thecrius
User Overview in Games
5.2Avg. User Score
User Score Distribution
positive
1(20%)
mixed
1(20%)
negative
3(60%)
Highest User Score
Lowest User Score
Games Scores
Dec 5, 2022
Warhammer 40,000: Darktide4
Dec 5, 2022
This game is the quintessential "Fatshark experience" with a sprinkle of greedy GaaS on top. The developers ignored any feedback received in the last years of Vermintide 2 and went ahead with a vision they had that disregard everything that could have been good of the previous titles and implement some terrible user abusing mechanics that are meant to exploit the players. Every single system in the game is designed around the idea of creating "engagement" meaning that things are either time gated (shop, weekly quests, missions types, etc) randomized or straight up locked behind some way of progress that require an absurd feat or amount of time to be unlocked. You are not paying for the game, you are paying for the possibility to have your time wasted behind some abusive mechanics that will make you hate the time you wasted. Onto more details: - Items are not dropped either during the run or at the end of each mission. Rarely you will get a single item, randomly in terms of type and power level. - Items are meant to be obtained via the shop, which refresh every 60 minutes and range between the unlocked weapons type (for your level) and weapon rarity (white, green, blue). - Items of higher rarity (purple, orange) will be obtained via a "premium" currency that can be obtained doing some weekly quests in the range of "kill 1000 of this type of enemy in melee" or "find X amount of this secondary mission item" and so on. Usually you manage to unlock ~2000 units of this extra currency. Weapons of the orange rarity will cost slightly more than a week's quests so you'll need to weeks to buy one of those prestigious items. This system already stink of "buy X amount of this premium currency to save time farming" written all over. - Most weapons are just the same skin and a different name (MKIII, MKIV, MKVII, etc) that will simply change either the attack combo animation for melee, or the fire mode for weapons (single, auto, semi-auto, etc) which feel a very cheap and lazy way of introducing variety when things like that could be managed with weapons mods eventually. - There is an upgrade system which basically allow you to upgrade an item to a superior tier. To do that you need to find, in missions, some crafting materials that are randomly spawning around. The higher the upgrade, the more it costs in terms of materials. There are also advanced features like saving a stat of a weapon to be reused on another weapon or reroll the properties of a weapon... but they are not yet in the game. - Missions are randomly selected from a pool and you will usually have the same mission available in multiple slots but some "plain", other with a secondary mission, others again with a random "modifiers" - This means that the mission you might want to run, at the difficulty you want, might not be available and...tough luck. - Modifiers for missions makes it, most of the time, quite harder for zero improved reward - Secondary missions are simply "find X of this item that will spawn semi-randomly around and occupy your utility slot or have your health being slowly eaten away" for a meagre reward of experience and golds. Not enough to justify the effort and surely not relevant once you reach the experience cap anyway - Combat feel clunky compared to the previous titles from Fatshark. The overall feeling is that things are slower in terms of animation but that fade away after a bit of playing as you get used to it. - The previous beta had shown a frenetic and eclectic combat feeling, which is in contrast with the current state of the game in which combat feel more slow and clunky. Adjustment might be made but currently it's not leaving you euphoric after an intense fight, more like relieved that it's ended - Some enemies have pathing issues that lead them to do impossible movements and contribute to the janky feeling of the combat's experience (hounds, chargers) - Some physics are absolutely broken. Explosions tend to shove you in the wrong direction, charging enemies doing absurd corners and maintaining speed, other grabbing you when you shouldn't be grabbed (behind corners, warping back onto you, etc) - There is an overall "obscuration" of mechanics which benefit no one and makes enjoying the game harder - There are a grand total of 4 playable careers and most of the weapons for careers are shared between them, leaving a feeling of "already seen" when switching between them. - Most careers have broken feats, talents and mechanics. You'll quickly end up finding a meta that is working around the broken aspect and deal with it that way - Difficulty is currently an hard evaluation because, beside lvl 1-2-3 missions, lvl 4-5 have sometimes the AI director spawn so much stuff all at once that makes it a miracle to be able to survive, leaving a sense of "relief" when finishing a map more than feeling like you dominated the mission or anyway raised to meet the odds.
PC
Jul 22, 2013
Avencast: Rise of the Mage4
Jul 22, 2013
i don't want to waste any time for this "game". should be enough sayin it's a more of the same (H&S talkin) but: - 3 Different view perspective. One worst than the other. - A very static combat gameplay (it should be one of the major point in an H&S) - A story so absurd that should be better a more linear cliché instead. One of the worst game i've ever played. And i've played a lot since 1980.
PC
Mar 15, 2011
Dragon Age II4
Mar 15, 2011
Playing this game is like having "just" sex with the same girl for more than 1 months. Boring. That's your Waterloo, Bioware, Let's put down the hats.
PC