After struggling to put an apple into a bag for 10 minutes, culminating in me attempting to craft the world's first bagapple because I had inadvertently opened the crafting screen four times, I realized that DOS games created three decades ago had such superior inventory management and character equipment screens that one could devote entire documents to this observation. I'm glad that the community was able to warn me about the lack of quality standards in modern games with appropriate review scores, and am sure the next massively hyped game from this studio is not likewise underwhelming and obtuse enough to be accurately described as an 'idiot simulation'.
After 3rd or 4th mission the game wipes your entire army and swaps them out for some random troops. Imagine that happening in Final Fantasy Tactics, or Ogre Battle. At some point in the storyline, the game wipes your entire army and replaces them with random units, sending you into the next mission. What's to say, in another few levels, the army will get replaced and progress reset again? How do games significantly worse than Super Nintendo games that released 30 years ago get these kind of positive reviews, while none of them mention the game committing what is possibly the worst Faux Pas a strategy/tactics game could possibly commit? To counteract this swapping of your entire army for plot reason, the game gives you storyline characters that are practically invincible. This is an absurd mechanism to rely on in a strategy game. Rather than having balance and counterplay between units, and actual strategic decisions, this game instead provides massively overpowered individual characters. Squad size is determined by leadership so these OP storyline toons are not only individually more powerful, but are able to field larger squads with more units. Success in game relies solely on exploiting these overpowered characters to hard carry the rest of your units through victory. It's not a fine-tuned strategy game, more dressed up in the skin of one.
Game ends at level 5, when you clear the stage, beat the map, then the game tells you to return to Sevenkeeps but there's no way back across the map to get to the portal. The designers deigned not to use any map markers to even give the player a hint as to what to do, just assuming the player would go and run around looking for a walkthrough online so they wouldn't have to correct their own unbelievably lazy and stupid game design. Where you beat the map, kill all enemies get the 'victory' pop-up, and can't figure out any way to actually leave the stage and get to the next level, that's gotta be some kinda puzzle you need to solve. Abysmal 0/5.
Following the Trend of Indy Developed games that include Myst-style puzzle solving elements in genres totally inappropriate for it, Rebel Galaxy fails to allow the player out of the starting area, tutorial section of the game before requiring consultation with a guide or walkthrough in order to figure out wtf the game is asking the player to do. Used to be, you'd get to play towards the end of the game before the demented developers hit you with unintelligible, nonsensical gameplay elements that forced you to quit, not right in the beginning tutorial. Horrible.
Lots of limp wristed, dead fish, namby pansies with glazed eyeballs, overflowing drool cups, and muffin smell stuffed up their noses will enjoy this game because it agrees with the mental conditioning which exists in lieu of their capacity to reason, critique, or simply become aware of things that exist. Any theoretical actual human beings that may or may not exist should avoid this garbage fire of burning excrement trashdump like the plague, back when they had real plagues.
Game tells a discombobulated, disjointed narrative as to effect the subconscious and trigger knee-jerk emotional reactions; 'gut responses'. Far more concern was given to the game's narrative than it's actual gameplay, the loop of which consists of running from geriatrics armed with umbrellas for dear life. WW2 itself was a stagecraft version of history, arranged and conducted by the secret society once they had conquered and subjugated the entire world's population to organized religion and levied taxes, for the purpose of creating the archetype heathen to use as a boogeyman to scare the minds of those populations they control. The game's engine, and graphics are okay, but the premise of this game is an absolute failure, and only exists to perpetuate a brainwashing version of human history and events.
Instead of a storyline narrative, what exists in Bioshock: Infinite is a copy/pasta of religious psychobabble whereupon the main character is forced to be inducted into a cult of religious fanatics before the game can even begin. What ensues is gerbil fodder for the lobotomized and brainwashed, fare for those undiscerning enough to accept blatant propaganda and mind control in lieu of interesting, compelling fiction. Zealots who've literally paid to be brainwashed and are too senseless to realize it, giving their rodent feed overwhelmingly positive review scores.
Another feather in the cap of mass mind control, creating in a video game fantasy folklore worlds where the NPC's treat childhood fairytales with the gravitas and seriousness of today's organized religions. Nondescript stones play discombobulated limericks accompanied by discordant music and dot the landscape as an obvious tribute to audio-logs of other games, while giant stone faces adorning dungeons remain strangely silent and motionless. The human equivalent of trained poodles recite mythological stories, whose origins are those 'uncivilized' peoples lost to history thanks to the efforts of the people now creating these games, and liberally repurposing these stories to mimic the messaging of organized religion. It's a ghastly attempt to make modern religion seem like a logical progression from mythological folklore, paint the transition from one to the other as a peaceful one, and maintain the delusion that the two aren't so dissimilar enough they couldn't coexist. Farcical even by fantasy standards.
Gotta reign in on the gushing reviews to say; repeatedly I give up a run in frustration because the game deigns not to drop any weapons and I'm stuck with some lvl 1 sandals for the entire run. There are 1 or 2 OP weapons out of a pool of 100 weapons and if the game decides not to generate one of them at a high enough level, dps drops off and progression is futile. The 'best' melee weapon is a bow(?) and the 'best' ranged weapon is a whip(?). There are 3 NPC's you interact with between every stage and not one of them can offer what your character most needs - a reliable way to upgrade their weapon, and give some choice to how a player builds for that run that isn't entirely dependent on random generation. Couple that with inadequate deadzone calibration on the movement thumbstick, resulting in your character often turning to face the wrong direction to use an attack when you release the thumbstick, and I'm left rather mystified at the seeming inability for gamers to properly critique these products.
Here is an incomplete list of some of the bugs introduced to the game by the most recent patch. -Occasionally Unstable, 20 FPS. In a turn-based, sprite graphics game. -Attacks of Opportunity on Fleeing enemies no longer occur on some enemies. -Human NPC's can't flee correctly, running at 50% health only to reach offscreen, sit down, and re-aggro once visible again. -Crime/Punishment system with omniscient guards, who can solve every petty crime, recognize every generic item's owner, and know an item is taken from a deserted location miles away instantly. -Geomancer's pillar sometimes deals no damage or status effects. -Fire Traps are 1-Hit KO's. -Inventory and Character Stats screen must now be closed separately, with two individual presses of the ESC key. Moving to new zone no longer auto-closes the inventory. -Dungeons on the map that are not quest locations inexplicably close themselves upon exit. -Right-click to issuing 'Trade' or 'Open' commands used to cancel the previous command and begin the new order. Now, those orders are often ignored, player must wait for character to stop before issuing command using right-click. -Doors facing north can't be opened and must be attacked. Doors facing east can;t be opened with right-click 'Open'. -NPC in first quest will disappear if the player reloads the game after entering the dungeon, making the quest incompletable w/loss in reputation. -Character will stop 2 tiles away from entering a location (inn or shop) for no apparent reason. Instead of a big new content release, the game content still ends ~ lvl 15. This is a cadre of potentially game-breaking bugs, performance issues, and interruptions to basic gameplay flow that I found in roughly 8 hours of individual playtime. What is a person to expect when when they don't playtest for a few hours their major patches that took a year to release? This is going to turn into a well-crafted game and the designers have a clear ambition and goal for the project?