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Recent reviews by 󠁳⁧⁧ 󠁳

Showing 1-7 of 7 entries
2 people found this review helpful
464.7 hrs on record (401.2 hrs at review time)
A game where your impact is smaller than a grain of dust.

Everything feels rigged — from battle tiers and pacing to accuracy, damage, penetration, and even enemy positioning on the map. And they don’t even try to hide it.
Just google patent US8425330B1.

Skill does not matter in this game.
You can learn every tank’s weak spots, know the best positions, use top-tier equipment and premium ammo, read rotations perfectly, and angle your armor like a pro.
Meanwhile, someone with two hours of gameplay can outperform you because the patented system decided he “needs” a few good matches to stay engaged and spend more money.

Your shots won’t penetrate or even register while your reticle is perfectly on target. Teammates will push you off cliffs or out of cover.

Then suddenly, you become that guy:

• Shots you clearly missed suddenly register as hits and penetrations (the tracer goes behind the tank, yet damage is dealt).
• Enemies forget how to play — exposing weak spots, taking weak/open positions and missing point-blank shots.
• Your team magically becomes competent: taking key positions, covering your flanks, providing perfect scouting.

This emotional rollercoaster runs in circles with no pause.

Lost 15 games in a row with terrible results?
Here you go — an 80% win rate for the next 15.

Did too well?
In the next match you’ll get ammo-racked 40 seconds after leaving base, or some crackhead will YOLO exactly you on his Char Futur, even though he’ll be dead two seconds later.

Wargaming uses heatmaps, stat-tracking algorithms, and behavior analysis to “equalize” players so aggressively that this is no longer a game — it’s a social experiment with human assets.
At this point, WG could sell these metrics to advertising giants and probably make more money than from the game itself.

WG claims this patent-driven system exists to create “fair” gameplay, but they purposely, in favor of income benefits fail to understand one simple thing:
a skilled player deserves to have more impact.
If someone invests time and effort into improving, they should win more often and achieve better results.

Also I want to adress another core problem — still present after 15 years — is that there is no room for skill expression. This problem ruins tank balance in the game.

Take high-DPM, high-mobility tanks like the STB-1 or the upcoming U.S. autocannon tanks. By design, these vehicles should excel at flanking and punishing unaware enemies.
In reality, there’s no space for that. Even if you’re highly skilled and manage a breakthrough or unnoticed rotation, you’ll be instantly deleted by TDs sitting in bushes 50 meters from base.

War Thunder partially solved this with larger maps and better map design.
World of Tanks, instead, keeps adding tanks that simply can’t be played as intended.

The irony?
Visually, the game is excellent. Graphics, sound, tank handling — all feel great. Combat can be immersive (when the system allows it). The client is well optimized and not hardware-demanding. It strikes a good balance between casual and semi-realistic gameplay.

As a game, it is genuinely interesting.
But the constant feeling of being helpless — of doing everything right and still losing — completely destroys the experience.
Posted 4 January. Last edited 4 January.
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1 person found this review helpful
0.7 hrs on record
Gameplay-wise — very good game.
The map, sense of speed, customization, playlist system — all solid.
But the technical side is unbearable, to the point where I had to refund.

This is very unusual for Ubisoft. "I own" a lot of their games, including older ones from 2016, and none of them had issues like this.

  • 1. FPS lock
    60 FPS in 2024 (2026 atm) — really?
    Even mobile games run at 120 FPS now. On a high refresh rate monitor this looks like a slideshow. There is no way to uncap FPS — only using third-party frame gens on top with visible artifacts.

  • 2. Graphics
    Nowhere near the screenshots and videos shown on the Steam page — this is straight up misinformative product.
    Texture resolution is very low, extremely aggressive TAA makes the entire game blurry, to the point where TAA is applied even to menu text.
    Object render/streaming distance is around ~150 meters: while driving, you can literally see buildings, bushes, poles and other objects popping in right in front of you.

  • 3. UI / UX
    Peak development incompetence.
    The in-game menu has no 21:9 aspect ratio support.
    The funny part is that all cutscenes are pre-rendered in 2.39/2.35:1, yet they couldn’t write a few lines of code to properly crop them full screen. Instead, you’re forced to watch a small rectangle in the center of a widescreen display.

