|By date||Most helpful reviews||By my score||By metascore||By user score|
Average User Score: 8.0Jun 17, 2017Excellent online FPS for the asking price.
The game looks great and runs well. Haven't had any performance issues but I well exceed theExcellent online FPS for the asking price.
The game looks great and runs well. Haven't had any performance issues but I well exceed the minimum specs. Sound effects are really good. Gameplay is very similar to past Red Orchestra games. Teams are broken up into squads with an squad leader who can help players respawn closer to the front lines. Maps revolve around assaulting key points in order or a conquest style mode similar to the Battlefield series. Players select a role or class that determines the weapons and gear available to them. VC roles can lay traps, place tunnels for closer respawns, and conceal themselves from the map and recon planes by hiding in foliage. US roles have flamethrowers, close air support and transport helicopters, and the usual FPS fare.
Like previous RO games, each team has a commander who can use radios to call in artillery and air strikes, recon planes, and for the US, an aerial gunship that can orbit the map and rain down chaingun fire on a designated area. To counter, VC commanders can activate anti-air to shoot these assets down. Squad leaders must place markers on the map for commanders to call in some of these assets. A radioman class can allow commanders to be closer to the front by providing a portable radio. In my experience in public games, commanders rarely utilize radiomen when available and instead sit at the back of the line glued to the radio. Even using voice comms to encourage commanders to utilize my portable radio, I wasn't able to get them to budge. Your mileage may vary.
All that said, there is a degree of teamwork required to do well in Rising Storm 2. SL's must place markers and commanders must call in assets at the right time. Friendly players must also watch the map for asset markers to avoid dying from friendly air support or artillery. As a result, some people may find frustration in public games when teams lack cohesion or players just don't want to coordinate. Don't let that discourage you as you can still me an effective player in your role even when others aren't pulling through.
One minor issue I ran into was frequently getting stuck in level geometry or hitting obstacles that seemed like I should be able to simply walk over but required vaulting with space bar. It's very frustrating sprinting to cover under fire and then dying because my character hit a tiny slope or a small step that stopped his movement.
Any fan of Red Orchestra or the first Rising Storm should buy this. Any fan of Battlefield who laments the recent direction of the franchise should buy this. Rising Storm 2 Vietnam is a nice balance between the hyper-realism of games like Squad or ARMA and the more action oriented FPS games like Battlefield.… Expand
Average User Score: 6.5Sep 14, 2016Extremely short adventure game with a few light puzzles. The game consists of moving your character from room to room chatting with an AIExtremely short adventure game with a few light puzzles. The game consists of moving your character from room to room chatting with an AI program at computer terminals located in each area. You can ask the AI questions and try to get answers. The AI is pretty decent at understanding complete sentences. Dialogue options are very limited, however, but this works to create the illusion of evasiveness on the part of the AI and is a great way to raise more questions with you, the player.
I finished the game in a little over three hours in one sitting. There is too little content. I'm ok with not being able to ask the AI questions repeatedly to uncover nuggets of truth, but the characters, premise, and outcome deserved to be fleshed out more.
I don't know if there are multiple endings. The game uses save slots and autosaves, so I can't simply load a save at THE crucial plot point. I have replay the whole game. This isn't that big of an issue since the game is so short, but it is tedious enough to be discouraging.
Ultimately, the game is too short for the ambitious questions it attempts to ask. What could have been a bigger story simply isn't, and what could have been a real cat and mouse game with the AI is more like Simon Says and 20 Questions. Still worth a play at a discounted price.… Expand
Average User Score: 8.2May 11, 2016Excellent top down shooter with rogue-lite RPG elements in the form of stats, character classes, abilities, and cybernetic enhancementsExcellent top down shooter with rogue-lite RPG elements in the form of stats, character classes, abilities, and cybernetic enhancements (passive upgrades and buffs). Everything comes together in this game. The classes feel sufficiently varied, the weapon variety is good, enemy types are diverse and progressively more lethal, boss battles are good, and the synergy between class, weapon, abilities, and upgrades leaves ample room for variation and experimentation.
The premise is to work through the levels to eventually face the Overseer. Your character assumes control of human proxies via a control chair at your safe house. After you (more accurately, your proxy) dies, you wake up to spend the money you collected on stat upgrades before plugging back in for another slog. This is a fantastic way to keep the pace going in a game where death is really just a new beginning. No loading screens, no complicated menus, just sit down and get to killing. Levels are divided into sections each with its own boss battle to cap it off. Once you finish a boss battle for the first time, you "unlock" that section meaning next time you start the game, you can choose to begin at section 3 rather than section 1, for example. This makes looking for unlocks and secrets specific to a particular section of the game much easier.
