221 Reviews liked by V1C7OR


Completed on Emperor's Mercy (second hardest) difficulty.

Mostly good! Very polished, didn't notice a single bug. What drew me to this game was The Boltgun, it looked very satisfying to shoot, and it really is. Every gun is varying degrees of fun to shoot, so it's already in the upper echelon of shooters for me based solely on that. Movement feels really good, running and jumping feels great, and the rare instances of platforming aren't that terrible by non-platformer standards. The chainsword dash is cool, and probably the only "original" idea this game has going for it, but I rarely used it. Would have been cool to see it used to access secret areas or something, but nope. The charge attack is useless, I kept forgetting it existed until I fat fingered the F key.

The art is awesome, I really wanted to roll around in those pixelated piles of blood and guts like a dog. The earlier Tzeentch stages were my favorite, but most environments end up being some variant of otherworldly industrial cathedrals. All of the enemies are flat and constantly rotate to face you, which means the only way to sneak up on anyone is from above or really far away.

Circle strafing will dodge most forms of projectiles (except the stupid fucking Plague Toads, who's attacks track like you're playing Dark Souls 2), but you'll never get behind enemies that way. I'm pretty sure they all see through walls as well, so they'll often prime their attacks if you try to sneak damage with corner peeking. They're smart enough to do that shit, but not smart enough to walk away from your grenades or avoid walking next to exploding barrels (I practically oneshot the first Lord of Change on accident with a barrel), or move slightly to the side when you're sniping with the Plasma Gun from across the map.

Like many others have pointed out, the level design is often very bad, and a LOT of its badness could have been muted by a map, a compass, glowing objectives, an objective list, more landmark variety, ANYTHING. I'm not that bothered by getting lost occasionally, but the absence of these features is so confusing, and the design philosophy remains highly suspect with or without them.

Despite those complaints, this was really enjoyable, and I was always excited to play just one more level. Certainly MUCH better than Space Marine by virtue of belonging to a better genre and having an art director with a voice.

A Warhammer 40k Boomer Shooter... why did it take us so long to make this???

There are some issues though - the enemy variety is eh, the level design has some high highs but low lows, and the guns take a while to feel varied but... you get to literally taunt the bad guys with the push of a button and stomp around with your stompy Space Marine boots turning heretics and demons into gibs of flesh I just can't not appreciate this

Final Grade: A-

What Warhammer 40,000: Boltgun lacks in substance it makes up for sheer, unadulterated viscera; it is a boomer shooter to its very core. Nothing else matters other than painting the walls of each of the game's 24 chapters crimson with the blood of the heretics that dare stand against you. The game asks you not to think, just kill without discrimination.

The weapons appropriately match this sentiment; the guns are blunt, with disregard to any sense of utility in exchange for raw fire power. Not to say they all do the same thing though; there are of course situations where the shotgun is going to be better than the titular boltgun, and the plasma guns splash damage is particularly handy in some scenarios, but really just holding down the trigger and letting bullets and blood fly is often the best way to approach encounters. As well, the sound design of the guns play into this play style; all the weapons just have a punch and power that makes them unendingly satisfying to fire in long bursts, to the point where I would often use a gun because I just wanted hear the sound of the projectile shooting out of the barrel and the shell hitting the floor. The game also provides copious amounts of ammo to ensure that you can fulfill this desire, there was never a single time where I didn’t have a sufficient amount of ammo, say for the game's BFG equivalent. The level design also encourages this run and gun strategy. The levels vary from being linear hallways where enemies are lined up like bowling pins for the marine to knock down in absurdly bloody fashion, and gigantic open maps where, to open the exit door, you run around and kill everything in sight, and sometimes then some. As well, health packs, armor (called contempt here), ammo, and secret power ups are all scattered around these arenas; so if you want to live you are going to have to run, jump, and pile drive through the environment.

However, as fun and cathartic as running through enemies with the force of god, it inevitably loses its luster after a while; and that is where the core flaw of this game lies. The game has no nuance. Like I mentioned, the guns only exist to do damage, they have no utility outside of that, which makes deciding which one to use for a given situation a matter of which one do I have the most ammo for. The enemies are also just as blunt as the weapons, they only exist to do damage and offer no other way of inconveniencing the player; the only real determining factors on which enemy should be dealt with first is how big their health bar is and how fast they can take yours. Compare this to the likes of Doom Eternal where the game constantly asks to understand the abilities of your guns beyond just damage and to apply them to dynamic combat encounters where enemies are designated to affect the players actions and train of thought in different ways, serving almost like a puzzle that is repeatedly un-solving itself.

