Armor_the_First
User Overview in Games
7.9Avg. User Score
User Score Distribution
positive
43(65%)
mixed
23(35%)
negative
0(0%)
Highest User Score
Lowest User Score
Games Scores
Jun 7, 2026
Star Wars: The Force Unleashed6
Jun 7, 2026
Pretty mediocre game I beat in just three and a half hours. Starkiller has some sauce and overall the game screams 00s energy, but the overly simplistic and repetitive combat, buggy bossfights and repeated planets (the zones are different but enemies and assets are mostly the same) make it no more than a ok-ish experience that probably felt like plain robbery to those who paid full price for it. If you are looking a good jedi game just go with Jedi Knight II: Jedi Outcast.
Xbox 360
May 15, 2026
MOTORSLICE9
May 15, 2026
Do NOT sleep on this game. Negative user reviews are so wild, are we playing the same game? Wtf Motorslice is an incredibly well put mix of a lot of concepts. The game is inherently dieselpunk with a minimalistic aesthetic showing a taste for gigantic, futuristic type of superstructure, with some spaces getting liminal of nearly horror-esque. The gameplay feels like Mario 3D trickjumping, third person Mirror's Edge, the movement weight of classic Tomb Raider and some simpler Prince of Persia polejumping, with multiple routes and minimal handholding, specially for all the secondary or secret challenging orbs. Combat with normal enemies is minor with a little soulslike parryinc taste, with the main focus being on the big machine bosses, which as you may have already read are very SOTC-like, but this time you'll need to use your brain and a little of skill. Motorslice is just so naturally cool. The gameplay flow and ambience (including soundtrack) are just great and you'll quickly feel inmersed, vibing within those sandy ruins for a few hours. I'm calling this the sleeper of the year right now, and easily the best indie game so far.
PlayStation 5
May 8, 2026
Detroit: Become Human5
May 8, 2026
This game is why people who don't usually play videogames, think videogames are dumb and for children or idiots. The first hour or so you are riddled with quick time events of making house labor. Then things start to happen and you are forced to decisions you don't want to take. Dialogs aren't coherent with the options you just picked and lines come off awkwardly unconnected with whatever you just said. Side characters are embarrasingly exaggerated cliché and the logic about androids the game stablish in the first half hour is immediately disrespected by the script. Someone breaks into a house and you are forced to go into the room where the robber is pushing the owner in a WHEELCHAIR head first into the room, smart! Minutes later you ask a bus driver for somewhere to stay, he says "idk" as if it was his first day driving while just in front of a massive, blindingly illuminated HOTEL sign. I intend to keep playing this game because I paid money for this, so I have the choice of ignoring the painfully stupid script to see how the main plotline unravels or assume I lost money. At least I can make true decisions in real life and not be condemned to stupid choices in a game whose alledged main strength is making choices, heh! This is a game where people endures all this stuff because they were lured by the graphics and paid good money for it. I'm amazed by critics/user scores. For once critics are more aligned with what this is and I'm pretty sure they scored this thing way too high. Update: Stole a wire cutter to go through a fence. Target is just after another fence, but for no reason at all the game doesn't allow you to use the wire cutter again. This game is like this each couple minutes. Seriously what the hell.
