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Mezu5 completed Tails of Iron
IF YOU DECIDE TO PLAY:
1. Don't pick the higher difficulty setting. You can't change it mid-game, it takes sitting through a long intro before you really get to test how the difficulty feels, and the combat just isn't tight enough to support the higher setting's balance.
2. Don't explore on your own, it's a waste of time. Despite the game being laid out on an open map, your progress is extremely linear and gated by quests you receive. There are some rooms with treasure along the main path, but if you see a new area on the map, wait until the game tells you to go there so you don't have to go through it twice in a row.

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The review:

A decent 2D sidescroller\"soulslite". The combat's a little stiff, but it's not floaty or slow, so it remains satisfying. The souls influences are limited to combat mechanics - you don't lose anything on death, you don't gather souls or anything you can lose, and the game is linear rather than built around open ended exploration.

The combat is fun. It's a simple rendition of the soulslike animation driven formula. The game has restraint when it comes to how many enemies you fight, so the combat never falls apart while trying to raise the stakes.

The animation work was clearly done with major shortcuts, so the game uses red, white and yellow symbols to show the incoming attack types. It's not as boring as it may sound in my opinion, since you still need to react quickly and enemies may have several moves of the same type that you need to distinguish between.

Sadly, there are some annoying boss/miniboss enemies with trash movesets, but you can power through them with a couple of extra attempts and using poison and ranged attacks.

Speaking of those, I really like that the game only contains renewable resources. There's no XP, and healing, ammo, and poison flasks can all be replenished in spots generously scattered throughout the map. You'll pretty much never need to kill enemies for resources.

The biggest problem with the game is the complete lack of respect for your time.
Here's an example: You're in your throne room and you get a quest in a dungeon in the village. You need to wait through the dialogue animation, wait through the "get off throne" animation, go through some door opening animations to get to a fast travel spot, wait through a loading screen, run towards the quest objective for 15 seconds, wait through a dialogue animation, travel to the place where the quest actually starts for 30 seconds, wait through the animations for interacting with the stations for replenishing ammo, poison and healing, interact with the checkpoint, then actually start the first combat encounter.
There's just so much waiting, and minutes upon minutes of looping between the area where you receive quests and the area where you do them.

Somehow my patience didn't wear thin though, which really shows that the core of the game is pretty solid. I also enjoyed the aesthetics of the different areas and factions in the game.

1 day ago


Mezu5 reviewed Warhammer 40,000: Boltgun
It's alright, but lacks any real hook outside of just being Warhammer themed.

The biggest issues are the balance and controls.

The game has 4 difficulties available, but only the highest one provides any challenge at all. That's unfortunate, because you won't have a harder difficulty to aspire to, which removes a big reason to replay the game. Oh well.
The bigger problem with that is that the highest difficulty makes enemies have a lot more health, which really impacts the gun feel and overall tempo of gameplay. Bigger fights become so long that they become exhausting at times.
The harder difficulty still doesn't make you play in the most fun way either - you have to actually switch between weapons, sure, but despite the fast movement speed of your character, playing fairly defensively is the most effective in the combat arenas clearly meant to be the most exciting sections of the campaign.

On the topic of switching weapons - you better not try to do it with the scroll wheel. I can't use a keyboard due to an injury, so I use a joycon and mouse to play, but that exposed a giant problem with the game's controls - switching through weapons linearly is extremely slow. Even if you do use keyboard buttons (have fun finding a layout that fits dashing, reloading, interaction, sprinting, switching grenades, and an arsenal of 8 or 9 guns), the game just refuses to swap weapons until some animations finish, making the controls feel extremely sluggish.

There are two more big problems. The game has terrible visual clarity - everything is the same colour, and enemies blend into the background completely. It's lame, since you don't get to see the impact of your shots, a little disrupting to the gameplay, since it's hard to aim at something you can't clearly make out of the environment, and it significantly slows down the process of hunting down the straggling enemies left over after a big combat encounter.
The last issue is performance, and it's surprisingly bad. With a lot of enemies on screen, the game would often drop below 60 fps (on i5 8400+GTX1080Ti), and it constantly stuttered in general until I capped the framerate way below the average.

In general, it's just okay. Not bad, but much worse than the hype made me expect.

5 days ago


5 days ago


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