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Flicker
Flicker
13 reseñas

Recomendado
35.1 h registradas (6.2 h cuando escribió la reseña)
Reseña de acceso anticipado
Publicada el 28 de septiembre
the best damn game i've ever played. its something that us non-pvp players want, pve extraction shooters. no sweaty people, brutal gameplay, methodical gunplay, risk calculations, and most importantly, fun with friends. thank you, Fun Dog. you keep doing what you do.
 
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RedIncStudio
RedIncStudio
8 reseñas

Recomendado
20.9 h registradas (12.3 h cuando escribió la reseña)
Reseña de acceso anticipado
Publicada el 27 de septiembre
First off, the Devs did and are doing a fantastic job. Second this game is in HEAVY Early Access, so don't buy the game unless you want to be kind of a tester rn.
(Or wait till October for the demo)

The Forever Winter has a vibe and atmosphere that is rn unmatched, the visual are amazing, the lore is dark and interesting to learn, the Maps are insane, the amount of content we have rn is way more then I expected.

Playing solo or with one other play is completely different then when you play with 3-4, I believe the game scale with the number of players.

The Game will have you heart pumping and your adrenaline up, it gets intense.

Watching "Toothy" rip through infantry, and completely destroy armored unit, or finally finding the "Corpse Tank" and watching it rip through 6 other tanks, dozen of infantry and a dropping a hand full of drones in mere seconds, all while I'm like 5-10 feet away hiding behind metal scapes and using the smoke from burning tanks and bodies for cover.

The Movement and Gunplay is a bit Clunky, and the AI are alittle buggy sometimes, nothing alittle polishing can't fix.

The game still NEEDS a lot of Optimization.
Some maps will tank frames way more just because of the size of them.

The Quest are fun, there is still quite a few I have to try and figure out how to do, but I assume they will add more and make the ones in game rn better.

The Water system is not as hindering as some say it is, you start with 3 days of water, and most matches (solo on the first map) can be done within 5 minutes, playing cautiously and focusing on loot and finding water, the first map is super easy to learn where things are, plus most quest give you water as a reward. Once you get 16 water you unlock the Rig Vendor, and there are rigs that can let you grab 3 or more large items (water) and extract with them.
I personaly like it, but I do hope it will be more uh "used" if that makes sense, water is pretty easy to get/find, maybe a trader that uses water as currency.

The "SCAV's" are also super cool, I like the prestige system, rn I'm mainly the shaman.
(Mainly cause he looks cool)

The Variety of Enemies are really good, I love all of there designs.
(Maybe an S-Vest type cyborg or something)

The game is not finished by a long shot.
The Devs are listening to feedback and they are already fixing the issue we have rn.

If your on the fence about the game, wait till the demo comes out in October.

And Watching gameplay and other peoples videos and seeing how they interact and experience the world will be extremely different then how you will, each raid is always different.

I think that's it I'm sure I missed something.

Anyways, Love the game, can't wait to see it grow and evolve.

Amazing Job Fun Dog<3
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Aris Zol
Aris Zol
63 productos adquiridos
3 reseñas

Recomendado
28.5 h registradas (11.3 h cuando escribió la reseña)
Reseña de acceso anticipado
Publicada el 30 de septiembre
So much potential it's ridiculous... even as an alpha game I'm satisfied with the amount of content available. Good job devs
 
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Warrior
Warrior
5 reseñas

Recomendado
32.8 h registradas (30.3 h cuando escribió la reseña)
Reseña de acceso anticipado
Publicada el 30 de septiembre
If you're wondering whether or not the game is worth your money, this is for you. Just skip to the last paragraph if you want the TLDR.

Let's start with the good and what this games does well:

Your status within the world of Forever Winter is really fun. You're the nobody, the hobo who's barely scraping by, and have to watch people with tremendously more resources have all the crazy fun like piloting a mech and dominating a battlefield. You are the ultimate underdog, and pulling off big kills with a full bag of loot and extracting successfully feels satisfying.
The gameplay loop of dive into one shade of hell or another, loot, perform up to 3 optional objectives, and escaping is easy to jump right back into whether or not you successfully extracted from your previous mission. The game allows you to really hang out and get everything you want done on a mission, or short 3 minute speed runs of grabbing what you want or need and getting out.
Being forced to stealth past platoons that will 100% dirt you, without being spotted by them or other enemies will definitely get you to hold your breath as if making the slightest sound will result in your life ending.
Mission and mission rewards will guide you toward higher and higher level gameplay, rewarding you with better weapons, more money, etc.