PlayStation 4
Mar 28, 2026
Resident Evil Code: Veronica7
Mar 28, 2026
I've always loved Resident Evil but played them in a non-linear way. RE1, then RE4, 5, 2, 7, 3, 8, RE2make, 6, 9, Revelations somewhere inbetween... I guess you get what I mean. I've always been particularly fond of RE 1/2/3 and Code Veronica was one of my greatest "to-dos" in my "great classics" list. Yesterday I finished Code Veronica and I was considering jumping into the disruptive RE3make or RE0. I was curious about how did Code Veronica score in comparison of RE3make and... Wow, I did NOT expect such high scores, specially from media of course but also from the community, which has alwas kind of given a "heads up" about Code Veronica when discussed in forums. Code Veronica is big, but also small, and kind of a mess. The maps designs are incredibly hard to understand, never before have I found myself playing a classic Resident Evil, or Silent Hill, or whatever, and have I found myself so lost and having so much trouble keeping the map layout in my head. An elevator with 4 visible stops only shows three buttons. Some item falls in some deep place underneath the prison and guess what: You don't get there going to the lowest place the main elevator allows or even through the secret underground you access through an even deeper elevator, but through some chain of stairs put in the most possible random place. There's a long, long run between the main locations in the island and you better get right at the first time where should you use every key item or prepare to waste a good amount of time going back an forth. Be ready to go back to the same location as Chris, but this time random doors are locked and be ready to do some long trips around the previously visited areas to get the new keys. Oh! And this time you have a LOT of ink ribbons BUT you just get a couple typewriters pretty far from whatever place you have to go, sometimes even without a item box next to them. Bosses are also remarkably bad, aiming has been made harder for no good reason, a particular moment near the ending is incredibly unfair and frustrating, the final boss **** so bad it's unbelievable, and overall the game feels like wanting to be obnoxious with the problem solving just for the sake of being obnoxious. The level design shows some flashes of brilliance far buried into too many bad choices and absurdly random key spots. The writing also has too many ridiculous moments and the plot and events are straight up embarrassingly bad. But on the other hand, I think there's some charm to it and everything is susceptible to be teared down to a primordial soup from where a remake can result in a truly great game.
Dreamcast
Mar 3, 2026
Resident Evil Requiem8
Mar 3, 2026
I'm halfway through the game but at this point I already know this is not a Resident Evil I'm replaying, and that's a huge bummer for this franchise. Almost 10 hours in to finish the Grace part in classic difficulty, 10 hours with:-No bosses-Simplified and bloated level design-Poorly balanced resources-Poorly presented enemies-Virtually one weapon (the pistol, another pistor that works exactly the same but better, and the gimmick Requiem pistol which is just an overpowered hand cannon you will never really use because you keep saving its precious ammo for a boss battle that never comes)It is wild how, at least in this difficulty, game will just throw in extremely resistant enemies, give you barely any resources to get more bullets and then force you to go through enemies -with no bullets-. Never in my life of playing every single Resident Evil multiple times have I found myself having to reload an hour old save because I just found myself dry on ammo and not allowed to get any more. In a game where they just give you a gigantic place to explore with barely any locked **** survival feeling is good, the Resident Evil feeling is kind of not there. It feels more like playing ZombiU or something, the level design flaws are jarring and even painful after the RE2make and REVII. Also having no bosses (so far) is underwhelming and was kind of the easist thing to put in there. What am I supposed to do in replays if there aren't good weapons or gadget to go look for early, if bullets are not to be enjoyed, if you just need to learn what zombies will spawn where to just take another hallway to not stumble on them? Seriously I get the spirit of it but didn't they get second thoughts on this? How did they release this without Mercenaries mode?I have absolutely no idea about how is so many people scoring this thing so high. Did we really became this hiveminded? Edit: Finished the game yesterday. I've gotta say I stay by most of what I wrote. When the last third or so of the game arrives with mostly Leon gameplay, there is a final boss and two bosses sprinkled here and there without much sense. This part is classic gun nut fun but also is kind of too much of a harsh contrast with the Grace block. With Grace you will be yearning for ammo even having funkier tools to fabricate your things, but with Leon there is so much ammo you could bury the enemies in it. The balance is really off with the gameplay as well as the story pacing with Grace was too slow. Now that I have finished the game, I also know the story itself is all over the place. The game keeps talking about different experiments and builds on different storylines that then are forgotten or just put there to build on them in future entries or expansions. This isn't a first for RE but also it's the most obvious time. It also has a problem with picking a line: I understand they want to stilistically and canonically embrace most of their previous games, but there doesn't seem to be an unifying criteria for a lot of them, resulting in a weird contrast.
