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Recent reviews by A very hot piece of Kek™

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19 people found this review helpful
1 person found this review funny
22.8 hrs on record (10.6 hrs at review time)
For the price, and what it offers. I don't think its worth it, multiplayer is also pretty dead.
Most i connect to have an icon showing they're cross-platform and not on steam.

I enjoy the setting of the world, the tasks and everything is more interesting than what i've seen in similar games.
With that said, the game is also VERY confusing if you get into it for the first time. I will admit i was fiddling with settings because i accidentally screwed something up and had to restart the game, and when i did i didn't get the tutorial popping up for me again and couldn't re-play it.
So the tutorial might go through some of the basics, i am aware of this going into the review which is why i focus more on the "logic" of things in the game.

-Fire
This is the most baffling thing to me, because the game has a thing where enemies on fire hurt you more it does damage the enemies but if you have a fire damaging effect you better be killing them quick after you gave them that fire damage or they'll be returning the favour two-fold. Yet, the special attack of the Splash kit is to make the water gun spray fire instead, igniting enemies, friendlies and you alike. And since its your watergun doing it, you can't soak people if you actually set them ablaze, so i just never use that ult. There's also fire damage modifiers for weapons and a fire grenade and just... Why?
Fire is kind of treated like "Fire, bad. Water, good!" in this game so why the hell do you then give players some fire damage weapons?! Just have them swear off fire entirely, don't touch it, if you see it remove it. Or at the least do something like how Vermintide 2 has the Skaven shoot green warp fire, while the hero Sienna shoots regular fire. So you can tell good fire from bad fire. That way the player can deal a special fire to the enemies that only damage them and not buff them.

-Water
In this game, water is healing, but for some reason only at certain times. Like in shower stations, from faucets and from a watercooler. But when shot from the Splash kits gun it just soaks you and give you the wet effect. I understand its for balacing reasons, the water gun with its fire rate being able to heal would be quite OP. But its just BS that it does nothing. Like, can't it at least do pitiful low but still some healing? Why is water different from water?

-Highlighting items
You will have tasks in this game which involve you grabbing or destroying items. These are worthlessly highlighted though, getting only a square marker once you are close to them.
The maps in this are quite large and you are often assaulted by endless waves of enemies until the task is done. It doesn't give you breathing room. So running around, leaving cover only to aimlessly look for a task among so many other things, is a confusing mess. What they instead should have done is Left 4 Dead's old highlighting system.
Where it gives glowing contrours of the item and you can see it through walls. This means that if you get to a area where you need to grab 10 different things, you can see them and the challenge only becomes getting to them through all the enemies.
Especially things like the corrupted items. For god's sake. Those things make the missions harder, and you can only kill them with a special item that you need to run around and look for. And once you have it, its ammo is limited.
I don't need the weapons to be glowing highlighted but for god's sake HIGHLIGHT THE CORRUPTED ITEMS AT ALL TIMES! So someone can run and find the graphite grinder and just run directly to the corrupted item and be rid of it. Instead of aimlessly running around with it, getting hurt by enemies because fighting back means dropping the item.

-Movement and interactions
More than once i've had issues in this game related to the movement and interactions of it. The specials of all kits all involve something that the player needs to deploy. But the frankly idiotic thing about this is you need to stand still and let this animation play out of your character dropping the item, which takes like 2-3 seconds.
These items can be the difference between life and death. I don't mind the animation playing out, but if me and the team is running away from a group of enemies, i want to be able to activate the item and keep walking away from them, then i can stop and activate it. I don't want to stop, place the item, activate it and then run.
If you try to place an item as you are moving, they will play the animation but not place the actual item, but they'll still automatically swap your weapon out for your class tool that's used to activate it.

