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Recent reviews by Jebus

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1 person found this review helpful
1.9 hrs on record
I found this game by pure chance, and I was immediately intrigued by the visual presentation mixed with it's atmosphere.
In those to regards, the game does a stellar job, accompanied by a great soundtrack that does an excellent job at selling the mood of the setting.
The game feels nice and weighty with good sound effects and hefty animations to accompany your actions, although the enemies's animations are a bit floaty and stiff in comparison.

Here are some problems/criticisms I have with the demo:

  • For how impactful they are, the "Move speed" and "Jump height" upgrades should be either relegated to upgrades you find by exploring the world or removed completely and maybe made the default movement speed and jump height. (I don't think that's a good idea and I'll get to it later)

  • It should be possible to buy items and upgrades by just clicking onto them, instead of having to select them first and then buying them.

  • This is probably intentional in the demo, just to let players test out various things out, but the item drops are way too frequent for how powerful they can be. Also it makes spending money on them pretty useless

  • As things are right now, you should pick up items automatically when walking over them if you've got space in your inventory. Currently I see no reason for needing you to press a pick up item

  • I personally think you should be able to just hold m1 to do consecutive heavy attacks.

  • Overkilling enemies, meaning hitting them while their death animation is playing and they are despawning, will heal you quite a lot. Personally, I wouldn't make this a character upgrade, but instead a weapon trait/upgrade or a buff of some sorts

  • There should be a "Quit game" button in the menu that closes the game

  • Once in the city, the textures get quite tiring, which is not helped by the very simplistic geometry. I undestand that it's just a demo, but I think there needs to be a more varied texture work and the geometry should be more interesting, as to make the path between "set pieces" (which are pretty unique and memorable) more distinct and recognizable.

  • This is probably a demo problem, but enemies had no answer to the whip's heavy attack. You can just back pedal in circles and hit them at max range and they will not be able to retaliate

  • This is probably a Linux problem, but when getting close to the church after playing for some time, the game will start to chug to a crawl until restarted
[/olist]

***DISCLAIMER***
Everything that follows is heavily influenced by my taste in game and my personal preferences. I try to be as objective as possible, but my personal predilections inevitably influence my outlook and opinions on such matters.



These are relatively minor problems, but I feel there are some fundamental design flaws that emerge in this early demo and have to be addressed:

The level design and the players mobility are not tailored to one another.
As things are laid out right now, once the player unlocks both mobility upgrades, he can easily explore to his hearts content and reach any destination above ground quite easily and doesn't need to interact with level design and enemy placement.
As an example, I managed to get to the church by just moving the gates on the upside road near the "hub", kick jumping onto a lamp post nearby, jumping on the gate and jumping onto the roof from there.
This is something that can be fixed by making buildings taller, not letting the player stand on certain props, etc...
But this would mean making the game's level design more focused and less open ended. I might be wrong, but I feel that the game is trying to be very open ended to how you explore and approach situations, but as it is done right now it feels like a frankensteinian amalgamation between an "immersive sim", like deus ex, but without the depth and world interactivity, and a "A hat in time" or "Mario Odyssey", but without the expansive movement and appropriate level design.
I think the best route would be to make the level design more "closed" and with a "tighter" design, with well thought out encounters and levels.
Also because of the openness, whenever I unlocked a shortcut, it felt redundant, since I could just parkour over the roofs and get there in basically the same time.
An indirect consequence of hgher mobility, is also that the current enemies can be jumped over to easily avoid being ganked on and nullify their attacks, but making them more mobile, aggressive and tracking might end up transfroming the gameplay into melee Ultrakill (which might be a positive for some).

I also think the item system needs some revamping. Not losing them on death, with how frequent they are means you will never need to buy them.

I know this review has been absurdly long, but I hope that if not something useful, people will get at least get a laugh out of my crazed ramblings.
The reason I wrote this up is because there are a lot of things I really like about this project, and sincerely wish that it will be as good as it can be.
Posted December 4, 2024.
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No one has rated this review as helpful yet
1,563.6 hrs on record (1,042.4 hrs at review time)
I don't like it >:(
Posted December 1, 2024. Last edited April 1, 2025.
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23 people found this review helpful
11.5 hrs on record
Stay as far away as possible.
Capcom added very sketchy DRM 4 YEARS AFTER RELEASE to fight what only I can guess are "cheaters", "modders", and "pirates" (you can still VERY EASILY pirate it) on a single palyer game (nobody cares about Zchaser). Not only was this not needed, and the DRM acts as a black box, meaning you HAVE to trust them and Capcom to not snoop on you, but it also causes problems on some systems, meaning that people who pirate the game will have a better experience.
Don't bother with this collection or any other Capcom products on Steam, as they are slowly adding it to all their games retroactively. Go sail the seven seas with your funny hat and some tunes, or look elsewhere to play the originals, which are incredible games and worth your time.
Posted January 16, 2024.
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1 person found this review helpful
104.3 hrs on record (103.7 hrs at review time)
The gameplay is extremely solid and much more fun than Overwatch, since you can actually kill people in this game. Sadly, since Bandai are a bunch of greedy scums, the game won't have a long lifespan, which is extremely sad. The monetization system is extremely stingy, you can only unlock 2 suits per season, which means you will always be missing (if you started playing during season 1) at least 2 suits, and it takes 20+ days of logins to unlock them, you can't get them any faster since the challenges are time gated. The game had an extremely rough launch with severe server problems which made playing a game without a disconnect virtually impossible, and they didn't release the game in like half of the world in the beginning meaning tons of people won't even try it since they were blocked from doing so.

In short, the game is really fun but Bandai just wants to milk gundam fans in japan so it won't survive outside of for more than a couple of seasons

Posted November 26, 2022.
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2 people found this review helpful
3.8 hrs on record
Puzzle agent is like a sour candy, short, very tasty but not every one is gonna like it. The game lasts 3 hours or less if you do all the optional puzzles.
The characters are fantastic, the story is the right amount of strange and mysterious without going into absolute vagueness or crazy pills dream.
The gameplay is almost a copycat of the professor layton's series, wich isn't a bad thing.
The only problem with the game is that most puzzles are extremely easy or very easy. If you are looking for a challenging puzzle game, this is not the game for you.
Buy the game if you like a funny yet intriguing and somewhat mysterious story accompanied by some sweet little puzzles.
Posted October 28, 2018.
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