Warhammer 40k: Boltgun is still a good game, don't get me wrong, and it will certainly make a name for itself in the ever growing pantheon of retro boomer shooters. But I still feel like it doesn’t fully understand what makes for engaging design in this genre, and instead decides to fully engross itself with a lot of the surface level concepts that people think about when discussing the retro first person shooter scene.

Boltgun is mostly a boomer shooter with not much of a substance but I think the fantasy of being a Space Marine being done so well with guns ripping through people and you walking like you weight one ton it nearly makes up for it. The main gripe I have with the game is that there is nothing new happening after halfway point of the game, you just kill the same stuff over and over. Another small problem I had with the game is that it desperately needs a map or some sort of a pointer because a lot of the time it's not clear where you should go.

Overall it's a decent boomer shooter that should have been shorter. I would only recommend it to fans of 40k setting as it masks some of the problems, at least for a while.

o lawd he on da ringworld again. (score is for campaign only.)

Pure Bethesda Game with all the exact same flaws and qualities as a Fallout 4 or a Skyrim. Except that in 2023 those flaws outweight BY FAR its qualities, especially as it feels they dont learn from their mistakes.

Pros:
- Lots of content
- Great work on the "being in space" feeling (DA on interiors, ship and some planets)
- Decent storyline
- Great faction side quest and some hidden one
- Nice and various choice in firearms and powers
- Strong modding community

Cons:
- Absolutely HORRENDOUS npc AI, it really feels like you are sourrounding by empty shell with the most unnatural and stupid reaction ive seen since a while. Reminding you every 30s that you are "just" in a game as "human" interaction feels empty, cold if not weird as hell.
- Companions empty af with poor design, and interaction with them is just plain boring
- LOADIND LOADING LOADING ALL THE F**** time, literally destroying immersion
- Terrible Ship dogfight system. Absolutely zero skill required (no real evasion maneuver, missile counter or such things) it is PURELY stats based hence VERY quickly repetitive and boring. Huge miss from Bethesda here.
- Terrible optimization on PC
- Even if more polished than its predecessor, very average looking for its current gen
- Inventories, weight system, skill system challenge etc ... outdated and feels very "heavy" to use
- Everything feels slow, but ... the bad kind of slow.

CONCLUSION:
Without mods, I would surely have give up completely on this game, but best is to let the modders and update improve the game to get back to it MAYBE after a year or so.

Story is comprised of good missions but terrible writing and just a passable story. Multiplayer is not great, doesn’t compare to was has come before, the movement just isn’t it and the maps being as bad as they are doesn’t help. A truly poor Call of Duty Game as is worth passing, DONT PAY £70 FOR MW3.

Campaign: 3.5
Multiplayer: 2.5

The campaign is well made but the story is a bit shoddy in spots. Not nearly as fun as the 2019 campaign, but multiplayer is slightly better. Had a rough first few months with numerous things missing though.

The micro-transactions are so in-your-face when playing multiplayer that it's actually unbearable, and the very small selection of maps included in multiplayer bored me quickly. These things ultimately made me quit the game.
Weapon animations are pretty good, but it's a shame that the majority of players will use the highly saturated weapon skins designed for 12 year olds to brag about having. You're really telling me both terrorists and the military fight with colorful weapons in the real world?
I might play the over-priced campaign someday, but I don't know how to feel about this series with it's propaganda. Infinity Ward says that the Modern Warfare series is apolitical, but I'd like you to tell me how war involving countries that bare a lot of resemblance to real ones is apparently apolitical
Also, no Linux support because of it's anti-cheat! Love when mainstream games do this /s
I honestly would've played this more if the developers cared more about their game than their profit.

They took the ultimate adventure simulator and pumped it full of more adventure. You’re gonna read 1000+ reviews on this website and others saying variations on “it improved on BOTW.” You just read it again, so I’m not going to say anymore. First playthrough ended around the 140 hour mark, and I’m only at 55.3% completion. That’s a baffling number to me because I feel like I’ve had 3 games worth of experiences.

There’s so much to explore, traverse, build, solve, fight, and accomplish. And the freedom to which you can do any of it is astounding. The fact that this game has so many systems and mechanics that flow so smoothly and don’t fall apart at the seams the way Triple-A games on more advanced consoles do is the ultimate push-back to the entire industry model (Imagine anyone else handling something like Ascend). I played this on a year 1 Switch model and never saw a hiccup. “Eiji Aonuma built this in a cave!” shouts a Studio Head to some pressured underling.

Raid monster forts, solve mysteries for a newspaper, take photography requests for stables, fill the Compendium, discover wells, explore caves for equipment or treasure, house building, vehicle racing, overworld bosses. Character side quests that range from reuniting a folk band to manipulating a local election. The Depths, The Skies, The Temples, the Story, The Shrines. God damn.

