34
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877
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Recent reviews by tehFoist

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Showing 1-10 of 34 entries
No one has rated this review as helpful yet
10.0 hrs on record
Very well done remake of a classic.
Posted 7 September, 2024.
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1 person found this review helpful
1 person found this review funny
2
173.5 hrs on record (26.7 hrs at review time)
A child turned into a weretortoise in the hospital and proceeded to grab the pet puppy that was sleeping by their bedside by it's legs and slammed it into the wall repeatedly. After biting it on the head and legs several times they choked the puppy to death, then bit the lips off of our mayor who was also recovering in the hospital. They broke the hospital well, turned back into a child, and fell 10 levels down the well to their death. But then the game crashed, so there's that.
Posted 26 December, 2022.
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No one has rated this review as helpful yet
160.7 hrs on record (131.9 hrs at review time)
Early Access Review
Backed the game on Kickstarter way back in the day and it has legitimately been one of my best money-to-fun game investments. Easy to get into gameplay when compared to something like ARMA but with a cooperation and teamplay depth that you will need to learn if you want to succeed. Running off alone might get you a few kills, but you'll be walking to the front again and again without a squad to claim vehicles, place rallies and spawns, or revive you.

Weapons are effective, scale of battle is high, and systems are complex and deep enough to keep things fresh for a very long time. Since the initial alphas and early access launch Offworld has been constantly adding new content and features, including a suite of tools for modders and map makers; some of which has been included in the basegame as free content.

Main drawback is that, as with most team games, getting into a bad squad or an aimless team can often ruin your experience. I personally took a long break from the game before helicopters were introduced, mainly from burnout from many sessions after work without a whole lot of Squadding going on. If you find a group you like, remember their names, maybe send them a friend request, and note the servers you all play on. It will bring a lot to your experience. Also consider paying attention to how effective squadleads act and communicate - what they do. Best cure for bad squadleads is to become a decent one yourself. You will also sometimes hear people complain about "free weekenders" or new players in general, and some groups can be extremely toxic and unhelpful. They aren't by any means the majority, but they do exist. More often than not people will be willing to help explain things as long as you are willing to listen and learn.
Posted 6 May, 2020. Last edited 6 May, 2020.
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No one has rated this review as helpful yet
0.0 hrs on record
Another pretty good content addon for Exodus. Can be a bit janky in places in traditional Metro style (in cutscenes sometimes sounds appear to be missing, or animations don't quite line up) but overall a nice execution.

The map is decently open for exploration, though there are points of no return if you miss a point of interest and in general you are always moving linearly towards the end goal. Much longer than Two Colonels especially if you explore, though I enjoyed that story more.

Two new really cool weapons with some fun modifications, a semi-sandbox level, and a decent story makes this a good purchase if you enjoyed the main game and wanted to see what Sam got up to.
Posted 1 March, 2020. Last edited 1 March, 2020.
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No one has rated this review as helpful yet
0.0 hrs on record
Cool little story that ties in with the final chapter of the main game - with a new weapon, a new mechanic, lots of new dialogue and cutscenes, and the extremely detailed, lived-in, slice of life we've come to expect from 4A's worlds. Rather short, maybe a couple hours if you seek out the collectables and backstory tidbits, but pretty good value for such a low price; especially these days.

There are so many detailed backstories in the Metro series, little glimpses into the lives of its citizens through audio logs and world design, and this DLC is pretty much one of those turned into a playable segment with compelling enough story and gameplay to make it worthwhile.
Posted 23 February, 2020.
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1 person found this review helpful
2,017.3 hrs on record (1,985.9 hrs at review time)
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::EDIT Updated Feb 26 2023::
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Game is consistent, generally you know what you are going to get and it is solid with still some good gunplay and fun abilities in PvE anyway. However Bungie has built a treadmill both internally and for players, with their focus on constantly pushing out ANYTHING on a rigid schedule instead of what they think is legitimately cool or interesting. The game is blueprinted in order to prevent burning through staff which is noble but less noble is the stated goal of "not setting too high of expectations for future content."

That is legitimately a key talking point at a GDC talk, so take the advice and don't set your expectations too high:

- the gameplay core is fun with friends but it's missing the magic that used to come from just hanging out and existing in the worlds Bungie created.
- take breaks when you don't feel like playing, the FOMO is intentional but the game is ultimately designed to be a hobby so you can always replace what you missed out on.
- the flashiest gear will always be found in the microtransaction store, if that's your taste in aesthetic. What resources used to go into unique sets for each type of activity now go there, make your peace with that and either engage or don't engage with it.
- PvP is no longer a cornerstone.
- the community is always mad.
- all pieces of content not released for main yearly expansions should be expected to be a "minimum viable product", meaning enough work went into them to be passable but will never be given that special extra love. Ex. The King's Fall raid from Destiny was added to D2 for free for all players and updated. It's fun, but it was given a quick lighting pass when put into the new engine and is significantly less visually and atmospherically interesting than the version from 7-8 years ago.
- content will disappear.
- the music will never have that "magical forest in space" feel again unless they use old songs but that doesn't stop Mike Salvatori and the team from creating absolute bangers all the time. ((EDIT They fired Salvatori and Sechrist....))