Xbox Series X
Mar 2, 2026
Resident Evil Requiem8
Mar 2, 2026
I'm halfway through the game but at this point I already know this is not a Resident Evil I'm replaying, and that's a huge bummer for this franchise. Almost 10 hours in to finish the Grace part in classic difficulty, 10 hours with:-No bosses-Simplified and bloated level design-Poorly balanced resources-Poorly presented enemies-Virtually one weapon (the pistol, another pistor that works exactly the same but better, and the gimmick Requiem pistol which is just an overpowered hand cannon you will never really use because you keep saving its precious ammo for a boss battle that never comes)It is wild how, at least in this difficulty, game will just throw in extremely resistant enemies, give you barely any resources to get more bullets and then force you to go through enemies -with no bullets-. Never in my life of playing every single Resident Evil multiple times have I found myself having to reload an hour old save because I just found myself dry on ammo and not allowed to get any more. In a game where they just give you a gigantic place to explore with barely any locked **** survival feeling is good, the Resident Evil feeling is kind of not there. It feels more like playing ZombiU or something, the level design flaws are jarring and even painful after the RE2make and REVII. Also having no bosses (so far) is underwhelming and was kind of the easist thing to put in there. What am I supposed to do in replays if there aren't good weapons or gadget to go look for early, if bullets are not to be enjoyed, if you just need to learn what zombies will spawn where to just take another hallway to not stumble on them? Seriously I get the spirit of it but didn't they get second thoughts on this? How did they release this without Mercenaries mode?I have absolutely no idea about how is so many people scoring this thing so high. Did we really became this hiveminded?Edit: Finished the game yesterday. I've gotta say I stay by most of what I wrote. When the last third or so of the game arrives with mostly Leon gameplay, there is a final boss and two bosses sprinkled here and there without much sense. This part is classic gun nut fun but also is kind of too much of a harsh contrast with the Grace block. With Grace you will be yearning for ammo even having funkier tools to fabricate your things, but with Leon there is so much ammo you could bury the enemies in it. The balance is really off with the gameplay as well as the story pacing with Grace was too **** that I have finished the game, I also know the story itself is all over the place. The game keeps talking about different experiments and builds on different storylines that then are forgotten or just put there to build on them in future entries or expansions. This isn't a first for RE but also it's the most obvious time. It also has a problem with picking a line: I understand they want to stilistically and canonically embrace most of their previous games, but there doesn't seem to be an unifying criteria for a lot of them, resulting in a weird contrast.
PlayStation 5
Mar 2, 2026
Starfield8
Mar 2, 2026
April 7th coming to PS5 IT IS GOOD NOW BOYS ROLLBACK THE REVIEWBOMBING!!!!! At the moment of writing this 26.6892 % of the reviews are negative/reviewbombs. After removing that proportional part of reviewbombed scores (3547 out of 13290) and assuming most are between 0 and 3, the not reviewbombed score (even counting those mixed as low as 5) the resulting score is 8.91/10 (89 Metascore). ENJOY
Xbox Series X
Dec 18, 2025
Metroid Prime 4: Beyond7
Dec 18, 2025
The user score for this game is proof of how effective is a big fan community for astroturfing anything. Prime 4 is not a bad game. It's a good game with excellent art and music. But it is also a huge downgrade from the original trilogy, even flawed enough to make it a no-go for replays, with a rotten cherry on top that is the god awful ending. I really don't know how did this game turned like this after so many years. It truly feels like it got designed and developed within the last couple years, without time for second thoughts and playtesting. The first couple hours show an alarming amount of guidance and lack of backtrackeable elements. Backtracking turns somewhat better than it looks at first, but guidance is there and it sadly is the aftermath of not thinking twice about the hub world. Why? Well, zones are not close to each other and they come with a handful of loading screens inbetween, so getting a new power that may unlock zones you forgot or didn't notice won't be attractive enough to make you explore, in the first place because of the lack of collectibles and the poor reward they make after you make the effort of going out of track, going through the desert and walking through dead corridors. Samus abilities are mostly rebranded ones from last games. Scanning is there, but scan descriptions are lazier than they used to be whereas there are much more generic props with nearly indistinguisable texts, and you get the extra punishmentof having the magnificent music muted during the amount of time the scan mode is on. There are just a couple new suits with uninteresting functions, a single ray damage upgrade, and six optional fire modes that are basically handed to you in the fashion of Breath of the Wild shrines. I don't know how they managed to bring little to no evolution while also taking so many hitson game design after so much time to think about what to do with the Metroid Prime series. This is like going from Halo 3 to Halo 4, but with an 18 year wait instead of just a couple. This game is not a 5/10. More like a 6.5/10. But the painful wait for the painful result feels like a 0/10.
