Posted on: January 12, 2020
Early-Access-Bewertung
ununokt
Spiele: 9 Rezensionen: 2
I needed game like that
It gives a lot of freedom, what makes it feel real
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Wine / CrossOver compatible on Mac OS X or Linux with appropriate OpenGL driver
Wine / CrossOver compatible on Mac OS X or Linux with appropriate OpenGL driver
Berechnung der Spiellänge durch HowLongToBeat
Posted on: January 12, 2020
Early-Access-Bewertungununokt
Spiele: 9 Rezensionen: 2
I needed game like that
It gives a lot of freedom, what makes it feel real
Hilft dir das weiter?
Posted on: July 1, 2018
Early-Access-Bewertungcptmaxon
Bestätigter BesitzerSpiele: 165 Rezensionen: 3
meh could have been great... but
it has potentional , however since it's not been updated since Feb 2017 you can assume it's an abandoned project at this point
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Posted on: May 19, 2016
Early-Access-BewertungDraeth3991
Spiele: Rezensionen: 1
A truly invigorating combat system.
First, I can't take any complaints seriously unless they have put at least 30 hours into this game because that is how long it takes to really get a good understanding of the gameplay mechanics and controls. It'll then take hundreds more to even think of mastering this. If you die it's because YOU messed up. The combat is 100% skill based and requires fast reflexes and a proper understanding of the game mechanics in order to succeed. This is by far the most riveting medieval combat system I have ever played and even after 200 hours the high level AI still stresses me out and gets my blood pumping. The art and graphics are some of the most beautiful you'll see from the isometric genre. Armor and weapons are well detailed and are plentiful to choose from as there are many different armor sets and weapons to be found. As of now there are three game modes. 1.Campaign-You explore through the dungeons of Exanima's underworld trying to uncover the story while struggling to simply survive. It has either perma death or a checkpoint system you can enable in the menu. 2.Arena-You create a fighter and start at the bottom with simple peasant gear and fight your way up to full plate like a true knight. You earn money from fights which you can spend on gear and you can hire AI companions to fight along your side in 2v2 or 3v3 fights. The companion AI is very competent and can really hold it's own. BEWARE, if your main fighter dies you lose everything and start over. 3.Practice-A trimmed version of arena purely for practice. This has a learning curve that might put some people off but look at it like an instrument. You can't just pick up a guitar and start playing. Even after hundreds of hours you still probably won't be able to play your favorite songs but take the time to learn and a whole new world will open up. Exanima may be in development, but it sure feels like a complete experience to me. The quality is there with this truly unique, innovative, and brilliant game.
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Posted on: March 8, 2018
Early-Access-BewertungCoroner85
Spiele: 32 Rezensionen: 1
"Hit me baby one more time"
Growing in 90's, I had an exceptional pleasure to experience the fastest and most spectacular technology advancement in video games. From naive graphics and primitive mechanics of Wolfenstein 3D (1992), through fast paced Doom/Duke Nukem (1993/1996), 3d rendered Quake (1996), narrative driven Thief/Half-Life (1998), to genre hybrids like System Shock 2 (1999) and Deus Ex (2000), it was really mind-boggling to think what the next month would bring for gamers around the world. Gaming industry was yet to go mainstream, and there was a healthy middle market, with average budget titles and lesser recognition, but it created perfect environment for game designers to experiment. One of such game was Raven Software Soldier of Fortune (2000). It featured innovative GHOUL system, which allowed player to cause a realistic body destruction, when dealing damage to enemies. While media focused on controversial violence depiction, customers cheered on the unrestrained gibbings, but what both sides failed to notice was that GHOUL was one of the most convincing means to suspend our disbelief, thus achieving greater IMMERSION. That immersion was in fact one of the main goals of the 90's technological progress in gaming industry. And then the progress stopped. While there was still increase in textures resolution and graphic details, a decade of plastic, artificial, "consolized" games begun. We were introduced to the reigns of shallow, eye candy worlds and gimmicky gameplays (hello Assassin Creed!). I remember thinking while playing Soldier of Fortune, that future games would soon become as immersive and tactile as David Cronenberg's movies, where you can almost feel the slimy texture under your skin, when every time you press the button you can see the physical impact in the unreal world. But nothing like that happened. Until 2015. Bare Mettle Entertainment released an early access game "Exanima", which looked on the screenshots like many other top down isometric RPGs. And finally I was blessed with my tactile experience, after I lost hope so many years ago. Every move of the mouse, rather than generating a prefigured character action, translates fluidly into corresponding move on the screen. It's really hard to describe, as you have to try it out, to feel the difference, but for me it all boils down to this one word: IMMERSION. I really do feel like I have a physical impact on the world again, there's no delay, no repetitive animation or "cinematic" QTE. I MOVE THINGS! I CAN PLAY WITH MY RAGDOLLS! A design philosophy so obvious and beautiful, that it is still inexplicable to me, why it takes a small, unknown studio to take this route, while every major AAA release with a budget of a small African country, follows stale and nauseating design patterns. On top of that, you have very grim (always welcomed), atmospheric, horrifying dungeons, intriguingly vague story-telling, and complex, realistic inventory management. There is also Arena, a game mode in itself worth your time, and what is more, we have a promise of a full, greater world of "Sui Generis", related game, based on the same design. As I already look like a perverted fetishist, I may as well admit, that so far, my only complain is that I would expect limbs and heads to be severed, when I struck them with a bigger blade, but I'm not sure if this will be possible with a limitations of an in game engine. The devs are very quiet, even though its almost three years now on Steam, and it almost looks like abandoned software, but I've read there is a major patch on its way, and the full release on the horizon. They stated that they wish to stay under radar, until the final product is ready, as it might do more harm than good to advertise unfinished game. It only increases my respect for them, as, same with the game itself, its truly against a common mainstream marketing practice, when every title is overhyped to the 11, then fails to deliver. It also shows confidence. To be honest, as much as I would love to get my hands on full release, at this point it almost doesn't matter to me that much, as "Exanima" gave me more content and sheer pleasure already, than most modern games. If they actually abandon this, the joke is not on me. I'm satiated, I just wish for more. If you came here expecting a proper review, I am sorry to disappoint you. It is not a review, it is a revelation, a recommendation, and a good news! There are still brave, innovative people in this industry. I hope the future belongs to them.
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Posted on: January 14, 2025
Early-Access-BewertungDonkeyDckInIt
Bestätigter BesitzerSpiele: 7 Rezensionen: 2
this game fucks
yeaahhhh its good buy now noww
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