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Recent reviews by Slick

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5 people found this review helpful
105.1 hrs on record (4.2 hrs at review time)
Multiple odd design choices from the multiplayer requiring a party to be linked, but if a friend joins you, you then subsequently cannot launch story missions defeating the purpose of linking parties. You are actively encouraged to play the game alone or in public lobbies as a result. Game is fundamentally unstable. Crashed 5 times for a friend in 4 hours and twice for me. One crash required a hard reset of the PC which is concerning for bricking systems.

Game is fundamentally unstable and poorly optimized. Frames are varying wildly from 30s to 60s depending on area or assets.

Balancing is just odd. Many combos and play styles of old weapons from previous titles were changed slightly in their core move sets such as the chargeblade's inability to SAED without an amped discharge preceding it. Many moves and attacks have a weird lag phase where they do not smoothly transition into another attack such as finishing a roundhouse on the chargeblade and attempting to charge slice immediately afterwards it has a chance of just not inputting.

Generally would recommend against at the time being. Maybe some of these changes will be ironed out over the coming months, but who knows. Unfortunately another big title game released poorly and with plans to be patched into completion.
Posted 28 February, 2025.
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1
549.5 hrs on record (209.5 hrs at review time)
Post-PSN requirement retraction. Many countries still cannot access the game due to not being supported yet the game was still sold in said countries.

More recently many issues with the game at launch still continue to plague it and do not appear to be on the board to be resolved outside of a single one.

Sights still do not align with the first person or third person due to the projectile firing from the weapon barrel. This creates situations when the cursor and player are firing at a target yet the bullet fired seemingly passes through an enemy. First person using sighting ranges for the scope/sight magnification which causes projectiles to fall below the target if sighted in too much and firing at a close target. This system is unintuitive for a game of this type resulting in situations when the cursor is again on a target and the projectile lands below resulting is guessing/approximating where you are actually shooting.

Ragdolling is simply put an unfun mechanic. Yes, opinionated, however the extend and frequency of ragdolling in this game due to explosives (in addition to the new missiles being bugged in the degree of knockback/AoE) results in most deaths on the bot front to be due to loss of player control for 3-5 seconds with only a few seconds to attempt to recover only to repeat the process until death or being lucky.

Hitstun from bots prevents players from accurately placing shots or returning fire. Cover, obviously, can mitigate this however many bots still to this day have the ability to occasionally fire straight through terrain. Explosives hitting cover still cause ragdolling to the player on the other side even though you take zero damage and are shielded from the explosion.

These are just mechanics that the game suffers from. Balancing is another topic discussion entirely and is heavily debated. The tldr of it is that Arrowhead's balancing vision is not established or is misleading with their reasoning behind balancing being disputed. The result of the balancing direction has caused a toxic meta of a general set of weapons that are usable (which is a higher selection than at launch), but none that feel necessarily strong or feel comparable to the degree of fire you receive. Resulting in a run away, disengage, hit and run playstyle.
Posted 3 May, 2024. Last edited 18 August, 2024.
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Showing 1-2 of 2 entries