Nintendo Switch 2
Sep 18, 2025
God of War: Ragnarok7
Sep 18, 2025
Disappointing sequel that was supposed to scale up to match the epicness and energy of the greek saga. The combat loop based on keeping the enemies in front of you and loop spamming your powers is fun but also feels restrictive compared to the possibilities the classic hack 'n slash combo formula, and the minimum additions compared to its predecessor didn't help to keep it fresh. Plot and writing start as a slow burn but ends in a trainwreck of nonsenses.
PlayStation 5
Sep 17, 2025
Super Mario Odyssey7
Sep 17, 2025
Odyssey strays from previous 3D Mario games to focus on recollection and a minigame-ish experience served through Cappy's transformations, leaving the platforming we loved behind. It is still a good game, but also one that feels like a spin-off rather than a classic 3D Mario platformer. The bloating of moons with the fact of them being the one and only kind of reward indifferently of the challenge difficulty makes them feel ironically unrewarding. Getting thrown hundreds of moons at your face for doing the bare minimum whereas making the few challenging objectives gets you one of these cheap moons is a decision that makes me feel in disbelief. You never know where will you find an interesting piece or gameplay or just more filler moons. Previous 3D Mario games didn't only limit themselves to less, more meaningful stars, but also serve differnt kind of stars (Galaxy), staples (3DWorld), etc. There is an appeal in this formula I can see, but I can't put myself into it, The moon bloating and the overall lack of meaningful platforming makes Odyssey a bland platformer and makes playing numb in a way it reminds of Ubisoft open world games. I can't believe myself having such a feeling with a Nintendo main entry -besides the horrendous Pokémon run-, but here we are.
Nintendo Switch
Aug 14, 2025
Senua's Saga: Hellblade II - Enhanced8
Aug 14, 2025
The way Hellblade games use the interactive capabilities of this medium are easily the most artistic experiences delivered on the big budget scene. Hellblade II ditches some awkward combat mechanics favoring a crazy attention to detail on how Senua and enemies move and react to different moves and sword clashes. The craftmanship is absolutely insane, but there's also a better planning on the adventure, with new and more varying puzzles, none of them too hard and with a good amount of secrets to be unraveled.
PlayStation 5
Jul 3, 2025
Avowed8
Jul 3, 2025
Avowed isn't a perfect game and hasn't the most ellaborate characters, specially coming from Obsidian. But it is a proof and a beacon on how First Person Action RPGs can have a fun combat system and movement. The narrative structure is also inviting to replays, characters are really likeable, and of course, the game is drop-dead gorgeous.
Xbox Series X
Jul 1, 2025
Clair Obscur: Expedition 338
Jul 1, 2025
This game may not be a perfect game. But it is hell of ademonstration of what a talented, independent developer can achieve without monstrous budgets or forcing pop mechanisms. Innovative in gameplay, creative in story, gorgeous on visuals. This is nothing short of a masterpiece, and came "out of nowhere". After playing Death Stranding 2, Clair Obscur: Expedition 33 is the undisputed Game of the Year.