Levels are procedural with small variations between chapters. Ultimately, the environments get samey. You loot cash from slain enemies which, once you die and are forced to start over, can be used to upgrade your base stats like weapon damage or ability slots. At this "base" of sorts, you can also track your progress in discovering weapons, abilities, etc.
The gameplay is fantastic and simple without being shallow. Each class requires a different approach and upgrade/weapon considerations. There are slower, tankier types, stealthy assassin types, and everything in between. The hacker can open locked containers and has a defense drone, the "techie" has an energy shield, and the assassin is undetectable in dark areas. In each level, there is usually at least one upgrade station where you can select a passive buff for your character. Pair the assassin with the upgrade that makes you invisible when standing still and you're virtually a ghost in every level. Discovering little synergies and complementary upgrades is a thrill.
One critique would be that you really have to love the gameplay formula for it to have staying power. I can see people getting turned off by the short initial grind to unlock some useful abilities that work well together or improve some base stats a little to be more survivable. Level design, while procedural, only varies between chapter. Slogging through 4 or 5 levels in one chapter with very similar layouts gets tiresome. Visually, the game is blocky but has a good aesthetic. I found the tracer effect on enemy projectiles to sometimes clutter and obscure the screen enough to the point that it was difficult to keep track of character movement because of how bright they are in relation to the other textures.
The game is a must own. Neon Chrome is an amazing example of a simple game with just enough variation between runs to keep the wow factor alive and to keep you thinking about new ways to approach the experience.… Expand
Average User Score: 3.6Apr 11, 2016Linear gameplay, few consequential choices, restricted travel, bugs everywhere, terrible UI with awful arrangement, lame story, bad writingLinear gameplay, few consequential choices, restricted travel, bugs everywhere, terrible UI with awful arrangement, lame story, bad writing with shoehorned "vibrant" characters, and my save games got corrupted.
Black Isle Studios is no more. The golden age of RPGs has passed us by. This game may look the part, but it's a modern piece of trash through and through.… Expand
Average User Score: 9.3Mar 18, 2016Arguably the most refined game in the series. Witcher 1 felt like a point and click adventure with terrible combat (and too much of it).Arguably the most refined game in the series. Witcher 1 felt like a point and click adventure with terrible combat (and too much of it). Witcher 2 had a story that felt like a cliff hanger interlude, a diversion from the over arching narrative. Witcher 3 caps the series nicely and ties into the novels in a more meaningful way than its predecessors.
The open world is divided into a few different areas featuring a good amount of geographic diversity. There is a lot to explore and uncover but it does not feel as rewarding as it should. Weapons and equipment are locked by character level. You can craft the high level items if you have the materials, but you won't be able to use them until much later in the game. Witcher gear is often the best equipment in the game. You "unlock" witcher gear by completing Treasure Hunt quests - exploring the game world to find the diagrams so craftsmen can make it for you. Witcher contracts provide your primary source of income - slaying monsters or solving problems usually involving monsters for peasant villagers and the like. Because quests have a recommended level, it can be difficult to get going at first. You can, of course, brave high level quests at a low level, but on higher difficulties this is not advisable.
Overall, the story is very good. It ties into characters from the novels not featured in previous games. Due to the open world mechanic, the pacing of the story will vary with how much emphasis the player places on pursuing the main quest or getting lost in side quests and activities. Players who spend their time trying to eek out everything the world has to offer might feel the game has poor pacing. It's difficult to care about the urgency of the main quest when Geralt is more concerned about doing side jobs or playing card games with NPCs.
Many quests have surprisingly well written twists in the narrative. Things are often very cynical and this gets repetitive. I also felt this way about the novels in general. The writers for this game have emulated the author's writing style so well some side plots or twists in the narrative become very predictable.
Character leveling allows for a wide variety of builds on three archetypes - combat, signs, and alchemy. You can mix and match to your heart's content. You get 1 skill point per level but can accumulate more through world exploration.
Combat is fluid and responsive. A great variety in enemies requires a great variety in tactics. You can drink potions in combat again and switching between equipment is very easy with the pop up wheel. The mouse and keyboard controls are fine but I found the game a lot more enjoyable with a game pad. Parrying or deflecting arrows no longer consumes stamina - only signs do. Every time you meditate, alcohol is consumed to replenish both potions and bombs.