Now for the not great, not horrible, and potentially improved massively:

Top of the list for not so great is sound design. It's not the worst, but trying have spatial awareness and make choices based off of audio is barely functional. A squad of 6-9 dudes jogging around a corner from you in a concrete catacomb will sound dozens of feet away even though you're right about to be in the middle of their formation. Weapons a distant rifle reports are only partially informative as to where a big fight has broken out. The sound of killing an enemy whether from a head shot or toe shot is always the same, which robs a lot of the satisfaction from airing out an enemy's cranium. I'm sincerely hoping this improves as the game develops further.
Each character or "class" only somewhat feel different from one another. It's basically just movement speed and weaponry you're allowed to use. The skills for each weapon amount to additional accuracy for the most part, which makes unnoticeable differences. So I main the heaviest and slowest option, because he can use the strongest weapons and is able to increase his carry capacity in his skill tree. I'd accept the lower carry weight on others if I was allowed to use an SMG and a grenade launcher, or heavy rifle and pistol, as examples. Just think this is a weakpoint at this stage of the game. Character/classes really need more useful differences, especially since characters who cannot use heavy rifles hit a ceiling way earlier than those who can use them.
The weapon variety is great, they (mostly) feel great, even if the audio leaves something to be desired. Being able to lean left and right to peak around corners is almost great, but needs more range to overcome the rough geometry (more on that in the horrible). Your support hand on several weapons obviously hasnt been focused on yet. Some weapons like the M4 and M4 spectre basically need to be hip-fired since your support hand is completely obscuring your sight. But there's no reason to think this won't be fixed and polished later.
NPC mercenaries are a great concept that will likely be an awesome part of the game later on, but for now they are mostly a waste of credits. As of now, we have no way to give commands such as "stand down," or "retreat," means once they get into a fight they're going to die unless you kill EVERYONE aiming at them. So, for now, they are temporary inventory space that die in really unfortunate locations where you will be forced to abandon their loot more often than not.
Quality of life stuff for looting and selling your loot would be appreciated, it's not horrible doing everything manually as is.

And lastly, the horrible:

The absolute worst part at this stage of the game's development is by far the rough geometry of the game. You WILL have lots of shots get swallowed up by invisible walls. Sometimes leaning can overcome this, but you need to really learn the spots on the map where you defend with an actual advantage. I don't think this is going to be the status quo of the game later on, but it's going to take a lot of refinement passes over each map to polish this stuff out. Considering the devs are currently working on more maps, I also don't think we're going to see those invisible walls get addressed anytime soon.
Enemy AI is obviously super early and basic at this point. There are symbols above (most) enemies to inform you about whether or not they're alerted to your presence, are searching for you, or have no clue you're close. However, the enemies you NEED to know this about do not always behave in the way their symbol or lack thereof would suggest. The really strong enemies that can one shot you will sometimes turn and shove a failed mission right down your throat no matter how close or far you are, so long as you're within their line of sight. It's especially frustrating when you realize how overpowered stealth is 99% of the time. You'll *feel* like you're doing everything right one second, only to be considering if recovering your gear is even worth it in the next second.
Stealth... so... aspects of stealth could go into the what the game does great category, but with the really strong mobs not caring how stealthy you are... it's not great. The are instances where simply being crouched will cause a platoon to be unable to see you, walk into you and get stuck behind you as they want to go in the direction you're blocking but aren't yet smart enough to figure out another path around you. This is probably the single most immersion breaking aspect of the game. There will be times when you feel like there is no rhyme or reason to why a random euruskan squad doesn't see you or all decide you've offended their ancestors and must die asap.
Lastly is the home base and upgrading your home base system(s). You need water to keep from getting everything reset, which isn't too big a deal. You theoretically can save up 3 months of water and therefore wouldnt need to log in for up to 3 months without losing your base's upgrades. However the upgrades don't seem to be working as of yet, since once you logout, your water storage upgrades will disappear and you cannot try to get them to work again. The crafting upgrade doesn't seem to work yet either, as no matter what you'll only be able to craft a single type of ammo. No other ammo types and, no weapons, and no weapon parts.

Final thoughts:
As of version 0.1.37673.0, I think this game has a lot of potential. I actually think the devs want and plan on fulfilling that potential. Especially since they didn't want to go early access this early, but listened to their customers and released this early build for them to enjoy. In the current gaming ecosystem, I'm a sucker for devs that aren't adversarial with their customers. The game is definitely worth the money, there's plenty of fun to be had and it's something you can do for 5 minutes or a couple hours at a time. I personally think the positives outweigh the negatives, especially since nearly every negative thing I listed will likely dramatically improve as time goes on. The game play loop is there for a truly great game, most things feel great, and so long as you pick a character that can use heavy rifles you should be able to experience everything the game has to throw at you.
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Onnajy
Onnajy
7 reseñas

Recomendado
55.3 h registradas (19.9 h cuando escribió la reseña)
Reseña de acceso anticipado
Publicada el 29 de septiembre
Pretty good game for an Early Access state. Definitely not "unplayable" like some people are complaining about.

Pros:
+ A lot to do so doesn't feel like a grind and has decent replayability. Don't listen to people complaining about water-grinding. I have 38-days worth of water and that only took me 5 hours of not even focusing on water using just starter gear.
+ Combat is fun. The guns sound good and the recoil from shooting and enemy bodies flopping make the game immersive. There's a fair amount of modifications to your weapons available. Note these are modifications, not direct upgrades perse until you level up your weapon.
+ Atmosphere is well done. Ambient sound is good and immersive but also very important since this game is very audio-based since you need to know where to go and where not to.
+ Quests aren't boring and don't feel forced. Most of the early and mid game quests you can finish just by playing the game although if you know you have a quest you'll get the urge to push your luck and probably get eaten by a big tiddy mama or ran over by a Gundam for your efforts.
+ Somewhat forgiving for deaths. If you die you lose all your scavenged loot but can come back to the same map and re-claim your more important stuff (mods for weapons and add-ons for your back-up).