Overall, the technical state of the game feels like it was originally designed for mobile, and then hastily pushed to PC.

I’ll personally wait for FH6. It is rummored to drop within first half of 2026.
This game is only “great” if you’re stuck in 2012 with a 60 Hz Full HD 16:9 monitor and equally old hardware like a GTX 750 Ti.
The game isn’t demanding at all — it just doesn’t use modern hardware properly due developers incompetence.
Posted 4 January.
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No one has rated this review as helpful yet
2
0.9 hrs on record
Early Access Review
Horrible experience. Regret wasting time and money on this.
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1. Design choices
1/10
The game tried to ride the furry hype, but failed drastically. There’s nothing here that would actually appeal to the real and actual furry fandom. This mess will only be appreciated by 13–15 year old quadrobic-therian girls (no offense).
The actual fandom moved past generic anthropomorphic characters long ago — now it’s about protogens, wickerbeasts/novabeasts, deuzears, avalis, manokits, etc. No idea why the devs didn’t just get permit or license for using popular open species and give them proper matching abilities. Most creators are open to collaboration, often even for free — it’s not like negotiating with weapon or supercar manufacturers.
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2. Gameplay
0/10
Would’ve been better as just another boring battle royale like PUBG PC or Apex.
Instead, they chose the worst formula: Battlefield copy on CoD-sized maps (basically the upcoming failure Battlefield 6 model). You have to grind weapons, grind characters, and half of them are locked behind battle passes — this is absurd when the game only has 11 characters total.
In short: they crammed in all the worst systems. Sure, there’s Deathmatch, but it only unlocks for 4 hours a day because the game has maybe 200 players, half of whom sit in custom lobbies you can only host and join with in-game currency. Aggressive monetization on top of being a paid game = failure.
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3. Technical side
0/10
UI, netcode, optimization — all terrible. The interface is overloaded with junk like PUBG Mobile. Critical bugs exist — for example you can’t enable Reflex without DLSS (Huang must be rolling in his grave).
Players report servers constantly down or located in the wrong regions, causing 999 ping. Even at 69 ping, enemies stutter instead of moving smoothly — especially bots, since they rely on server powers instead of client-side.
Performance is outrageous: on a 7800X3D + 4070 Super, the game runs at 80 FPS in 2K on minimum settings, while looking worse than CS2.
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4. Developers’ approach
2/10
Short version: politicians meddling with religion.
Longer version: devs clearly don’t know what they’re doing. Their roadmap is just more maps, guns, and characters. In the official Discord, the small community voiced criticism, but got silenced with deletions, mutes, and bans. This “shut up and take it” attitude shows the main issue in gamedev today — devs making games for themselves and profit, not their community or target audience.
I didn’t play long, but checked changelogs: nothing substantial, just minor bugfixes, hotfixes, small events, and collabs with obscure furry streamers.
I've seen games with such "politics", they shut-down 1-2 years after release, lmfao.
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Final conclusion
0,75/10 (Press the "Ignore" button on the Steam page).
This isn’t a furry shooter — it’s dumpster vomit. There’s nothing furry here, and barely anything resembling a decent shooter.
Technically, it’s not even Early Access, more like a Pre-Alpha test.
If the release was just to “test the waters,” they could’ve dropped some renders and a concept pitch on Twitter/X instead.
Pretty sure all these flaws are just the tip of the iceberg — if I hadn’t refunded, more issues would’ve surfaced over time.
Wild Assauilt development team has no idea how large-scale furry shooter should look like and never will.
Posted 7 October, 2025. Last edited 4 January.
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1 person found this review helpful
3 people found this review funny
53.1 hrs on record (0.4 hrs at review time)
Early Access Review
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Posted 13 May, 2023.
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0.1 hrs on record
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Posted 14 March, 2023.
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15
18.8 hrs on record (5.9 hrs at review time)
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Posted 30 August, 2022.
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No one has rated this review as helpful yet
71.4 hrs on record (18.7 hrs at review time)
Early Access Review
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Posted 7 August, 2022.
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Showing 1-7 of 7 entries