Overall great game. Some people might wish exploring the world yielded more XP or material reward. The game's length is somewhat artificially padded by requiring you to pursue side activities in order to advance your character or produce/procure supplies. This could lead to pacing issues for some people. Great, if sometimes predictable, story with memorable characters and events.… Expand
Average User Score: 8.7Mar 13, 2016Never played the mod much but this standalone version is fantastic. Game has a decent variety of maps, weapons, and attachments. There areNever played the mod much but this standalone version is fantastic. Game has a decent variety of maps, weapons, and attachments. There are roles on your team you select when joining a server which determine what main weapons you can select. You have a certain amount of points to spend on attachments, grenades, etc. Everything is unlocked from the start so you don't have to grind just to unlock some stupid optic (thank God). People are generally friendly and helpful to new players.
Game has PvP multiplayer and PvE co-op modes. In co-op, players have to complete objectives while dealing with AI enemies. On higher difficulty settings, the AI is pretty competent, very accurate, and very trigger happy. The co-op modes are a lot of fun and are not simply tacked on modes. Tons of fun with friends.
My only complaint is the game seems to suffer from poor performance even on higher end systems. Tweaking settings to get consistent frame rates seems silly since it's using the Source engine but that's what I had to do.… Expand
Average User Score: 7.1Feb 12, 2016The game would deserve a higher rating, even with the massive performance issues most mainstream reviews ignored, if it weren't for the turnThe game would deserve a higher rating, even with the massive performance issues most mainstream reviews ignored, if it weren't for the turn limits on most missions.
When a low turn limit requires you to rush forward to reach an objective on the other side of the map you can't take the extra turns setting up ambushes requires with the new stealth system. You can't cautiously make your approach always sticking to full cover and creating overlapping cones of overwatch fire. You absolutely must rush ahead to get there in time. When the majority of missions have a timer, whatever sense of urgency you feel the first few times you play them evaporates quickly. It soon becomes a repetitious formula.
Other than this, the game is upgraded Enemy Unknown and is a worthy successor. New classes are fun, stealth mechanic is a lot of fun when you aren't restricted by time to set up the perfect ambush, and the new overworld mechanics with the resistance and flying mobile base are a welcome addition.
My only other gripe would be that attacks still fly through cover (even full cover) and world geometry as if they weren't there. Part of this may be due to the fact that everything is procedurally generated this time around. A new class also has melee attacks that can hit enemies through windows and the adjoining wall, often completely destroying the structure as if a bomb went off. Enemy melee attacks will also connect in physically impossible ways completely destroying immersion and your carefully laid plans.
Wait for a sale. There will probably be great mods and performance improvements by then.… Expand
Average User Score: 7.9Oct 25, 2015Good L4D copy in a fantasy setting with a focus on melee over ranged combat. Co-op mode only, no versus mode as yet. Distinct characterGood L4D copy in a fantasy setting with a focus on melee over ranged combat. Co-op mode only, no versus mode as yet. Distinct character classes with different play styles and favored weapons. Varied quality of level design. Special skaven are almost all copies of L4D special zombies. Randomized loot system encourages playing the multiple classes but means finding gear for your favored class is a total grind.
One complaint I have about the loot system is the dice roll mechanic at the end of each level. In most levels, you find tomes which occupy an inventory slot. The more players that carry these tomes through to the end of the level, the more special dice are awarded to increase the chance for rarer variety loot. There are also grimoires which guarantee a successful dice roll. When your team has one grimoire in possession, it takes everyone's health down by 1/4. With two grimoires, it takes everyone's health down by 1/2. Playing the maps to find all tomes and grimoires and strategizing to make it through the level with all of them is essential to maximizing the grind for random gear. This means, that already, players are sacrificing survivability and exploiting shoddy AI and level design glitches to compensate in order to get better RNG at the end of the level. The grimoire and tome mechanic encourages exploits and as a result, in my opinion, lessens the overall fun factor of the game. It makes exploits the only viable strategy on harder to difficulties in order to beat the level and get the RNG loot. If your team wipes a level, you get less XP and no loot drops.
Melee hit boxes feel good, but ranged ones are all over the place. Although poor latency and projectile travel time could be giving the illusion of shoddy hit box design. It's difficult to tell.