The game has a linear through-line which I imagine will be welcome to players who want a direct focus, but very few things stop you from exploring at your leisure. There are perhaps 1 or 2 narrative events that will not trigger unless a prerequisite achievement is completed, but you can get through the mainline narrative however you wish. A lot of the game is open-ended in this manner, from the shrines to the traversal methods. There are clear-cut solutions, or ways you can use lateral thinking to make your own path. It’s a clever game that never stops you if you out-smart it, it just rewards you and lets you continue. It’s so thrilling. And it builds to one of the best finales in this franchise. A final gauntlet that mirrors and payoff the entire journey, taking you from the depths to the heavens in a magnificent final clash.

Just so this doesn’t sound like a complete wank of a piece, here are some pointed problems I have, most stemming from a case of stubborn design philosophy that Nintendo may seemingly never drop.

First and foremost, accessibility. Nintendo remains notoriously awful at game accessibility, from lack of button mapping to cumbersome menu and UI elements. TOTK doesn’t fix any of these habits, and it’s frankly disappointing. Custom menu organization, swapping buttons, fusing from a dedicated menu, all of these items would be welcome for gamers who need a change of pace. The Big N won’t give, and that sucks.

And for all the improvements they’ve made to traversal with vehicles, basic swimming is still a nightmare. The worst traversal method of BOTW remains the worst traversal method of TOTK. Other small cuts emerge, such as the annoyance certain companions can cause in their environmental interactions, or how I wish certain mechanics went a LITTLE further in their options (why can't I paint my house?!).

This last one is a biggie, but: For how deep and brilliant the Ultrahand building system is in this game, I have to say I was surprised that it didn’t have more motivated grounding in the mainline quests. The Fire Temple is the only one of the 4 that leans on vehicle creation, and beyond that, it’s here mostly as an incidental part of in-game lore. The final encounter doesn’t culminate in any vehicle building mechanics. You can USE vehicles at any point, and again the variety and possibilities are astounding (just go to r/HyruleEngineering). Given that traversal remains one of the key puzzles of this game, building is a welcome tool. I just would’ve liked to have seen it mean a bit more.

There’s a strong emotion in coming back to something IRL and seeing the changes. Revisiting the home you grew up in, going to the demolished remains of your first school. This map of Hyrule is arguably one of the best open worlds gaming has ever seen, and TOTK makes it that much more endearing by focusing on the passage of time in Link's world. From its characters to its locales, there’s a lot to love in TOTK, whether you're here for the first time, or coming back to see what's new. Even with the faults it does indeed have, this is a pure feat of gaming. A kingdom of pure possibility.

I've included several links to get multiplayer working, help remedy the sound loop bug, unlock everything, and some good old fashioned cheat codes.

Probably the best Rainbow 6 game. Was a ton of fun for years when playing with friends. The cover system works well and every weapon has a unique feel. Unfortunately the sound loop bug has made it very difficult to enjoy online. If anyone has any other fixes for the sound loop bug, or easier ways of getting multiplayer running, let me know. Also, if anyone has a link for the Comcast Event map, please message me.

Here's a savefile to unlock everything in the game (Still works as of 2022):
http://www.cheatsguru.com/pc/tom_clancys_rainbow_six_vegas_2/files/

A guide to get multiplayer functioning via Gameranger;
https://steamcommunity.com/app/15120/discussions/0/3118172724634267129/

Here's a list of settings to help the sound loop bug happen less frequently (Turning off Vsync might not be the best option for some players) : https://steamcommunity.com/app/15120/discussions/0/616189106755568359/

This reshader fixes the sound loop bug for some players, somehow. Validate files after install to avoid some... interesting bugs.
https://www.nexusmods.com/rainbowsixvegas2/mods/8?tab=posts

If any of these files go down, let me know, and I'll gladly replace these links with my own files on MEGA or something.

Some cheats, you will have to enable the "Use Xbox 360 Controller for Windows" option in the controls menu, and do these inputs at the pause menu during gameplay;

Super Ragdoll Mode:
Press A(x2), B(x2), X(x2), Y(x2), A, B, X, Y.

Unlock GI John Doe Mode (Blue tracers, Red enemies):
Press the Left thumbstick(x2), A, Right thumbstick(x2), B, Left thumbstick(x2), X, Right thumbstick(2), Y

Third Person (Story mode only):
X, B, X, B, Left Analog Stick (x2), Y, A, Y, A, Right Analog Stick (x2)

Breach and clear flash and clear frag and clear and sometimes, just as a treat, smoke and clear

idk if this game was good i just loved playing it with my brother when i was a child