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Recent reviews by A very hot piece of Kek™

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66 people found this review helpful
10 people found this review funny
2
2
42.1 hrs on record
A larger but emptier world.

The metro games have had quite an overhaul since Last Light. The gameplay has been changed from a previously linear story to one where you're dropped in a large, open area which you get to explore freely.
Initially there's nothing wrong with that. But having played the original games (As in not the REDUX, but ACTUAL first 2033 and first last light game) there's some changes made that i understand but that also ruins the experience.
It falls into the pitfall of so many games where people just screamed that they wanted an open world to explore, demanding width, but never caring about depth.
As a result you get a large world that you can explore but got very little reason to explore.

Pre-war bullets as currency for trading is gone.
Long gone are the traders where before you could sell lesser ammo which you could carry a limited number of in order to get pre-war bullets that you could carry an infinite number of. 40 Pistol bullets, 90 Rifle bullets, 24 Shotgun shells and 50 Ball bearing balls for the pneumatic guns is what you got for the whole game.

Lootable ammo is virtually gone
Instead a lot of focus is put on the crafting bench, where you can craft every ammo type so long as you have enough of only 2 resources that are used for literally everything:
*Chemicals
*And scrap
There's no specialized crafting parts that are rarer, you loot a corpse, you get scrap and chemicals, you loot a locker, it has scrap in it. Pick up some weird fungus or mutated fauna, just generic chemical resource.
I remember in the old metro games that you found ammo on corpses and what you could see is what you picked up, if you didn't look around the side of the corpse then maybe you'd miss a magazine on his belt, or a strip of shotgun shells on him. Of course, this meant that there was a developer that was tasked with putting all this ammo on the corpses which, if you make the game open world would likely take ages. But it added to the experience of the game.
Now its the same two generic corpses. The laying down one that you flip up on its side, and the sitting down that as you loot it they fall to the side. No ammo or anything visible on them, they are just a loot chest for you to click on and recieve generic resources. You can always tell which ones they are because of their poses being the same, meaning you don't go looking at any corpse that isn't in those two positions.
And you can use these two resources to craft whichever ammo you need, amounts needed to craft the type might vary but the resources are the two same.
Compared to the old game where you might have to switch your playstyle and weapon depending on what ammo you find until you come across a trader to stock up.
So you might have had a really nice and powerful shotgun and assault rifle but weren't finding any shells or assault rifle ammo, so you had to drop one to pick up a Pistol instead because you have plenty of that ammo for it since you haven't used it in a while. Here there's no need. Pick up a few cans, a few mushrooms and boom, you can make assault rifle bullets.
And if you can't then a pneumatic gun is now default in your 3rd inventory slot, and can't be swapped out because its the only weapon you can craft ammo on the fly with using your backpack's crafting station.

Trading is gone
With the new crafting system you can go to a workbench which are spread out across locations in the different places you visit. There you can attach any accessory to your gun assuming you've looted it before.
At the train which becomes your hub you can swap out your weapon for any weapon you've picked up on your journey. So there's no incentive anymore to pick up a weapon you find out and about and try to bring it in order to sell it because its expensive and worth selling, or because you want to strip it of its parts but that kind of crafting was only available in stations before. But not anymore because you can just do that right as you find the weapon. There's no incentive to carry anything with you and make back and fourth trips.

I understand that people now days find such things tedious but the thing is the old developers didn't make the games that way because of limitations or something. They made the games that way to force you to experience the game this way. You're either a loot goblin and stock up like crazy beforehand if you don't want to end up needing to drop your precious 400 bullet expensive weapon, or you had to pick up and use any weapon you found. And unless you were at a station with an armory, if all you had was a single barrel shotgun, then that's what you had to make do with.

This was Metro's first jump into open world so i'm sure the developers either didn't have time for it or felt like it was too big of a jump from the previous two games to throw a too complex crafting system at the player. We'll see what the upcomming Metro 2039 is like, if it expands on and makes the open world more lived in and gives you a reason to explore it or if its as shallow and boring as Exodus and pretty much every open world Ubisoft game.