I think the game shows potential but it has a lot of things that just makes combat awkward and not fluent, the readability of it is just... Off.
Its a weird world, that's the intention and i like that. But in return that means that objectives, elements and all that need to be grounded somewhat and not be "Some water heal, some water don't" and "Fire make enemies stronger, here use thing to set enemies on fire"
They should also lower the price down to about €20.
For three classes, nine weapons and about 5-6 missions for €40? Nah man.
And its not fun playing alone so it needs multiplayer to survive. Currently i struggle to connect to a server where it doesn't lose connection or glitch out and connects me to someone's lobby but i can't ready up
(The button isn't there for me to click)

The game apparently had a rough start and by a look of the numbers, its pretty dead in the water.
I do hope they work on it but the things i feel it needs to improve it are probably harder to implement than just a quick patch. I do hope they do though because at its current clunky state and its price, i don't see those player numbers rising anytime soon.
I got the game as a gift from a friend who wanted to play it. And him and our 3rd friend have pretty much dropped it. Its only me left, and i didn't even pay for it.
Posted 8 December.
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No one has rated this review as helpful yet
101.0 hrs on record (54.1 hrs at review time)
Incredibly fun game, and a great litmus test in communication and teambuilding.
Feels like something that'll run its course and get dull after the first climb but it keeps being enjoyable due to the randomized terrain making each climb slightly different.

Plus, the fun is never at the goal, its on the journey to the goal.
For the price they charge, even at a sale. Its well worth it, but only if you have a group of people to play it with.
If you can only play it alone, its not near as fun.

There's also a mod out there that allows you to play with 20 people at a time, in case you want to strain every friendship you have all at once.
Posted 17 November. Last edited 17 November.
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2 people found this review helpful
0.0 hrs on record
In principle, i'd enjoy something like the Dunwall City Trials, something to test and sharpen your skills, how quick is your reaction time, stuff like that.
But instead its a bunch of challenges that need to be done in a certain way in pretty much one or two ways, offering very little creativity in order to complete the goal.

Train Runner
Bonfires
And Assassin's run are the ones that i have the biggest gripe with.

Train runner you're supposed to race a train through a parkour course from start to end, the way you win this is by getting unto the train and just riding it to the end.
That way you preserve the most mana, don't risk your health and you get to the end at virtually the same time as the train.
So it doesn't train you at with speed and grace parkour through the level, you're supposed to find a ledge or spot where you can blink over and get unto the train. That's just a scavanger hunt..

Bonfires are randomized and might screw you over with a sequence that requires you to go great distances from the last point to the next, and you earn bonus points by just doing a few select, non-highlighted jumps that you just repeat whenever you pass one from your last bonfire to the next.
That's just muscle memory learning the locations and how to enter to the bonfire via that point anytime the next bonfire is in that location.

Assassin's run
This one was actually when i first realized the game had a pretty majour flaw, that being its hitboxes.
In this you sneak and either kill or subdue assassins trying to make it to the end. The path opens when the assassin's from the last area are dealt with.
Now, the issue here is that these assassins walk around in an area where they'll lean down and look at papers on a desk, crouch down and inspect something on the ground or look at a painting.
However, their hitbox doesn't line up with their positions. A target leaning over a desk will for some reason have a straight standing hitbox, so if you shoot his head as its leaning forward, the shot will miss and he'll be alerted and it will deduct points. But if you shoot at where his head was when he first got close to the desk before leaning in, then you'll hit his head.
So you're aiming at an invisible target.

You will with most likelyhood get this DLC as a complete pack when buying Dishonored and also getting the Knife of Dunwall and the Witches of Dunwall, both of which are infinetly better DLCs than this.
But if you somehow get dishonored without the DLC, do not come back for this one. Its not worth it.
Posted 20 October.
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1 person found this review helpful
1 person found this review funny
87.0 hrs on record (60.5 hrs at review time)
A game which triggers that dopamine hit inside of our brain.
Be it achieving a new stage, new research on the MAM or unlocks at the HUB.

The feeling of accomplishment that you've done something with your time.
When in reality, you've been sitting here for 12 hours accomplishing nothing worthwhile.
The factory is temporary, yet i seek a unparalleled level of perfection and efficiency.