PlayStation 5
Jun 28, 2025
Death Stranding 2: On The Beach7
Jun 28, 2025
I loved Death Stranding 1. The game wasn't free of faults but it was an amazing experience. The first hours were hell of a ride. The final hours were an exhilarating amount of crazy hours, reveals, originality, Easily one of the best final hours a videogame had and will ever have. I preordered the early access edition of Death Stranding 2. As you can imagine, I've pretty much being able to spend all of my days playing it. It has taken me three days to finish it, just like the first one. It was entertaining, it was beautiful. And I've been craving for what's next the whole game. Unfortunately, that's quite more literal than it should. I kid you not when I say 90% of the plot is disclosed in the first couple trailers. I don't usually watch trailers for anything to go as spoiler free as possible. Kojima has built some incredible stories over the years, and watching Death Stranding 1 trailers really didn't give the story away. I'm incredibly saddened to find that Death Stranding 2, in fact, gives pretty much everything away. I can only imagine that he has shown that much because he's spent 7 years and a lot of money in bringing this to fruition, and advertising needed to be as brutal as possible to lure buyers. I've been pretty much doing just main quests and important side quests, and still I barely saw any progress to the plot in around 20 hours. Did you find tiring the infamous Chapter 5 of Death Stranding 1, where a dozen hours gone by with barely anything going on with the story or main characters? Well, I hope you didn't watch the trailers or you will find yourself in a big pile of **** story overall is surprisingly uninspired. Everything is so, so painfully predictable and cliche. I would have never expected a predictable plot from Kojima. It feels like the story and scripts were made by other person, and Kojima just directed. There are new gadgets, and new things to battle, but VTs are surprisingly absent and the planning-hiking from the first game, how the game capitalized on the timefall and the horror-esque experience of carefully escaping phantoms, just aren't there unless you specifically put yourself in danger. Just get a car, it will get any job done. And bossfights are so numb: Just take some distance and **** pacing of the story, locations and scenes are a distant echo from Death Stranding 1. From time to time it feels like, out of the plot, it is just a remake. If you are familiar with Kojima games, you'll probably see how he repeats ideas, and pours an strangely enormous amount of nods to Metal Gear. You will not find such an intriging, complex story here. You'll hardly be surprised. And will definitely not find anything remotely similar to the colossal final hours of Death Stranding 1 in **** enjoyable experience, yet one of the less memorable in Kojima's career within the last three decades. In absolute disbelief with critics' scores. Temper your expectations. PS: I also did all the secondary missions, some of them alledgely having an impact on the plotlines that stay open, or secondary characters who seem to have an optional plot going on... And nothing happened. There's no reward beyond what the mission itself or getting the base stars gives you. There's just no new content in the postgame, no true ending, no nothing.
PlayStation 5
Jun 26, 2024
Marvel's Spider-Man: Miles Morales6
Jun 26, 2024
Laughable main story content for a $50 release in a game that recycles so much from its predecessor. The main quest is artificially lengthened forcing the player to play the secondary (yet mandatory) objectives of Finks' thin storyline inbetween real main missions. The main and mandatory missions take less than 6 hours, in the recycled map of the previous Spider-Man game, just this time there's snow on it and some Christmas decoration. You'll find yourself in walking conversational or investigation parts quite often, which usually add pretty much nothing to the plot or characters' development and tend to feel like they are just trying to bloat the length to make you feel you didn't waste your money. Somehow, the thin story still manages to hold a good amount of clichés, deus ex and surprisingly bad writing outcomes. If you enjoy the quite simplistic and guided combat and movement mechanics, you can clock in around 15 hours in uninteresting, repetitive sidequests. I score it a 6/10 because it's not all bad. The gameplay is enjoyable, the ending is powerful and you can play longer if interested in the secondary content. But hey, unless you are a Spider-Man or Marvel fan, there's a gazillion games you should check before playing this notoriously expensive, glorified DLC.