For me though, Exodus was a letdown compared to the previous two games. I'd rather take linear and lived in rather than wide open and shallow.
Posted 19 May. Last edited 24 June.
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87.6 hrs on record (35.3 hrs at review time)
Borderlands was never a franchise famed for having Last of Us-tier story writing or dialogue, it was all mostly just played for fun. Borderlands 2 stands out, even as we're on the 5th game in the franchise.

Handsome jack was a great villain, witty and always messing with you but you also got the genuine feeling from him that he was delusional enough into thinking he was a good guy. Pre-sequel kinda messed his character up a bit but, thankfully that game is mostly forgotten and no one cares about it, rightfully so.
Though it was a warning sign where the writing might be headed when we were nearing Borderlands 3.

But holy hell, no one could have prepared us for what we got.

There are guides, rightfully so on how to mod the game or straight up delete all voice dialogue files from the game folder. It is attrocious. Whoever wrote the dialogue for this game genuinely needs to be fired from their job, and never write for any form of media ever again.
It stands up there with games like Dustborne, Saints Row: Reboot and Forspoken. Even though those games came after this one, its dialogue and writing is in the same genre, it was the first of its kind.

The only thing that saved it is that the gameplay itself is a step-up from Borderlands 2. It is faster, you have more mobility, more gun types, quality of life improvements when it comes to quick-selling unwanted weapons just across the board improvements.

Still, my opinion of this game leans more against than it does for. Because that gameplay is in service of some of the most poorly written characters, quests and enemies not just in the borderlands franchise, but in games as a whole.

It also had the added drama of the Gearbox CEO Randy Pitchford lying and saying loud and proud that "there won't be any Microtransactions" in Borderlands 3. But then he went and added small paid costumes like they had in Borderlands 2. Which, a small paid item is a, say it with me now "Micro transaction" because micro means small, and these are small monitary transactions Randy. It doesn't mean in-game shop transactions. You're a game CEO, we shouldn't have to tell you things like this.
Oh and he also physically assaulted the voice actor of Clap-trap, that's why you have a new voice actor in this and all other Borderlands games from here on out. What a nice chap.

That and they also made a second season pass, so people who bought the seasonpass got the nice surprise of seeing a second season pass just get added to the store page before all the content of the first season pass had been released. So, pony up more money for more of our slop writing.
The game had potential, but even with improved gameplay if you're forced to delete all dialogue in the game to even be able to stomach it without ramming forks into your ears for some peace and quiet? You're going to get bored just running around from point A to point B with little to no grasp on what's going on and doing this for 100+ hours.
And your alternative is to do the same thing just with dialogue that makes you groan any time anyone opens their mouth.
Posted 28 April.
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37 people found this review helpful
9 people found this review funny
4
3
2
2
3
160.6 hrs on record
Tedium

That is how i'd describe my time with Raft. It isn't an awful game, but it is a flawed game, enough so that i cannot recommend it. Even if it stands as the only one of its kind, with a unique survival experience on a moving raft rather than stranded on an island or large chunk of land compared to other survival games.

It comes down to the crafting and survival aspects. Right from the get-go when me and my friend started out on our small 2x2 raft we fished trash out of the ocean to start crafting things, a research table to unlock new items but we quickly died of hunger and thirst before that happened. And on normal, you lose some of your items when this happens. So we lost some of the few things we've gathered up until then. Then the shark came and attacked the raft and we couldn't fend him off. He was always taking a chunk out, and he took out the one with our purifier on it so it just vanished. Not dropped so we could pick it up, de-materialized.

That short experience was something i was thinking back on later. Sure we were new and at rock bottom, you got to climb your way up. I don't mind that.
But then as we started getting resources, enough to survive but not to a point where we had a massive surplus we started to get annoyed by things.