Its a lot of fun, and a great time sink.
My only complaint is the creature names are 2010s reddit tier level of lame.
"Lizard doggo" and "Space Giraffe Tick Penguin Thing"? Makes me cringe every time.
Posted 17 October. Last edited 17 October.
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3 people found this review helpful
25.2 hrs on record
A waste of money

While i liked the first Scribblenauts game, how it offered challenges that you had to be creative to solve and a lot of different scenarios and missions. This game i absolutely hate!

You gather points by solving quests on a map and spawning objects you haven't previously spawned before which is a neat concept to encourage people to not spam the same few words.
Problems arise however when you need to grind to get these points to unlock new areas and outfits and you quickly realize all these missions are just two dozen or so missions repeated.
-Deliver donuts to developers
-Scare (person)
-Protect (historic person) from (random person)
-Make me less feral
-Give me a disguise
-This place is dirty, find 3 trash bags
-I lost my three (object) find them for me.

Enjoy playing on Oa, Central city, Atlantis and Themyscira over and over, because out of all the outfits you need to unlock, and the origin story missions and regular missions. The points you get from those worlds is used to purchase like 2/3 of all things in the game.
The points you get from metropolis you can use for like, 4 outfits, and 2 more worlds and then they are useless.
You also get "challenges" from Mister Mxyzptlk, which doubles your points after making things more challenging. But that's complete bollocks. He might tell you "You're only allowed to spawn DC superheroes" and then the challenges (since they are randomized) will be something like "Give me a round object to strike with my golf club)
And i tried giving him ball-shaped DC characters, doesn't work.
Its not designed in a way where missions are doable if his challenge is active, its all just guesswork.

If you enjoyed Scribblenauts i don't think you will enjoy this game.
They spent all the time and budget on making a bunch of DC characters you will never get any use from spawning.


Posted 22 August.
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3 people found this review helpful
103.1 hrs on record
Got this game and played it with some friends since i was a huge fan of the first The Forest game.
First thing i'll say is that it succeeds in being a good sequel, that meaning it builds upon what the last game did. Contributed improvements and a lot more than what the first game brought to the table. So if you liked The Forest, you'll like the sequel.

But with that said, its not a flawless game and some of those issues are coming back from the first game. That and possibly a new issue, depending on how you see it.
The game is a mix between Survival and Horror. As soon as you're up and about on the surface during the day, its a really neat survival game, with lots of base building options, things to explore that are both marked and unmarked. So it rewards combing through the whole island rather than get people stuck on a single path going from marker to marker.
That is something it has now though, markers and hints as to where you go next. There are still key items you need in order to progress, but its not the 100% blind cave diving that you did in the first game which i think is a bit of a shame.

When you go under ground, that's where the horror aspect starts. You hear sounds in the dark, you got limited light so you can't see all that well what's in front of you. Then rushing out of the darkness comes a monster that attacks you. Eventually you start recognizing sounds of enemies and you start to worry the second you start hearing them. That combined with resource management so you don't run out of food, water, medicine or armor in the caves (some of them have a few survival items, but not all) or you might be left in a tight spot.
Combat people have always thought was clumsy in this game and, that's because its the intention. You're not the Doom slayer here to send the cannibals and monsters to meet their maker, you're a regular guy (albeit a talented one) flailing in the dark.
That said, playing in multiplayer it did something that was a detriment to our playthrough and enjoyment of the game, and that was:
More players = higher enemy HP
So while in singleplayer if you were talented you could use certain weapons and shoot enemies in their weak spot (if they have one) and take them down with one or two shots. Not in this. They tank damage and it doesn't make the experience any more enjoyable.
They do allow you to customize the game when making a lobby, but we were all coming in fresh to this game so you don't want to go fiddle with settings that you have no experience with. What if you make enemies to weak? What if you make resources too abundant and remove the challenge?
I feel like balancing the multiplayer on its default settings is something the game could do well with.