PlayStation 5
Sep 29, 2023
Half-Life: Alyx7
Sep 29, 2023
Alyx is an OK game praised for being the first and probably the only AAA game developed specially for VR. The graphics are very nice and the use of the gravity gloves is a nice touch, but the genious gameplay design which made Half-Life and specially Half-Life 2 masterpieces is just not there. The story is bland and the weaponry and enemy variety is scarce, there are barely any physics based puzzles (which would have been just perfect for a VR game) and the foes behavior is beyond dumb to make it an easy going experience even in the hardest difficulty. Some physics interactions are cool, like protecting yourself with car doors or any big item to stop headcrabs jumping at you (which once they hit any object they just become ragdolls for a while). I can understand how it is a good experience or how the ending (the only point where actually anything happens) is a great treat for the fans showing a possible future for the franchise. But other than that it has a very basic gameplay with an overly simplistic level design bringing pretty much nothing new to the table while also falling far away from the standards Half-Life 2 set back in the day.
PC
Aug 13, 2023
The Legend of Zelda: Breath of the Wild7
Aug 13, 2023
I've always loved Zelda. It took me 6 years to finally play BOTW, because I didn't love the console catalog and was really worried about some criticism I heard about the game. I enjoyed the game, but most of that criticism isn't only right but also pretty bland. The four divine beasts are the only places in the game that resemble the classic dungeons, and aren't even good ones. The first two (Zoras' and Ritos') were annoyingly easy. I was kinda surprised because the shrines felt like very little bits of prepararion for the five big dungeons (beasts + the castle) but those also had pretty lazy designs. The two remaining were more interesting but also pretty lacking when compared to any previous 3D Zelda. But the worse part was the castle, which feels like an amusement park with a bunch of completely optional paths to get some cool gear but absolutely zero puzzles or challenges to reach the final boss. But what really me off are the shrines. A bunch of them are almost running in a straight line to the goal and the combat ones just put an enemy in front of you and that's it. I'm also enormously surprised about the so spammed guardians. They only stand in front of you and shoot you a laser you can parry with any shield. That's it. I'm really tired of "professional" reviews. Those reviewers have no guts. They just read the hype and unless the game is an absolute catastrophe or are strong leaks with bad news about a game, they just give the readers the news they want to hear. BotW is a good game. It's fun, it gives a lot of hours of content, and it kind of brings Zelda to the physics era of gaming, which bloomed around 2004, when Half Life 2 really instrumentalized physics into the gameplay, both in combat and puzzles. But it's not the masterpiece the press says. If you haven't played it yet, temper your expectations and enjoy this good mix of the modern sandbox and Zelda.
Nintendo Switch
Dec 10, 2021
Halo Infinite7
Dec 10, 2021
I marathon the game as soon as it released. The developers said it was made with normal difficulty in mind, so that was my choice and I just rushed it to see the story and then restart on legendary and obtaining the 100%. The first missions are very promising. Actually, the first one encourages you to use the Banished weapons, and you're almost certainly falling in love with the mangler feeling on the enmies and the grappling hook (which those who were already engaged with the multiplayer were already loving it). This level gives some Halo CE vibes (traveling a gigantic, oppressive spaceship that starts collapsing) and ends in a glorious escape when everything is exploding, physics do their magic (which was a concern for me as the multiplayer doesn't feature much physically affected props). All of this gave me Halo 3 vibes, which is also good. The second mission features a forerunner interior, where you can definitely relive Halo 3's artstyle and some rooms that definitely recall Halo 2. Also, the Banished are all over the place, they've made modifications on it and the level design is also pretty nice. Then you go to the open world. Whereas it isn't innovative, it is very engaging as the world is just beautiful, full of objectives and cool stuff to see. A kind of shrine here, rests of a battle there, and you're mostly going crazy with the grappling hook and its physics. But the story and main quests take a big hit. I don't see a problem with only featuring a biome. I don't see a a problem with only featuring Banished and forerunner interiors. It could be OK if the level design kept the creativity and visible effort in the first two levels. But it doesn't. You will find yourself going through almost exact cloned rooms all over again in the same mission. Symetric rooms and areas where the level design efforts dissappear. Kilometers of clonic rooms. Hundreds or thousands of enemies