-Shark attacks
The shark is a constant thing, he attacks you if you get in the water, he occasionally goes for your raft and bites off chunks of it, and anything on that bit of raft foundation gets permanently deleted. Not dropped or partial resources refunded just gone.
The shark can ONLY BE ATTACKED WITH A SPEAR (And later a machete and sword, also excluding the bow here). You can craft Axes in this game, you can craft shovels, you can craft oars. But you can only use the spear to fend of the shark, and this thing comes in 2 tiers.
Wood spear and Metal spear, the latter obviously dealing more damage than the former, but you don't have the metal spear for a bit, and it takes some not-so-easy resources to get at the start. And if you built the basic foundation, and only have a wooden spear and the shark attacks that part, it is getting destroyed. Because the slow swing-speed of the spear, the fact that it takes more hits than a metal one and the shark deals so much damage to foundations, it is getting destroyed no matter if you were on that shark in 0.5 seconds after it attacked.
Imagine standing there, holding an axe, a tool that's been used in war, efficient enough to cut down large trees. And the devs are like "Nuh-uh. Can't fend of a shark with that" Hell i'm not saying make it as efficient as the spear, it could even be worse than a spear, i just want to be able to swing at the shark with it because I KNOW THAT A SHARK WOULDN'T LIKE THAT.
And equivalent would be if The Forest the energy drinks in that didn't replenish Thirst, they only gave energy you have to drink WATER to replenish thirst. Both are liquids and consumable my man! Its an idiotic choice and the game is full of these kinds of things where a tool should be able to do several things, but they designed it so that Tool A can only be used on task B. Nothing else.

-Resource handling and construction
In raft, barely anything lasts forever, an oxygen bottle you craft to hold your breath longer will wear out, swiming finns will wear out, a zipline-tool. While not wearing to the point that i've ever managed to break one, it still wears out. Headtorches, weapons, tools. All of it break. This gets tedious when combined with story island jumping, because you will face certain enemies on these locations that are constantly re-spawning (Not anglerfish though...)
I'm talking kill an enemy at the foot of a hill and by the time you walk up the hill that enemy will have re-spawned.
Now, keep that in mind with my Spear is the only weapon argument. So when your spear is broken, even if you have a axe or other items, you can do nothing but let enemies gnaw your ankles off. It gets old QUICK.
Even for things like food crafting, you can cook food and make special drinks but need a bowl or glass respectively to retrieve those resources from the crafting station, and these items are not refunded to you.
So in a game with little resources, if i craft an actual drinking glass, drink the drink inside, that glass is gone.. Not like washed and re-used. I guess my guy just eats the damn thing. Same goes for food bowls.
Even minecraft, with its infinite amount of wood, if you eat a soup that's in a bowl, you get the bowl back to re-use.
Here, resources are more limited, and you can only get clay for bowls on islands so if you're out, time to drift to a new island. And you don't get your bowl back. Just idiotic.
And with the game thinking in this "Everything breaks, everything is disposable." I should mention that there is a foundation armor upgrade, one that cost a ingot of iron and 2 nails. With the description: "Provides extra protection for your foundation." Now, saying "Extra protection" that makes you think, oh so it gives the foundation more hit points. NO, THE DAMN THING MAKES THE FOUNDATIONS INVULNRABLE TO THE SHARK. IT DOESN'T ATTACK FOUNDATIONS WITH ARMOR. BUT IT DOESN'T SAY THAT, SO WE AVOIDED IT BECAUSE ♥♥♥♥♥♥♥♥ WOULD THAT BE A WASTE OF METAL JUST TO GIVE THE FOUNDATIONS SOME MORE HIT POINTS.
The game conveys information, so damn poorly, and everything we've experienced in it. With everything breaking, just screams that the armor would just be extra hit-points. Not a actual guaranteed shark deterent. Literally F*ck you developer. Change that description.
To hit briefly on it among the rant, I did enjoy certain puzzles in story locations, some of them were dumb though and one on the final place was even broken and exploitable but i ain't complaining much there because it make things less tedious for once.

TL;DR
The game has some really BS mechanics that i 100% guarantee will annoy you on playthrough. It will probably be more managable with friends, but alone you're going to be annoyed by it. For me it was just too much.

Oh and extra f*ck you for the kill 50 anglerfish achievement. You respawn literal bears that take like 5 machete hits to kill and wear down weapons fast, but the funny fish that's only in two locations and you meet a total of like 7 of in the whole game? Yeah, kill 50 of those.
Posted 8 March.
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2 people found this review helpful
27.3 hrs on record (19.3 hrs at review time)
It feels unfair to compare this game to the previous 3 installments of the game, considering back then Krome had the big budget publishing of EA behind it. But slapping a "4" on the game's name, makes it a bit hard not to.