One thing though that caught me and many others by surprise, is the building system.
It has gone for a fully animated system, so as opposed to the old game where you made a blueprint and then just brought logs to it, you now have a fully animated interaction with it. You stick a log into the ground to make a foundation, when you build a support beam you lean it against one log, and then lift that log up to put the other one in to make two supports with a crossbeam.
It is amazing to watch.
But you also don't get to know anything about it.
Building a slanted roof is the same as building stairs, but you need to click to change the way they place them. You can build stick fences, you can even electrify those stick fences. They added a whole system for electricity which i only found out about in the last stretch of the game.
Endnight doesn't hold your hand in either the old or new The forest games. Its a very hands-off approach. And i like that, to an extent.
Because there are so many things you miss by doing things this way. And the building system does have its flaws, as cool as i think it is.
If you plan on editing your house, by giving it a basement or something, then you cannot build a staircase unless you tear the roof off. It refuses the option to let you build a angled log needed to build stairs on. Which caused issues for me. But to be fair, that was the only "glitch" i found in the building system, all else was just confusing and hard to figure out.

I want to emphasise though, on the slim chance a developer reads this. I do not hate on the new system. It looks phenomenal and something i always adored with The Forest is, that while it has some yank and feels a bit unpolished in spots. You can never claim the game is lazy.
It has tons of different tools and weapons, with their own weapons and mechanics, so many things are fully animated. To the simple thing as unfolding a paper target board to larger things like eating different foods. Fish, Meat, Energybars and soups all have different eating animations.

But that kind of leads in to one of my issues with the game. The logic and story of the setting.

[Some spoilers, beware]

In the old game, they never really told you what the strange things you discover on the island was, but there was traces of religious pilgrims having gone to the island, and old chinese treasure ship, cave divers, hikers and of course Sahara employees.
The island had literally hundreds of bodies or people going missing. In the past, it could maybe be excused how they just vanish but some of these people there must've been interest in finding them or something linking them to the island they vanished on. It was an unrealistic amount of people just missing and how they were just forgotten about.
This game gets away with it better since most of the people are are employees of the Puffton corporation. But it still has remnants of a religious cult, old fishing villages, people up in the mountains. All of which aren't really explained well.


It was teased that there might be a 3rd game. And if they do that, i would love to see more focus on Visual storytelling from the developers. Because from all the animation and effort going in to making the things in the game, its clear they aren't lazy.
Which makes it a bit baffling then how the game only has like 8-9 different human body types (That aren't skeletons).
3-4 civilians, 1 standard soldier, 1 type of worker and 2-3 religious cultists.

The old fishing villages could have clothing items that date them a bit more. Some different versions of bodies if its a corporation, like security guards, scientists, and workers, but make like 2 versions of each so the bodies aren't just the same "Deadworker_laying_flat" and "Deadworker_slumped_over" have like one white person and one asian person. Or one with mask and one without. Make some sutble changes.
And a huge plus would be also to make body parts of the different body models. Just imagine going in to find a body of a scientist next to a vent, a steak of blood down from the vent and his arm is missing.
That just tells you visually from the scene, that something in the vent grabbed and tore the guy's arm off and he bled to death.
There's a lot more you can do with the visual story telling by doing things like that.

On a bit of a personal note too:
The ocean i felt lacked interesting features. There's a life raft, and some boats from the cultists. But i would've loved it if there was some unique shipwreck, like in the first game with the treasure ship.
Something you might spot from a point on the island, a rock out in the ocean where you see a bit of a ship sticking up that struck it and sunk. So if you have the rebreather you can go shipwreck exploring or find things in the lake.

They make a lot of notes and things you can collect, even pointing to things like the old fishing village and these notes are a great way to have hidden areas like this. Have people mention something in a note about a old ship that sank north east of the island or something. So an attentive person can pick up on that and go explore to find this ship.
Posted 29 June.
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19 people found this review helpful
1 person found this review funny
16.3 hrs on record (8.5 hrs at review time)
The games themselves are quite entertaining, something mindless to play for 5-10 minutes per day.
But for the asking price of €9,99? Its not worth it.
I guess that pricetag comes from the publisher being a subsidiary of Bandai Namco which is... Quite odd? As you'd think this is something from a small indie studio considering the games in it are based off of chinese scam adds that advertise a game only to lead you to a candycrush clone.