in them. Lots of moments of loosing your time to go to another clonic room to get some batteries to open a door. Those levels feel uninspired and generic. The artsyle is great and that's pretty much what saves the day. Technologically I see something big here, the day-night system features a full realtime illumination that's being really underappreciated. And it definitely looks beautiful. But then again, it's not all about the environments. You need some variety in the combat. The enemies are cool, have some variety, but there's a obvious lack in more weapons, more vehicles, and more everything. About snipers, there's only the human one, and you don't find it around usually. There are lots of classic weapons missing. There are lots of classic vehicles missing. If you arrive expecting a full sequel on Halo 5's events and weapon/vehicle amount, you're gonna be disappointed. It feels anachronic for the Banished to have wiped out the UNSC and the prometheans, and the biggest combat vehicle they have is the wraith. No Halo Wars 2 crazy stuff and sadly no scarabs. The humans are also lacking some classics, like the gauss hog. And Halo 2's SMGs. And Halo 3's Spartan Laser. And Halo 4's electromagnetic cannon. Etc. The only logical explanation I can find on this: They just wanted to make this totally feel like a reboot. Like a remake of the "discover the Halo universe" experience Halo CE delivered 20 years ago. And then in a couple years release a sequel campaign that effectively brings back Halo 2's gauss hog, covenant carbine, maybe the spectre. Make Infinite's campaigns a remakish experience. The story also feels like a way to make peace with some of not so beloved events happened in Halo 4 and 5, and a prologue for the real menaces to be faced on the next campaigns. The core gameplay is just so, so good. The sequels will be noticeably better if they keep Infinite's first campaign quality, but with more vehicles, more enemies and more weapons. I would love upgrades for the AI, but I don't expect much in that front (and honestly, it would be the icing on the cake but it's not exactly necessary). But if they want a really good campaign with levels worth replaying, they really, really need better level designs. Keep the first two missions level design quality as a minimum. I'm remembering now a detail in the first level: Some room which's floor ground was flooded with acid and you have to cross it jumping on the furniture. There's nothing like that in the game again. It's honestly surprising that there're no platforming areas given how satisfactory is using the grapplehook. I'm going around the bush. In conclusion: I hope they keep the good work, improve the level design and add tons of stuff with the next gampaign. PS About the multiplayer: It's really good, but it needs more content ASAP. It needs netcode fixes. It needs a more rewarding experience and not locking so much behind paywalls. The BattlePass only gives a fraction of Reach's original armory, no possibility to get the next battlepass for free.
Xbox Series X
Aug 8, 2017
LawBreakers8
Aug 8, 2017
I've been a big fan of competitive games all my life, specially action games and more specially FPS games like Quake III or Unreal Tournament. From that big moments starting in 1999, the only big skill-based competitor for this games were Halo 2 and Halo 3 (and UT sequels of course), but Halo started spoiling and other proposals just hadn't the sauce, focused in other bearings or just tried to replicate Quake III and Unreal Tournament III. Call of Duty, Battlefield, Destiny, Nexuiz, Section 8, Counter Strike: Global Offensive, Toxikk, Reflex... You may have played any kind of multiplayer shooter but never got something that good from 2007 (Halo 3's year). Today, and almost 10 years later, we finally have a worthy successor. LawBreakers has adopted the popular (and necessary to attract the masses) hero based distribution of weapons and habilities successfully, bringing back weapons from Unreal Tournament, with simmetric maps, innovative thread turn to objective based modes, with a new special sauce: Different sprints for each hero that just bring a new dimension of organization and fun. All decorated with the top-tier Unreal Engine 4 and running with a netcode that works awesomely good, something I really appreciate after thousands of hours playing CSGO and other competitive based games which connection is incohompresibly bad for the running times. Please, just don't listen to those who says that this is an "overwatch-like"... That's hilarious because then they're practically saying that Team Fortress 2 is an "unreal tournament-like", if you know what I mean... Obviously the game has defects, heroes balance is really good but need little improvements, which is perfectly normal given that a several amount of content (including modes, maps and heroes) have been being included from a few months ago, when we were playing the alpha, even a hero that just wasn't in the last week (before launch) open beta. The other problem are little performance issues that, as balancing, will be solved in upcoming patchs for sure.
PC