14
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364
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Recent reviews by Medic Medulla

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266.3 hrs on record (106.4 hrs at review time)
Yes
Posted March 27.
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1 person found this review helpful
0.0 hrs on record
-Overall/TLDR-
--- I believe this is a promising first step toward a PvE side for Squad. The missions aren’t as engaging or dynamic as I’d like but the framework is solid. I’ve managed to clear most of the missions solo so far. They’re not overly difficult some obviously are a pain solo and it is not hard to cheese some like using the tunnel system on fallujah, though perhaps personal bias the AI seems to navigate and perform better on the Australian SnD mission, where they utilise rooftop terrain and patrol routes seem better dispersed placing them in sight of the player often making it more difficult to push the objective without facing conflict. ---


Some irks and area's i wish to see improved
Infantry AI should detect and respond from farther away especially in retaliation/return fire. I’m not asking for instant, blind firing at long ranges, but enemies should begin moving, encircling, or opening fire if a player remains in sight for an extended period and definately if a player engages them then need to stop walking in circles and being blind to the fire they are taking.

Vehicle AI overal are pretty good but i would like to see when they spot and engage the the nearby infantry stop acting oblivious. If AI are within range of a vehicle mounted weapon that sights a player, they should remain combat ready or seek cover and react/return fire if said player fires upon them or the vehicle but not firing engaging unless said player is within a close distance of them. ideally less coordinated factions having more radical fire discipline.

If a player engages and doesn’t relocate, AI should generate a heatmap that draws forces toward that area and applies pressure. Right now it’s too easy to feel like you’re in a ghost town shooting targets that never close upon you, even when you’re litarlly sat on the objective.

Ambient civilian AI (optional) Adding optional civilian NPCs would change combat pacing. Even just keeping them simple behaviors like hiding or fleeing would add atmosphere and encouraging PID and not just mow down/hunt anything that moves which grows boring fast. Some quirky interactions (throwing rocks to distract or flinch players) would be a great nod back to Project Reality.

Planning and coordination as in the PVP mode we need a substantially better way of planning and coordinating, just make it a table at main or buildable utility squad leaders can use and non leaders can view so we can set approach and assign roles before a mission starts.

I would like to see some more mission variety first to come to mind a Commander/VIP assassination that would force avoidance body count and identifying the sole target could be interesting (could also teach some Squad players fire disipline >.> badly needed), a mission to infiltrate the oppositions frontline and remove a section of landmines while being engaged in prepation for your main force, a mission to infiltrate the enemies line and occupy a point as defense cutting them off (akin to backline capping)

There are many reasons Arma has remained as the premier king of military PVE shooters but
A headless client is a must we need more AI with better responsiveness and decision making.
more players would be a great step beyond 5 feels far too limited for this kind of content especially on maps this large

We need a working scoreboard or efficiency system players love seeing numbers go up and getting a sense of their own performance or those they are with yes it can be a dumb weiner measure at times but still needed and Squads PVP has argueably one of the best.

Final thought
I hope modders expand on the core content with more focused, and possibly scripted experiences and if the GA mod possibly the ST mod aswell can get some missions going, that would be incredible.
Posted December 4, 2025. Last edited December 5, 2025.
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1 person found this review helpful
96.7 hrs on record (96.6 hrs at review time)
Early Access Review
By far the best and most relaxing life sim straight out of the box.
The game has some annoying quirks, but it comes close to being the best in the genre personally for me it stands apart i would never return to the sims without substantial rework of their entire franchise.

It stands out being only compareable with heavily modded games that lock content behind paywalls while it looks better and does not require a lot of nitpicky setup to get working. I want to see the modding scene for Inzoi flourish, and I hope the developers take note of the mods players want and officially support them so we don't have the cascading runaway to get an enjoyable game you need fifty thousands steps first tho to that note please do not allow DLC runaway i get it the average person is braindead beyond measure and will throw cash but you kill and future traction outside your playerbase.

The simulation aspects are a solid start, though I would like options for more depth and variety. Crafting and continuing reworks such as animations are generally strong, a few changes feel jarring but most fit well. More depth for home crafting would be welcome. A little more control of what rooms zoi's prefer using is badly needed,
having them constantly walk into eachothers rooms for things they have access to in the common or their own personal spaces gets irritating ASF.

The AI tools are handy when I need something to break up or blend into a background for a more bespoke creation. Overall I am still interested to see how the game evolves during development.

Personally I would like a much better screenshot and posing mode so I can bring more life to those special moments.
Posted November 25, 2025.
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2 people found this review helpful
14.4 hrs on record
TLDR: The characters (except the main villain/traitor), art style, animation, and overall pacing are good/excellent and make this feel like a good show/visual novel, but the core gameplay dispatching/hacking is flat and a major missed opportunity.