I grew up playing the first two Ty games, never played the 3rd and frankly didn't even know it existed.
So when i saw a Ty game on steam, before they remastered and re-realeased the first 3 games on PC, i bought it. And can't say i'm impressed. And this is not because it goes from a 3D game to a 2D game but because it just feels floaty and unpolished, and even unfair at times.

I've been killed numerous times by either flying enemies or enemies in water that just pop out from terrain, not like nose sticking out to give you a fair warning that "An enemy will charge out from here" no, i swim down a tunnel, and out from the side an eel just pops out and kills me.
There's also annoying sand throwing crabs that lurk on the bottom, so have fun swimming down in any water level and getting hit out of nowhere because a crab that's out of view, threw a projectile that you couldn't even see on screen, because Ty when swimming down is not in the center or top of the screen, he's still in the bottom corner.

Some jumps feel like they were made so you need to make a pixel perfect jump to make it, boomerangs in the shop don't really tell you well what they are used for, the charged attacks you need to do to kill certain enemies cost opals (currency) to do, and has a charge up time where if you get hit when doing it, you still lose your opals, and you pretty much have to jump and charge your shot, or you risk hitting the ground and also losing your opals.

There's no hub world so after mission chapters it literally just boots you out to the menu. And from there you click tabs to go to the store for boomerangs and outfits. Couldn't just make some straight road hub world that you walk back and fourth in to enter different stores and world areas, you gotta kick me out to the main menu?

Hitboxes feel very floaty and platforms are poorly telegraphed whether you're on the edge or not because they aren't drawn in a side profile view, but rather drawn in a angled side view, and i do think i know why this is.
I recognize some of the platforms in the game as ones done for concept art that you could find as paintings in the first Ty the tasmanian tiger game.
So they've literally taken some of the concept art assets from previous games, and tried to make them into 2D platforms for a game.
Now, i'm not against the idea of recycling stuff from previous games, but. To take concept art, and try to adapt collision to it when it was made with the intention to give someone doing 3D modelling an idea of what the thing should look like? That's a bit of a stretch when it comes to re-using.

I've also had problems like 4-5 times where either after completing a mission i can't click to progress the NPCs dialogue, it just stops responding.
And other times when i've died it gets stuck on the zoom out paw icon and never respawns me, so Ty just lies dead in a black void forever.

Ultimately, either if you're a fan of the previous 3 games or not, i wouldn't recommend this game on its own merits. It feels unpolished and is more annoying than anything, especially if you have no prior knowledge on how some boomerangs work and enemies are weak to.
I guess the one positive is i'm pretty sure a lot of old Ty fans bought this game, and it was enough to show Krome studios that there was enough interest to remaster and bring the previous 3 games to Steam.

P.S
I was struggling with a few jumps in this game, and checked the forums for answers. Someone pointed out that having a screen refreshrate higher than 60 clips your jumps and makes certain jumps completely impossible.
You cannot limit framerate in game, you must do it from your screen settings.
Again, horrible game.
Posted 28 January. Last edited 7 March.
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1 person found this review helpful
37.4 hrs on record
Its a great survival game, and it pisses off the chinese because they have a Taiwanese flag in the game.

Lmao, imagine having 9,706,961 km2 of landmass, and getting red-faced angry the point of ranting and disliking a game that has a Taiwanese flag in it, just because you want to own a tiny island off of your coast, an island who's inhabitants do not want to be part of your tofu-dreg infested country.
哭吧,你们这些被宠坏的孩子!
作为一个来自真正自由国家的人,而不是懦夫,我保留评论区,让你们畅所欲言。不像你们这些懦夫。
Posted 31 December, 2025. Last edited 23 January.
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3 people found this review helpful
4 people found this review funny
5.3 hrs on record
If you know what you're doing, the game offers very little challenge.

