ok why couldn't they make you gain XP through shooting actual NPC enemies. takes too much influence from other io games and too little from it's namesake flash game series. "multiplayer pvp diepix with different class paths" is still an excellent idea.

curious how many people know this is a spiritual successor to (or just a sequel in) the Diepix series of flash games.

This review contains spoilers

Nietzschean imagery no one will ever notice, or at least I like to interpret it through that frame. the forever-dying world is now dead; layer cakes of transfinite past failed civilizations lay atop each other in a mountain of madness, a dreg heap; eons past even that one sits in a salt and dust caked desert-ruin with the Last Man, a Slave no less, though also subversively a knight -- one with the ability and drive to transvaluate and progress, requesting your [dark] soul. You kill the slave-moralist-knight and give his vast and mad soul to a neotenous Artist who, using it, makes the world anew. Assumedly Elden Ring is created. The innocent dice game continues. The burning of fire is beautiful -- but a flame that lasts forever is Profane.

at it's worst just feels like an inferior counter-strike. at it's best, generally with friends who don't play the game often rather than randos, is actually rather tense. probably needs a lot more guns and a lot more disincentivizing carefree deathmatching.

actually good if you spend hours training on workshop maps and community 1v1 servers. rating is my highest rank of silver.

edit: now gold nova 1 after the recalibration update.

don't play with the translation patch! it leaves out a lot of important detail!

i hope Streum On eventually makes a remaster/remake or even sequel to this. better translation, no respawning enemies, something better than the present save system (not necessarily quicksaving), less jank, etc. would be nice.

P.S. there is no escape

every RTS should be like this: micro-intensive, anti-zerg to the core, actual tactics rather than Kill Dudes.

everything seems to at least two-shot for better or worse. non-community maps are rather homogeneous and possibly the game's greatest flaw -- they're mostly just street-corridors with a few flanks inside adjacent buildings. on more open community maps it's at least a little more ambiguous where one should set up their MG, and one can actually flank it. though "community maps are more interesting" is just the story of video games in general.

compare to another WWII allies versus axis multiplayer shooter released around the same time that i've also been playing -- Wolfenstein: Enemy Territory -- which is much superior.

my favorite Garry's Mod texture pack.

this would probably rule if people played it.

E: people DO play it. every friday. get on.

fundamentally a game about the absurdly evil cliches of most RPGs combined with an ideal of superhuman forgiveness and peace that is as morally good as it is entertaining -- genocide route is besides everything else pretty boring!

potentially the best social deduction video game. [usually] lasts just long enough to create investment but [usually] not so long that it becomes boring. evil roles are generally exhilarating to play, as they should be, but being a townie isn't as boring as it could be if other mafia-derived video games are anything to go by.

now i will forever have to explain any other social deduction game by saying "it's like among us".

game itself is fun for a bit, but there are better social deduction games. TTT is better. Town of Salem is much better.