Gameplay was the biggest letdown. The dispatching felt weaker than other dispatch focused games I’ve played over the years, especially This Is The Police 2. That game added tactical callouts and let you command troopers on the ground, using abilities tied to their traits in a Xcom style mini mission.
Seeing heroes actually use their powers, with unique unlock trees based on how you assign their stats, would have elevated this from a nostalgic Telltale/Wolf Among Us style experience to something much bigger and far more engaging. The combat could have showcased the art style like a proper superhero game, but the few superhero fights we get are fairly mundane.

Kinda the opposite of This Is The Police 2, which nailed gameplay but failed on story, characters, and (worst of all) voice acting.

The game mostly succeeds with character personalities and episode pacing, but it never truly connects you to the characters. Royd gets more bonding and impact on the story than half your team and even the traitor/second main boss. The episodic pacing works in isolation, but the larger storylines feel rushed and don’t get the time they need to develop.

Minor note the soundstage/soundscape for certain scenes and characters most notably punchup/jacksepticeye
just feels horrible most jarring was his initial scene if you selected the alcohol option his lines sound like they were recorded in a voice studio so disconnected and not mixed into the setting at all.
I love hearing jack and his character but some of his scenes need a touchup.
Posted November 18, 2025.
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1 person found this review helpful
78.2 hrs on record (77.7 hrs at review time)
My review is quite late. I do not normally review games and I struggled to describe this one beyond saying you must play it.

Put simply, Claire Obscur: Expedition 33 re-awakened a childhood wanderlust. It is only the second game in more than 20 years that has given me the surreal urge to journey and discover the world for myself. The earliest game I recall giving me that feeling was The Legend of Zelda and, more recently, Red Dead Redemption 2. Red Dead was more about immersion while E33 delivers an otherworldly experience.

I had no performance issues on my system with an Intel Core i7-11700K and an EVGA 3080 FTW.

As I progressed through the story I found myself constantly questioning and theory crafting where it would take me. It was not predictable but it unraveled in a way that felt natural. I wondered how the characters would travel and change and what they would learn about the world and their place in it.

The art style and music form a perfect backdrop to excellent cinematography, writing and delivery. The presentation is beautiful and rarely, if ever, misses a beat.

Design influences I would relate to include Bioshock, Alice Madness Returns, Persona, Devil May Cry, and Final Fantasy. It feels like the best aspects of those series come together to deliver a memorable adventure.

The pacing was overall quite good. The third act tightens up and several threads feel compressed, but I did not rush through it. I deliberately completed most optional content and finished nearly all side stories, leaving only the toughest fights like Simon for a post game return where I needed to optimize my build and practice my dodges. That approach highlighted how rewarding the optional content and post game preparation can be.

Character work is a major strength. I badly wish one character who is lost early on had more screen time because his absence carried a strong emotional weight throughout the remainder of the story. Maelle is handled well. She reads as her age while showing a maturity earned by struggle. Luna and Cecile are welcome additions. Luna can be commanding and at times preachy, but she never talks down without reason and she grows into the party rather than forcing herself on it. At one point Luna expresses joy at meeting the Gestral Village, then i took a detour to the beach she sounds annoyed by us wasting time here with them, which felt slightly inconsistent and jarring. Cecile is a joyful presence with a maternal or teacherly air that does not need exposition it just feels right. Her manner made me want to learn more the way the best teachers do. Their relationship never read to me as romantic in a shallow way. They come across as sisters or best friends who may have drifted but would always have each other’s back. The two later addition characters fit perfectly. Their banter and integration with the party felt natural. One of them has a deep and interesting arc and a psyche that makes their presence meaningful without explicit explanation.

If I have to score it, I give it a 9 out of 10. Being nitpicky, I might say 8.9 out of 10 because I noticed a few odd terrain moments while exploring off the beaten path, such as waterfalls that seemed to end unnaturally on rocks and some jarring asset reuse in a few locations. These issues came up only when I deliberately explored every corner of each level, so they are minor but still present.

I really hope to see where they take this story next. I can easily imagine some characters returning in a follow up but not quite as their former selves, perhaps as figures who inspired their counterparts in that world. One scene stood out as foreshadowing the two factions. Maelle is holding a cake while Verso and Clea stand among others on her left and Gustave and Emma stand on her right with a fairly distinct split between the groups. It made me wonder if Gustave and other characters in the canvas reflect someone Verso or Maelle knew in the real world who might be a part of the Writer faction. The characters we grew to love could become antagonists or at least appear in the next story without being entirely hostile, since Maelle and possibly Verso have a connection with them.
Posted October 17, 2025.
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9 people found this review helpful
1
52.6 hrs on record
>The developers describe the content like this:
“Given the graphic nature of the game and the gritty realism it portrays, the game is for mature audiences."<
Well that's a lie >.> but honestly if there was any other swat like shooters that don't look like they are from 20 years ago then this game could burn sadly there isn't any competition so this pile of dull is all we have. Devs have been greedy from the start with ridiculous pricing for a very low grade launch years later bugs and issues with the ai are abundant both friendly and hostile when that's all the game is the only real feature of your game doesn't function properly.
Posted July 6, 2025.
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