Anyone's pretty much free to take those games in the adds and make them.
or do they really think the f*cking chinese are going to sue for copyright infringement?...

The games themselves aren't very hard.
You have 5 different minigames:
-Cash run
-Pin pull
-Parking lot (My personal favourite)
-Number tower
-and lastly Color lab

In all of them, you're scored between 1-3 stars based on how fast you finish the task. And the 3-stars challenges from all the ones i've played are pretty generous on time, so its not like you have no room for error and need to be a master to pull it off.

Through but there are some oddities that i can only assume were.. oversights?
In the game Color lab, the timer stops when you finish, and the nurse does some victory animation after the timer stops. Makes sense, you won so the timer should stop when the task is finished.
That doesn't happen for the Number Tower game, which did end up costing me 3 stars on one level because the character had to do a victory animation before the timer stopped. So its very inconsistent.

I also found the Pin pull minigame a bit unresponsive at times. Not pulling the pins when i clicked on them to do so but that was my only kind of "gameplay" related bugs/issues.

Then there's the elephant in the room that is the "Earn 1,000,000 coins" achievement.
I'll agree with people there, that thing is bollocks. I've completed all games with 3 stars with the exception of the Number tower levels, and i've earned little under 300,000 coins at this point. So beating all games with max score, won't even garner you half of the coins needed for the achievement. You can earn coins via new daily challenges and i can see where they were coming from with this.
They intended you to play 1-2 games each day. And i'm sure at that point with the bonus coins you get daily you would actually reach the 1,000,000 coins by the time you finish.
It didn't have an implementation for someone who sat down and binged all the minigames in one sitting.
Without even checking i'm 99% certain this game was a port of a mobile phone game. Since that "play a short bit daily" kind of strategy makes a lot more sense on that. Plus the fact that the minigames they were copying was fake mobile phone games.

I'd say if you get the game on a discount, it might be more worth it. Anything above €4,99 is a no-go, don't buy it for that.
That and you don't care about eventually having to grind an awful achievement to get 100% completion.
Posted 4 June.
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No one has rated this review as helpful yet
13.8 hrs on record
I've played the studio's previous two games A way out and It takes Two, and this is yet another solid co-op game from the studio.
For those that aren't aware, Hazelights game offer a "Friend's pass" feature for their game, meaning you only need one person to own the game and the second person to download the free "Friend's pass" and they will be able to play as the second person in the game completely free, something my friend and i have used by taking turns on who buys the game.

For those playing the game for the first time, it might be good to know that Hazelight like to experiment a lot with their gameplay, so for one part of the game that lasts between 30-60min you might be in a sci-fi world playing a shooting section, another they switch it up to where you're two different creatures in a fantasy setting with different abilities and need to solve puzzles to progress. It keeps things fresh and personally i feel along the way that only one section of gameplay wore out its welcome before we were onto the next one.
So it keeps you engaged by never being able to anticipate what comes next. The character dynamic is good but i feel like i didn't latch on to the characters quite like i did May and Cody from It Takes Two, but i was more impressed on a technical scale by what they did with Split Fiction.

If you played the previous two games and know what Hazelight is all about, you're certainly going to enjoy this game.
Posted 1 May.
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5 people found this review helpful
4.8 hrs on record
I played it with some friends during the games' promotional free weekend when the fallout show was released, and honestly i wasn't impressed.