I got this game together with 4 friends before, they didn't have a good time with it and refunded it but i kept it wanting to give it another shot. I really enjoyed PEAK which was another 4 player co-op game.
Coming from that game to this one however, its safe to say it didn't live up to my expectations.
I can't fault the game for not having randomized unique maps every time, that's something that's easier said than done plus it has to be traversable with a RV while in peak you could always find some way around, be it with tools, risky moves or going to another climbing spot.
But the map in this offers little to no challenge. The RV is almost comparable to a skyrim horse and can traverse some really damn steep hills. And should you need it, the winch on the front and back are unlimited use and get you out of any hard to pass terrains like ice or mud or even up like a 90 degree incline.
Even spots where one would probably go out and guide the car, we just drove through it. Having decent enough guestimation to always get through without anyone pointing in the right direction.
There's no hunger or drain on your character that forces you to scavenge around for supplies.
There is the scrap that's needed to give the RV some protection so it doesn't take hull damage which if it takes too much will destroy the RV and fail you the game. Even if you don't stray that far from the road though, you find a decent amount of it. Though obviously not near enough if you run into the worst things in this game, a genuine danger for the wrong reason. Animals.

You can encounter either Bears on the first map or Goats on the new Yurbuttsk map. These animals can only be chased off with either bearspray or flare gun respectively, the bear will give up attacking after a while but the goats are relentless and keep going so if you don't have those items, you're sh*t out of luck.
These suck because they can take your RV from full hull down to zero in mere seconds. You only notice them once they are on you and by then 1/3 of your hull is already gone and the rest will soon follow.
Combine this with risky jumps needing to be made along the way and it is impossible to make it through without losing hull. So if you repair at a bad time just before some jump, you are going to lose all that hull right after repairing it.
Some things like the ladder to the roof also count as bits of hull, so if you lose that you can't access the roof unless you got a good thing nearby to climb and jump to the roof from.

I've also had bugs with the game getting desynchronized at one point. After the RV glitched up and just clipped into something and took a ton of damage, the two front wheels flew off the car. But for my friend, the tires were still on. You might say that's trouble on his end but when we jacked up the car and he unscrewed the tires he could still see, he could pick those tires up and put them right back on and screw them on again. So the tires he saw materialized when he unscrewed them. Not sure how that works but, it happened.

So the few times the game has offered up a challenge for me and my friend has legit been due to annoying animals we had no items to fend off or the game glitching up. Items like food and beer was always in huge supply because we never needed to use them, to the point where we just started drinking the beers for fun rather than as a utility item to be saved and used.
Something like PEAK remained unpredictable and you had to make plans for a future you weren't aware of. RV There Yet doesn't offer that same unpredictability or need to creatively get around situations where you lack supplies because you can carry them with you and its virtually never an issue.
I guess if you have friends who are less talented in problem solving things together, it might make for a more thrilling ride, but for me it was mainly sitting in the car and watching my talented driver friend drive me through the map, occasionally stopping to repair the hull after a bear or goat knocked 90% of it off after we didn't have anything to fend it off with.

I especially caution anyone, if you're coming off of PEAK and want some similar adventure experience with your friends, this one isn't it.
I wouldn't want to go so far as to say you need to be sloppy or careless in order for exciting things to happen in this butt, genuinely that's what it feels like.
Posted 29 December, 2025.
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30 people found this review helpful
1 person found this review funny
54.0 hrs on record (51.9 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 (Maybe a graphite mixed fire since graphite seems to be the bane of the Hiss' existence?) 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 context:
Corrupt items are a game modifier where a item spawn in the area that boosts enemies, debuff you or breaks things constantly that you'll need to fix. You need to find this item and destroy it for the modifier to disappear.
Now these items vary but the worst one of them is f*cking stapler that zooms around like a rabid mouse.
And these things can only be killed with a special item, a Graphite Grinder, that you also need to run around and look for. And once you have it, its ammo is limited so you can't miss the item too much.
And these corrupted items are NOT HIGHLIGHTED! So someone has to run around and find the graphite grinder and then run around more to find the corrupted item and destroy it.
While carrying the grinder you can't fire your weapons too, and while the thing does damage enemies keep in mind what i said. Limited ammo.It grinds down the graphite in like 4-5 seconds of uninterupted firing, and you get about 3 graphite blocks. So make it count.

-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 wasn't even the one who paid for it.
Posted 8 December, 2025. Last edited 17 May.
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No one has rated this review as helpful yet
121.0 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, 2025. Last edited 17 November, 2025.
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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, 2025.
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1 person found this review helpful
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100.4 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, 2025. Last edited 17 October, 2025.
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