Ich war mir nicht sicher ob dieses Konzept aufgehen kann. Aber die verfügbaren Waffen und das übersichtliche, farbkodierte Leveldesign helfen, dass dieser Shooter Spaß macht auch ohne dass man seine Gegner sehen kann. Es gibt eine ganze Menge Spielmodi und noch mehr Mutatoren, sodass Screencheat einiges an Wiederspielwert für ein Partyspiel liefert.
On two very short lists for me, one being genuinely unique conceptually/mechanically and the other being the newest member of my go-to party games list.
Some maps are definitely better than others (with me and my friends generally preferring the not so vertical ones) and some weapons are also better than others (stock shotgun/blunderbust(?) is all around excellent, horse jockey(?) shreds hallway infested maps (as well as lingering railgun) and the candelabra seems top tier at KOTH as a mode in general.
It's very rare that I'm just taken aback by how ingenious the core design of a game is; if the main factor of models being invisible was taken away, this would be a mediocre quake clone at best, but it's the simple act of making models invisible (and not so simple act of solid map design with brilliantly easy to understand color coding)
The only downside of the core mechanic(gameplay design?) to literally screen peek / screen cheat is that some players find disorienting and very mentally draining, due to effectively keeping a constant eye on the entire lobby (in this case, 3 other povs) while maneuvering yourself and trying to engage in combat.
Some maps are definitely better than others (with me and my friends generally preferring the not so vertical ones) and some weapons are also better than others (stock shotgun/blunderbust(?) is all around excellent, horse jockey(?) shreds hallway infested maps (as well as lingering railgun) and the candelabra seems top tier at KOTH as a mode in general.
It's very rare that I'm just taken aback by how ingenious the core design of a game is; if the main factor of models being invisible was taken away, this would be a mediocre quake clone at best, but it's the simple act of making models invisible (and not so simple act of solid map design with brilliantly easy to understand color coding)
The only downside of the core mechanic(gameplay design?) to literally screen peek / screen cheat is that some players find disorienting and very mentally draining, due to effectively keeping a constant eye on the entire lobby (in this case, 3 other povs) while maneuvering yourself and trying to engage in combat.
A super cool concept on paper that feels a little clunkier than expected when it flies. Fast paced shooters are all about quick reactions and intuition, and Screencheat really execution tests you because it is just as important to figure out and look at your opponents' screen as it is to make sure you're positioning yourself correctly. Movement's solid (reminds me quite a bit of Quake actually), gunplay's solid, I don't completely understand all the weapons but they're a lot of fun to use, and altogether it's a solid product; it's just a bit too big brained and stressful for me at times having to constantly micromanage so many things at once and often leads to more blind fire than anything while praying for a hit. But it's a great choice for a party game if you're looking for a chaotic session!