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::EDIT Updated Feb 5 2022::
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Game got even better; deeper systems and build crafting wise and more cohesive and engaging story wise over the past year.

Introduction for new players is confusing and didn't quite hit the mark, video guides and preferably assistance from a friend that knows the game is recommended to keep from bouncing off the game in its current state.

The Witch Queen expansion appears to be setting up to further strengthen the gameplay core and storytelling chops and in a couple weeks it's going to be a great time to jump in. Hopefully the inclusion of the first couple of missions for free to new players will be a better way to help introduce them to what Destiny is ACTUALLY like (patrol zones are a big focus of the tutorial, but not generally your day to day so don't let that turn you off.)

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::EDIT Updated July 2020 for Season of Arrivals::
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After 2 incredibly frustrating seasons of Shadowkeep (logging in and being asked to collect motes of light and materials completely turned me off Season of Dawn), Season of Arrivals launched with intro cinematics and story missions that ACTUALLY PUSHED THE STORY FORWARD and set up interesting developments. The game depth-wise is the most complex it has been, which could honestly be a turnoff if it wasn't so easy to just bypass it and go around punching and shooting things (I have never generated Charged with Light, don't care, Titan go punchy punch.)

People are upset about the way Bungie has decided to handle the future of the game, which is totally understandable. Certain destinations and activities are going away to keep the game from getting bloated and unweildy, but the alternative is pulling the plug completely for potentially multiple years while they make D3 and I think they've chosen the right path.

Another thing is weapons being given power caps, meaning you can only bring them up to a certain gear score. This is done mainly to fix Bungie's mistakes in creating weapons like Mountaintop and Recluse, which are literally the only weapons a vast majority of players use. Creating new things that could compete would result in massive power creep. It sucks, but again, I think they chose the best option they had. Not a huge fan of some of the old weapons going away basically being given re-releases as I was hoping this was an opportunity for fresh new gear, but I think it is likely a way to prevent backlash for having sold appearances for certain Legendary weapons for real money (they sell Exotic appearances too, but Exotics are not being retired.)

The core gamefeel is still cool as ever. You are an undead supersoldier with lots of guns and superpowers blowing away aliens and it still feels awesome. Since D2 launch, a lot of the bland gameplay systems have been drastically improved allowing all kinds of weapon combinations and deep customization of weapon and armor mods to tune things just how you like. It is now free, you can just jump in and play it and see what it's like. As someone who has bought everything since Taken King, I think that is awesome and I'm glad people have that opportunity. Download it, try it out, and maybe I'll see you on Europa.

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::Original October 2019::
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Had about 300-ish hours before the Steam move, from launch day onward. Man some of those hours were tough, the game launched in a pretty poor state gameplay-wise that was lacking many of the features that made the gameplay loop fun or interesting. Since then Bungie has really turned the ship around, and if Taken King wasn't such a rose-tinted glasses memory for me I'd say the Forsaken era was some of the best Destiny has ever been. Shadowkeep is aiming to top that with massive sweeping systems changes to armor and mods and D1 stats being brought in on top of D2's, and the great thing is you don't even have to buy anything to see the changes.

The PC port is absolutely fantastic, and really does set the bar. Perfect controller support should you so choose, including hotswapping on the fly and even correct prompts if you plug in a PS4 controller (you may need to disable Steam's built in controller solution.) The options menu is extensive, colour blindness support, even the ability to set the reticle position centred for PC or slightly down like it is on consoles.

The transition to Steam has been a bit rough, with sporadic downtime and some unforseen bugs but playability always seems to be their highest priority and about the only thing that will get them to break their very regimented update schedule for hotfixes, which they have been pushing a bunch of since the switch.
Posted 1 October, 2019. Last edited 19 January, 2025.
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2 people found this review helpful
14.4 hrs on record (3.3 hrs at review time)
Exactly what I was looking for. Been out of the loop on MX and SX games for a while, the last one I remember loving was Reflex so I am brand new to the Milestone games. This perfectly scratches that itch I was looking for. Out of the box you'll get a heftier and weightier version of what you might expect from a Rainbow game, you aren't going to eject your rider on every corner or case but you will be managing the throttle and taking the corners a lot slower. Once you start tweaking the race settings, setting advanced physics, fully manual rider weight, etc is when you'll start eating ♥♥♥♥ for goosing it too hard out of the corners.

