JosephS
Bio
I like videogames so some of my reviews are sorta generous. My rating scale is basically Industry Standard, over 3 stars I didn't regret the time playing it, under 2 stars I probably did.
I like videogames so some of my reviews are sorta generous. My rating scale is basically Industry Standard, over 3 stars I didn't regret the time playing it, under 2 stars I probably did.
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Ok minimalist indie roguelike. Very effective art (held up by a courageous "bright colors on black" color palette and a scanline effect), feels OK, kinda rolled off of my brain, not unpleasant. ~spooky~ setting, snore.
My gut says this is 2.5 stars but I'm gonna give it another half because it grabbed me enough to play through in one sitting.
"Completed" = saw credits, lit all of the candles (looked the last one one up after credits), got half the eggs.
My gut says this is 2.5 stars but I'm gonna give it another half because it grabbed me enough to play through in one sitting.
"Completed" = saw credits, lit all of the candles (looked the last one one up after credits), got half the eggs.
Played through this over the last couple of days while home sick from work. This might be the fever talking but Sniper (ghost warrior) contracts 2 is... pretty good?
This is a mostly functional farcry-esque stealth shooter with a very short runtime (maybe 6 hours, plus a couple of dlc missions) and not a lot of fluff. The core sniping mechanics are nice enough (with some useful assists for gauging wind and range even on the hardest difficulty), the AI is pretty bad but works OK as shooting gallery targets, and the level design is kinda interesting. Levels come in two forms -- "classic contracts" are kinda sniper elite-esque. A series of arenas (villages, compounds, etc) connected by linear paths, set up so you can do each objective in any order. Contrary to sniper elite, each arena is entirely self contained -- enemies don't follow you outside of them, alarms don't spread across the map, etc. This works pretty well for the casual popcorn vibe. The other map type, "long range contracts" are tiny maps with only a few enemies on them, which have one or more overlooks to distant (1000m+) compounds with special objectives.
The game has some pretty dire polish problems -- physics bugs, enemies getting stuck, barely functional climbing (to the point where you can easily get stuck for a while when swimming, bobbing up and down on the surface to try and trigger the "climb out" prompt) but I had a good time.
Are there other good AA fps games with Shovelware Vibes I've been overlooking?
This is a mostly functional farcry-esque stealth shooter with a very short runtime (maybe 6 hours, plus a couple of dlc missions) and not a lot of fluff. The core sniping mechanics are nice enough (with some useful assists for gauging wind and range even on the hardest difficulty), the AI is pretty bad but works OK as shooting gallery targets, and the level design is kinda interesting. Levels come in two forms -- "classic contracts" are kinda sniper elite-esque. A series of arenas (villages, compounds, etc) connected by linear paths, set up so you can do each objective in any order. Contrary to sniper elite, each arena is entirely self contained -- enemies don't follow you outside of them, alarms don't spread across the map, etc. This works pretty well for the casual popcorn vibe. The other map type, "long range contracts" are tiny maps with only a few enemies on them, which have one or more overlooks to distant (1000m+) compounds with special objectives.
The game has some pretty dire polish problems -- physics bugs, enemies getting stuck, barely functional climbing (to the point where you can easily get stuck for a while when swimming, bobbing up and down on the surface to try and trigger the "climb out" prompt) but I had a good time.
Are there other good AA fps games with Shovelware Vibes I've been overlooking?