20
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66
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in account

Recent reviews by LoftyLoftyLoftyLoftyLofty

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Showing 1-10 of 20 entries
1 person found this review helpful
1,020.7 hrs on record (999.7 hrs at review time)
Population of one
Somehow, all the work gets done
Posted 28 June.
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1 person found this review helpful
16.5 hrs on record (3.4 hrs at review time)
Wonderful demo - lots of fun to play!
Thank you for the advanced controls

(Please add Steam Workshop support ♥)
Posted 5 June. Last edited 6 June.
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2 people found this review helpful
2 people found this review funny
2,824.7 hrs on record (2,322.0 hrs at review time)
when is Silksong coming out
Posted 15 April.
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4 people found this review helpful
5.4 hrs on record
who is the idiot that put "swivel the camera" and "move my units" on the right click button at the same time

conflicting controls are absolutely unforgivable in an RTS game but it's hardly fair to even call this an RTS game because there's so little realtime or strategy involved. it can take your units several minutes to receive orders and arrive at their destinations and attempting to intervene usually results in your vehicles attempting awkward mid-combat 3-point-turns as they try to recalculate their route

not only is the game slow, it plays like crap and the rock-paper-scissors relationship for ground units is completely outmoded by just using air units, trivializing the rest of the game

it looks like they focused so hard on making a dry, soulless, boring, unengaging, "cinematic" experience that they forgot they were making a game and it shows in each of the obvious and completely avoidable screwups that this game is so full of that it's insulting to look at

i'm glad i didn't pay for this
Posted 9 December, 2024. Last edited 9 December, 2024.
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4 people found this review helpful
7.3 hrs on record
Taking my time to look for secrets and enjoy the scenery, I was able to finish the game in about 7 hours.
I enjoyed it every step of the way.

This is a really well-executed game with great storytelling and casual difficulty.
It is a shorter game, but everything in it is polished and has a ton of soul.
Music is excellent.

Definitely worth a playthrough, do recommend.
Posted 26 November, 2022.
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4 people found this review helpful
1 person found this review funny
251.6 hrs on record
Zero-K really shines when it comes to having intuitive controls that work well.

The rest of the game feels very lackluster, kinda' like Scorched 3D meets C&C mods, like in a bad way though.
It is an admittedly unorthodox approach to RTS - it's a decent timesink with friends, but I just can't take it seriously as a competitive game and have no motivation to get better at it.

This game is about being as greedy as you can while rotating through a rock-paper-scissors-style unit composition to outmaneuver and outproduce your opponents. Most of the units do the micromanagement movement for you in an attempt to keep themselves alive so you can focus on the larger picture, but the AI is often accidentally-suicidal. Defeated units can be recycled for additional resources which changes large skirmishes from exciting battles into situations that you want to avoid so that your opponent doesn't have a chance to gain a huge one-sided advantage.

The game has a terraforming mechanic but it's kind of a weird expensive pain in the ass which is easily mitigated or avoided by just using air units. Great against the AI, worthless against a human opponent.

What I dislike the most about Zero-K is the commander hero unit that each player starts with. Commanders act as a basic source of income and a basic storage silo in addition to being a combat unit. Commanders eat up a lot of resources as they are upgraded which concentrates a lot of investment into a single unit that still ends up being simple to get rid of with a couple of bombers later on in the game. For all their customization options, they still just kind of suck once you exit the early game and if you do lose them early on you are crippled until you rebuild the storage that they provide.

There isn't much unit or tech progression in this game. From the outset of a skirmish match, you are able to build any unit in the game at your own discretion. Some of these choices are not exactly economically smart. This puts a heightened emphasis on constantly scouting while also diminishing the value of any scouting you do because your opponent can simply 180 into something else.

A lot of the game's mechanics feel like they're at odds with each other and stapled together, like turrets designed to be built on shorelines that happen to do bonus damage against underwater units, which you probably won't reasonably see until they are out of the water anyway.

There's also just like way too much stuff constantly happening all at once which makes keeping track of the state of a game way more complicated than it needs to be. There are mechanics for long range radar and radar jamming, mechanics for terraforming, mechanics for increasing or decreasing production throughput, recycling mechanics, revive mechanics, upgrade mechanics but only for the annoying expensive unit and not for the other units, reloading mechanics but only for certain units, some things cost money or power constantly, others don't, some buildings explode, some don't, some units are invisible, some aren't, each unit has its own detection radius, also some units shoot fire and some shoot electricity and some shoot disabling stun rockets and some can shoot where they can't see but others can't, the bombers have to dive onto a target to hit it for some reason, some units can climb or jump, some units have gravity beams, etc - it's just way too much. All of this craziness is exacerbated by different maps giving opportunities for land, air, or sea combat - all of which have their own dedicated quirks with pathing, building, etc.

It feels like the game didn't actually have a direction in mind and just kept adding whatever sounded cool because all of it feels like 75% polished and most of it really isn't that fun to play with or against; it often feels like nobody is really being outplayed so much as simply overwhelmed by the massive number of things to keep track of. There is some enjoyment to be found in the hedonistic immersion of a million stupid robots that are all doing their own unique thing but once the novelty of that wears off playing this game is a pain in the ass.

tl;dr
good party game, not really great if you want something competitive - there is a ladder though if you're some kind of masochist
Posted 25 November, 2022. Last edited 25 November, 2022.
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4 people found this review helpful
25.4 hrs on record (24.9 hrs at review time)
I had a good time playing through this game.
I really like the OST for it.
I wish there was more replay value - I'd like to play some more, but there's nothing left for me to do other than watch my cultists get old and die.
Posted 25 November, 2022.
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7 people found this review helpful
5.2 hrs on record
The game ended up not being that great but the OST is incredible.
Posted 25 November, 2022.
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9 people found this review helpful
2 people found this review funny
4.4 hrs on record
You can really feel where the port was not done correctly.
Most of this game feels clunky and unresponsive in all the wrong places.

I've been told that these were not issues in the original game.
Posted 25 November, 2022.
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7 people found this review helpful
10.8 hrs on record
Axiom Verge 2 improves on the platforming mechanics from the first game in a lot of fun and interesting ways. This game is enormous and has a ton of stuff to discover, and in the same fashion as its predecessor, it only offers a small amount of guidance to get you to the next objective.

I found Axiom Verge 2 to be significantly easier than the first game. The sequel has a much heavier focus on exploration puzzles and although enemies are present all over the map, they often feel like an afterthought and are easily avoided. With that said, I played through the game on normal difficulty, so perhaps that was a mistake.

It felt like the soundtrack in this game leaned much more heavily on female vocals which I did not like as much. I recognized throwbacks to the first game's soundtrack when they appeared and appreciated those making it into the game. My favorite track is probably the title screen, they hit you with the best one first - this is cool because it's a great first impression but I don't think the rest of the OST lives up to that impression. None of this is to say the soundtrack is bad - it's quality content, it just didn't resonate with me as much as the first game did when it comes to music.

Overall I really enjoyed this game. My first playthrough was a solid ten hours and I never really felt like I hit many significant snags or ever became too lost to progress. I think two fights were way easier than they should have been (this is probably dev overcompensation due to players not being able to kill certain bosses in the first game) and often found regular mook engagements with good positioning to be harder than boss and miniboss fights.

Definitely worth picking up, but play the first one too.
Posted 25 November, 2022.
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Showing 1-10 of 20 entries