It takes a little while to get used to the terrain deformation, the heavy bikes, and the slippery rear tire if you gas it a bit too much but after a few laps you get the hang of it and I think it feels great. You'll get a lot less air than you think, which is why I say the bikes feel quite heavy but it's not a bad thing for a game to have its own feel and not necessarily try to replicate reality one to one in my opinion. Whips and scrubs are very clearly canned animations but you have a decent amount of control of the speed and size.

The tracks are really great so far and they look fantastic. The bikes and rider gear all looks very well done and highly detailed. The game itself uses a lot of the stock Unreal post processing so it will have a familiar look at max settings, with a very processed image highly sharpened to compensate but it looks fine with all the great material and model work. The rider animation is also very well done, with only a few bump and hard landing animations not really blending in well with the rest of the rider's animation system.

There is an absolute ton of customization items to be purchased with the currency you earn from races, all of it seems to be official from many manufacturers and very nicely detailed. The bike customization really shines, aside from a ton of parts and liveries to choose the painting option allows you to change colours on most things from brake cables to hubs to clutch covers. From what I've heard a lot of it is carried over from previous entries in the MXGP and Supercross games so that is a bit of a bummer for people that are already heavily invested in the series, but for new players it is a great variety of options to play with.

There is a track creator as well which I haven't played with much but it seems pretty standard, and a good way to get some more hours out of your purchase. Pretty standard selection of tile sections to build out and experiment without the option to work with elevation changes but a good addition for what it is.


I was looking for something to scratch the itch, and on a whim picked this up with some left over Steam wallet cash and immediately lost 3 hours of my evening.
Posted 31 August, 2019. Last edited 28 September, 2019.
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2 people found this review helpful
306.4 hrs on record
A relatively solid open world action game, with VEEEEERY light RPG elements. In other words, pretty standard Bethesda fare. Some bigger choices will matter in regards to who is around near the end, but if you've played Skyrim you kinda know what to expect - some really nice exploration and atmosphere but the world is about as deep as a puddle. The follower side missions are a bit more RPG-like, as you'll only get them if you happen to make decisions that your companion likes while out on the road. If you play lone wanderer like myself or take Dogmeat you'll basically just get the surface level RPG gameplay and it shows how shallow it is. Also features some very much improved shooter combat compared to FO3 and even New Vegas, and some creative side distractions in the form of building up and maintaining settlements.

The art direction in my opinion is extremely good. Standing in the wasteland you'll almost always see some splashes of pastel buildings or wrecked vehicles amidst the dust which is set off by the bright blue sky. The only time you'll see that FO3 eye seering green is in the crater of the bomb that hit Boston. All of the items have these big rounded 50's Caddy lines which I think look gorgeous. There is also some pretty solid lighting updates from the previous entries, and their pseudo-PBR texturing is good enough to get the job done.

The exploration is my favorite part of these Bethesda not-really-RPGs, they are very good at telling these little stories with the world - corpses along with how items are arranged, how the buildings are destroyed around them, etc all have a hand placed feel that tell a very particular story. This one has a ton of that and it is still my favorite part of Bethesda's entries in the Fallout universe.

Still features a ton of the same bugs, like engine speed being tied to framerate which was pretty bad even when Skyrim came out. In 2015, ENTIRELY unacceptable. (My recommendation is to unlock the framerate in the game files and then lock it to 60 with your graphics card's control panel which will help it appear much smoother. The game's method is really jittery for supposed 60 fps.)

As for DLC, Far Harbor is one of my favorite Bethesda made DLCs ever. Nuka-World is decent little distraction but the main thing I got from it was the new AK47-style weapons and a legendary version of it called the Splattercannon, which is very overpowered. Everything else either adds building items or is sub-par in my opinion.

I loved it. Yes I loved the older Fallouts and this isn't anything like them which is a shame, but this being its own thing doesn't stop me from going back and playing those other games either.
Posted 25 May, 2019. Last edited 25 May, 2019.
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No one has rated this review as helpful yet
32.8 hrs on record (32.6 hrs at review time)
Great loop, highly polished, awesome universe. Well worth it especially on the current sale.
Posted 16 May, 2019.
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2 people found this review helpful
24.3 hrs on record (24.2 hrs at review time)
Super solid western front mod that is still being updated 10 years later, and just as good as ever. Tons of content, huge number of maps though some of them are restricted to certain player counts.
Posted 18 March, 2019.
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Showing 1-10 of 34 entries