Performance on certain hardware setups is rough. CPU usage is extremely high and GPU usage is correspondingly low. CPU and mobo temps may also be very high for some people depending on cooling solutions and case air flow. One work around is to cap frames and enable vsync, but some people might not find this a satisfactory solution.
There's a good game at a reasonable price beneath the glitches and poor optimization. If you're ok with constant exploit runs to get good loot at higher difficulties (the only way to get good loot) you'll have more fun than others.… Expand
Average User Score: 8.3Sep 26, 2015SOMA is suspense/horror adventure game with light puzzle solving and an excellent story that keeps you engaged and guessing. Rather thanSOMA is suspense/horror adventure game with light puzzle solving and an excellent story that keeps you engaged and guessing. Rather than juggle multiple gameplay mechanics, SOMA instead leads players along a linear path sneaking around monsters and performing menial tasks all while learning more about the world and its characters.
The only gameplay to be found in SOMA outside of interacting with various computer terminals and objects is avoiding detection by monsters. Monsters patrol on set paths and if you make noise they will come to investigate. Monsters do not hound the player as aggressively as they did in Amnesia. This is because you cannot hide in furniture and other objects as you could in Amnesia. To compensate for this, monsters will only investigate part of a room or simply stand in the door way if you alert them. The unfortunate result is a loss of suspense and urgency. It also means you do not get the sense that you are being actively hunted as you did in Amnesia. Multiple times during my play through, monsters would block the only way through a section and I was forced to get attacked or intentionally alert a monster to my presence just to progress. When detected by a monster, you get knocked down and black out. When you wake up, the monster is gone but nearby and you suffer reduced mobility. If you get attacked again, you die. The simplistic stealth and primitive monster AI made these portions of the game very tedious after a short time. Early portions of the game I could simply sprint through, get knocked down once, and keep sprinting until safe or until enemies gave up pursuit.
Unlike Amnesia: The Dark Descent, there is no inventory system and no need to manage supplies of any kind. While this makes sense given the context of the story, it removes a level of suspense and desperation, things sorely lacking in a game that bills itself as a horror title. Instead, items you carry simply materialize in your hand when you near an object they can interact with.
The story and characters are the strongest aspect of the game. While predictable, I had a genuine desire to learn more about the events and characters of the station. The voice acting is top notch except for the player character. Much like Jason Brody in Far Cry 3, Simon sounds and behaves like a complete douche - especially in the final scene of the game. Listening to him give voice to the transhumanist themes of the story is like listening to an edgy philosophy student who read Descartes for the first time.
For much of the game, you travel with another character. Your character will often question or idly banter this NPC when exploring a room or solving a puzzle. While a nice way to present the narrative or offer clues, it results in uneven pacing of calm and tense moments and because those tense moments become so tedious, I often found myself eager to rush past them rather than take my time evading so I could get the game over with more quickly.
If you're ok paying $30 for a story driven walking game, SOMA is for you. If you were looking for a deeper horror experience with more challenging puzzles and more layers to the gameplay, you'll have to keep looking. Wait for a discount.… Expand
Average User Score: 7.7Jul 16, 2015It's not pay2win, it's pay2notgrind.
Objective based gameplay similar to Wolfenstein Enemy Territory and Enemy Territory: Quake Wars.It's not pay2win, it's pay2notgrind.
Objective based gameplay similar to Wolfenstein Enemy Territory and Enemy Territory: Quake Wars. Player movement is very fast, wall jumping is a thing, and head shots are almost a necessity. It's not a game like Call of Duty that you can pick up easily shoot first and always win. Skill is involved, believe it or not, and it takes some getting used to for people who are only familiar with modern shooters. The game is still in beta so new characters are still being worked into the game. That also means there are some balance issues that have to get worked out.
Characters fill specific roles from medic to support to front line fighters to objective specialists. There are multiple choices for each role. Loadouts are determined by character cards that have up to 3 perks. Perk and weapon choice fall to random chance, unfortunately, but you can use in game cash to buy specific ones you want. You can also trade up cards to a higher tier that has all three. Bronze tier fills all 3 perk slots and all higher tiers (silver, gold, cobalt, obsidian) are simply cosmetic differences. People who are saying you have to fork out a bunch of cash to be competitive are full of it. You can be competitive through just a few hours of play without spending any real money.
The maps so far are really well designed but there are very few. Can't wait to see more. Also can't wait to see the new strategies new characters will introduce.
All in all, shaping up to be a well rounded competitive shooter with a fair business model.… Expand