5
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reviewed
198
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Recent reviews by Mad Cube {~w~}

Showing 1-5 of 5 entries
8 people found this review helpful
2 people found this review funny
2
9
3.7 hrs on record (1.8 hrs at review time)
Accurate and relatable. Can't wait to implement this in real life, thanks for the suggestion.
Posted 1 February, 2023.
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3 people found this review helpful
1,143.0 hrs on record (25.5 hrs at review time)
I'm not even sure where to start with this amazing game..

I must state though, that I have never played vanilla, not because vanilla sucks, but because the mods are that great.The mods expand whole new areas that would usually be seen in DLCs. In this game, with the right mods, you can, quite literally, do anything.

This is not a simple colony simulator, it definitely isn't.But if you want that, you can do that.Want to start a farm?Become an arms dealer?Organ Harvester?Slaver?Drug Dealer?Have children, even?How about just selling metals, or medicines, or goods stolen off traders that you killed who try to pass your base to get to another enemy faction..Ah..factions, I forgot to mention them.But I don't have the time to, just search up the hospitality mod..Did I mention the psychology mod?

Don't be mistaken, the base game has good take on human psychology, but the psychology mod...just read its description.I haven't even gotten started on the middle to end stage mods yet, simply because I haven't even reached that point.Out of all these hours, I haven't even finished the first tier of research, simply because each time a colonist(not pawn) dies, I can't help but restart..the painstaking specialisations that I raised them for, the arguements, fun times, relationships, breakups and of course the mental breakdowns...I feel as if each colonist is like my own child, and even a single bullet wound by a barbaic raider hurts my heart dearly (Of course there are so many difficulty options to suit everyone, from no bad events to masochist mode)

I have but one complaint, but even that is partly my fault.The mods are so expansive that you will almost always run into an error because of the sheer amount of things that a single mod can change, from simply more crops to an entire psychological system( as mentioned earlier), but god, dear god, when you open rimworld to find that there is no dreaded debug log...it's like cuming with the force of a thousand suns.

Having said all that, you might wonder why I have so little hours.The answer is simple.

The first time that I played rimworld(alpha 17 or 16), I immediately recognised the huge potential it had and as such I waited until it was fully released as I didn't want to miss even the slightest of nuances.
But now that 1.0 is released, and most of the mods have been updated, oh, you bet I will be reaching many dozens if not hundreds of hours.
Posted 25 October, 2018. Last edited 25 October, 2018.
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No one has rated this review as helpful yet
1 person found this review funny
171.3 hrs on record (80.3 hrs at review time)
SNAKE?SNAKE??SNAKE!!!
Posted 22 November, 2017.
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No one has rated this review as helpful yet
14.3 hrs on record (5.9 hrs at review time)
Excellent game,Dlc&Mods recommended.

Needs more modding support and more incentives to mod(Mod of the week,competitions etc),as many mods are quite dead.
Posted 26 September, 2016.
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No one has rated this review as helpful yet
257.6 hrs on record (29.1 hrs at review time)
Best with mods.

Build a 40 unit army,only for it to get destroyed by barrages of arty.

7.8/10 too much water.
Posted 1 November, 2015.
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Showing 1-5 of 5 entries