I went in with a bias against the game, and wouldn't you know it just 10 minutes in one of the 2 people i was playing with had to restart their game because the camera glitched out on them. So in the end its still a busted bethesda game.
The rest of the time we tried a few quests which were basic and boring at best, solve a pre-war child kidnapping in a waterpark, like yeah i'm totally going to find that person all these decades of nuclear holocaust later. Just walking and seeing the world with my buds was a decent bit of fun i'll admit. But so is walking around and exploring the world in 7 Days to die, minecraft and The forest 1 & 2 so it doesn't gain points for that. Because doing anything with friends is fun.
It doesn't have to be a busted and greedy game like this one to achieve that.

because the fact this game costs money when they add on:
-Microtransactions
-Paid subscription service
-DLC

All this would be bad enough but its on a game that launched more broken than No man's sky. And people want to say "The developers stuck to it and made the game good"
No, they stuck around because they really needed to milk this thing.
No man's sky just added free updates, the promiesed features. Built the trust back up from being one of the most loathed game studios at the time to now being praised by the people who stuck around and support it years later.

This game reluctantly added things that weren't planned to begin with. There wasn't supposed to be NPCs, they nerf things in the updates to make things grindier to entice players to pay extra for fallout first or other advantages. I guess if all you're indoctronated to know about is Triple A games then this is one of the few options for you. But if you just dare to do the minimal effort of searching you can find a slew of cheaper, more fun and more well made survival RPG games than this one.
Posted 6 October, 2024.
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11 people found this review helpful
1 person found this review funny
37.2 hrs on record
The most uncooperative, bland and boring co-op game I’ve ever played
I played it together with 3 friends, and at the start the game was fun and seemed promising. But near the end we were forcing ourselves to get through it.
That's because the gameplay loop gets insanely repetitive, many of the enemies blend together too much and doesn't offer that much change because its still just keep shooting until they stop moving. Its not like Zombie army that Rebellion also made that had enemies that were special in that they could only be killed in certain ways like headshots only or you had to time it after they’ve done an attack, something that makes them stand out.
Like snipers when you got to open areas, gunners in small cramped areas for tension and danger. Here they just throw all the enemies at you with no thought to it.
The progression in the game is awkward because you don't "improve" in that you get more health or skills.
You find treasure, money and artifacts. can be saved up to buy different weapons, and these and these things aren’t shared among your team.
And this is where my biggest issue with the game lays. It is EXTREMELY uncooperative for a co-op game.
-Money you pick up only goes to you, it doesn’t duplicate for other players
-You get a screen at the end showing who collected the most money, essentially making it a contest where you try to grab all the treasure so your friends can’t afford to upgrade or buy new items.
-Artifacts are not duplicated and are rare drops from the same kinds of chests that give you treasure.
-Collectibles found (with the exception of cat statues) must be collected by each player individually. So one finding it and taking it, won’t count for the other 3. And you can’t ping your teammates to let them know what you found.

This is where its not even debatable if it serves a purpose or not for the game, its just awfully designed.
I could have understood the contest of gathering treasure contest if at the end of the level when it counts scores it takes all the treasure gathered puts them into a big pile and splits equally four ways.
That way its more fun to play around being a loot goblin because you aren’t f*cking your teammates over.
That way you could also boost the amount of gold you find and earn each level because it’ll all be split at the end.
Because right now, levels have between 20,000-30,000 gold. Which is good for singleplayer since some weapons can cost like 50,000 gold.
But right now you can have other team members be better at killing enemies, finding secrets and treasures before you leaving you with about 2,000-5,000 gold at the end, like one of our friends who was playing with us.
He couldn’t afford to get better, we had to stop when we found treasure and have him come over to pick it up. That isn’t fun in a game that’s supposed to be more fast paced.
And even if the gold did split evenly, that’d be about 5,000-5,250 gold per person. You’d never get a high-tier weapon for the final levels with that litte cash.

