird ass menus and buttons? God, there's a lot of text in this game. Dammit I keep dying." yeah, it's not the best way to get people into it but fight through and there's a gem in the rough here.
E.Y.E executed some elements perfectly, but sadly the awfulness shines way brighter than the greatness.
PROS:
+Some of the best gun-play around - it is really that good!
+At being a mindless, chaotic, mayhem filled FPS (not always a bad thing by the way), it succeeds with flying colors.
CONS:
-The story isn't even near worth remembering: it is sadly riddled with cliches, and overall is dull.
-They apparently used Google Translate to translate the game into English (the developers are French I believe).
-When the gun-play bogs down - it really, REALLY bogs down.
-All the dialogue is text based. I know this is something I would usually ignore, but they don't accompany it with any animations or even white noise, making it very boring.
-Navigation is terrible!
No, I would not recommend this game, but it does seem the developers have a lot of potential.
Single Player/Multi Player (1/2)
(If the single player is better than the multiplayer, review this section as if it had no multplayer) (If the multiplayer is better than the multiplayer, review this section as if it had no single player)
Gameplay (2/2)
Visuals/Story (1/2)
(If the visuals are better than the story, review this section as if it had no story) (If the story is better than the visuals, review this section as if the visuals didn’t matter)
Accessibility/Longevity (0/2)
(Review this section only on Accessibility if the game has no longevity) (Review this section only on longevity if the game isn’t accessible)
Pricing (1/2)
Wildcard (-1)
This is a guideline for how to properly review games. Many reviewers like to get a “feel” for a game, and arbitrarily give a game a score that they believe it deserves. This results in wildly different scores between different reviewers, and vastly different scores between similar games. This guideline addresses these problems and scores games fairly and consistently. This guideline also gives scores that are usually similar to the metacritic score.
The review score is based out of 10 points. There are no “half” or 0.5 increments. It is impossible to have a score above 10 or below 0. The review score will change as the game gets new dlc, drops in price, or if more secrets are found through the game increasing its appeal.
The scoring is split into 6 sections. The first five sections can add a possible 2 points to the final score. The first 5 sections are Single Player/Multi Player, Gameplay, Visuals/Story, Accessibility/Longevity, and Pricing.
Notice that 3 of these sections have two parts. These particular sections will be scored based on the stronger part of the game of the two. For example, **** has a lousy single player campaign, but an excellent multiplayer component, that section will be based solely on the multiplayer as if the single player did not exist. This allows games to be based on their own merits, as many unnecessary features are shoehorned into video games by publishers to reach a “feature quota”. Games that excel in both areas of a section don’t receive should be noted in the written review, but cannot increase the score past 2 in that section. However, it can be taken into account in the final section
The final section can add 1, add 0, or subtract 1 to the final score. This final section is the “wildcard” section. This section is for how the reviewer “feels” about the game, but limits this only to this section, rather than the entire 10 point review. This section can include any positive or negative point that was not covered in the previous 5 sections.
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