But lets look at the other part of “getting better” in the game: Artifacts!
weapons have slots for artifacts to upgrade and improve them with some of the following attributes
-Damage increase
-Health Stealing
-Extra headshot damage
-Burning bullets
-Freezing bullets
-Armor penetrating
-Recoil reduction
-Ricochet bullets
-Shoot and reload faster

And your weapons have 3 tiers
Tier 1 weapons (Free, all unlocked) 1 Gem slot each
Tier 2 weapons (Costs money) 2 Gem slots each
Tier 3 weapons (Cost a lot of money) 4 Gem slots each
And these “Gems” you have to find as rare drops in regular loot chests, they cannot be swapped, traded for or bought.
And their attributes are always randomized when you get them, so you gotta keep your fingers crossed for a build that you want.
And once a gem is applied to a gun, you cannot remove and re-use it. Something we found out after two of us applied our gems to starting weapons, which was a mistake.
After the four of us had completed the game, which took us about 6 hours, we had found between 8-10 artifacts in TOTAL, for all four of us to share, so like 2 gems each. Most of which were completely useless ones like freezing bullets or recoil reduction as opposed to useful ones like Armor penetration, health stealing or damage increase, so we ended up not using them.

And while on the subject of it..

The guns!

The game features a terribly boring roster of WWII guns just with gold, gems and lapis lazuli to make them look fancy.
Some weapons are era accurate, being around the end of the 1800s or start of the 1900s but all are re-skins of weapons from Rebellions WWII shooters. There’s no cool made up weapons.

Here are the in-game guns, followed by the name of their real-life counterpart
Rifles
1 Westminister 1895 – Unknown
2 Hyde & Sons .303 Huntsman – Unknown
3 Lee Ensham Mk.III – Lee Enfield
4 Audley Burst Rifle – ZH-29
4 Gehrig-Delgane S1 – Gewehr 1888
4 Mikhailov-38 – M1 Carbine
4 Eastleigh M1 – Mosin Nagant

SMGs
1 Chemberlain Automatic Rifle – Unknown
1 Kingsley Special Repeater – Sten Gun
2 Thompkins M1 – Thompson
3 Royce M33 Carbine – Beretta Model 38
4 Stoudenmire 960 – FNAB 43
4 Colbeck Wildfire – PPSh-41
4 Audley A40 Exemplar – M3 Submachine gun (Grease Gun)

Shotguns
1 Leamington Model 14 – Remington Model 1900
2 Eastleigh Express – Unknown
3 AB Woolf Slamfire – Winchester Model 1897 (Trench gun)

Characters
The characters you play as have no dialogue with each other, no banter a-la Left 4 Dead or Vermintide
There are a main cast of 4 characters with an additional 5 including the DLC ones for 9 in total.
I feel like this is a completely bloated amount of characters for the kind of game this is considering none of them are interesting, its simply quantity when they should’ve chosen quality.
Though to be fair to Rebellion their previous game Zombie army didn’t really shine in this aspect either, with the cast there being completely silent, much like this one. But there the game was carried more by its gameplay theme as a generic nazi zombie shooter, while here its more uncharted territory where it needs to grip the player with something more.

It should be mentioned, the characters you play as do have different stats, and in cases ability.
There’s one scholar who if you read their introductory text says they can open hidden paths, and that’s it. Others get damage reduction, better aim but its never giving you this info in stats and its baked into their character background making you gloss over it thinking they’re all the same except for their ultimate attacks.

For my next sequence it would be the enemies, they have this cool introduction cutscene for all of them but you quickly realize its just:
-A mummy
-A mummy with a small shield and spear,
- A mummy with a LARGE shield and spear!
It gets dull REAL fast. Not sure if it was an attempt to make enemies stand out because when they’re all together you don’t see a difference between them?
But you don’t give a damn. Just go bang bang until the health bar reaches zero.
Nothing special with them.
Don’t bother with melee takedowns either, it’s a 2-3 second unskippable cutscene for each enemy you stomp, and you can just kill one at the time. Its not like zombie army where it’s a quick kick and the enemies are instantly dead. Its really baffling why they decided on this and not the same as zombie army.
They already recycled so much from other games, why not recycle the good parts?

In the end, I’d love to vouch for games that are a new IP and not just rehashes of popular things or sequels. But this game really misses the mark.
-Was overpriced for what it was at launch (Was $60, should’ve been like $30 at most).
-Too little stuff to give it its own identity and stand out from other games.
-Horrible co-op implementation that encourage people to play against each other rather than with each other.
Posted 3 July, 2024. Last edited 15 July.
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