Cons:
- Collision needs work. The first map has a couple areas where walking over the smallest rocks suddenly locks you in place and given how often enemies patrol that's pretty much a death sentence if you can't spam jump/crouch out in time.
- Turning is limited. You can't sprint-strafe like in Helldivers 2 so that took some getting use to. My character feels more like a truck than a human and as such I feel like I am driving my character more than having them sprint.
- Movement speed doesn't feel fluent. The way your character picks up speed is as stated earlier feels more like driving (ie: parking, reversing, and accelerating) more so than an actual person moving their legs due to micro-pauses between movement. There doesn't seem to be a encumbrance penalty so it's possible this is a bug and this is just the encumbrance penalty somehow being applied on 0 lbs. weight loads.
- Wall climbing needs work. Feels inconsistent and I find myself humping the wall trying to grab a ledge a lot. I just don't bother doing it now unless I am 100% sure I can wall climb over because I'm familiar with that particular wall from the previous intimate moments I had with it scraping my balls against it the run before.
- Vendor UI needs work. There isn't a system, at least not yet, where you can easily find the attachments/add-ons for your favorite weapon without going through a vendors massive catalog and filtering first.

Conclusion:
Forever Winter is worth the $26.00 for me. They hit the grimdark feel well (40k meets Metro'ish) and brought in the fun and suspenseful aspects of shooter-looter games like Tarkov pretty well. There's definitely somethings that need to get ironed out but overall the game itself for me is pretty fun. Looking forward to future updates!
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 9  2  9  12
"cancan"
"cancan"
169 productos adquiridos
15 reseñas

Recomendado
24.6 h registradas (9.6 h cuando escribió la reseña)
Reseña de acceso anticipado
Publicada el 27 de septiembre
美术无可挑剔，优化标新立异，刷怪永无止境，逃跑一击毙命，购买折磨自己。
 
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CRREAM
CRREAM
1,399 productos adquiridos
16 reseñas

Recomendado
23.5 h registradas
Reseña de acceso anticipado
Publicada el 28 de septiembre
The game is exactly what the Devs said it would be. Its by no means perfect being in the Early Access state that it is but the future is very promising for it. They're already actively updating the main complains and honestly the Water issue is so overblown. In two days i accumulated over two months of water. TWO MONTHS. This is so easy to do i dont know why everyone is throwing a fit over it.

TLDR: Its fun, jank, but very promising and the environment is fantastic.
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4 personas encontraron divertida esta reseña
 9  10   5
Strange_Gary
Strange_Gary
929 productos adquiridos
23 reseñas

No recomendado
17.9 h registradas (15.3 h cuando escribió la reseña)
Reseña de acceso anticipado
Publicada el 30 de septiembre
I wish there was a middle thumb.

Simply in to rough of a spot right now to recommend.
The team seems very dedicated and a lot of the current problems will likely be ironed out over time.

I also worry the community already has a bad mentality where any criticism is seen as an attack, very bad mentality for a game in the early stages of testing and development.
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Mylo
Mylo
21 reseñas

No recomendado
8.7 h registradas
Reseña de acceso anticipado
Publicada el 27 de septiembre
Don't buy the game unless you want to support the devs. It has the makings of something great but currently isn't playable.

The gameplay is a mix of stealth and combat but doesn't do either very well. The stealth is brought down by the games heat mechanic that tracks how long you've been in location, what items you've touched and if you shoot or kill enemies. Very quickly, sometimes instantly, it will spawn in hunter killer teams that always know your exact location and don't stop spawning no matter what you do. This forces you to make a mad sprint from start to finish before they trigger.

The combat isn't in a much better state either. The maps have very little cover forcing you to use up healing items to stay alive rather than good positioning. The enemies spawn in at random locations, sometimes right on the player and have no planning or strategy behind their movement. They rush right towards you with no regard for their own lives making camping in a corner with a shotgun one of the best moves. The battle on the map feels less like an ongoing war and more like a sandbox dropping in squads at random making it very hard to actually plan a route or pick a moment to strike since its all mindless chaos.

Will check back in 6-12 months and update review.
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LIlin_bot
LIlin_bot
247 productos adquiridos
60 reseñas

No recomendado
14.1 h registradas (13.9 h cuando escribió la reseña)
Reseña de acceso anticipado
Publicada el 27 de septiembre
省流：这是个未完工的主题公园。


相信能首发买测试版的人都是被美术设定吸引的，也多少能容忍它作为游戏的缺点， 但就目前来看，连基础的玩法循环都无法良好运行。
制作组有一部分是参与过《杀戮地带》和《地平线》系列的资深员工，在宣发阶段就不断强调设定的反传统和特立独行：你（玩家）不是主角，也不是什么英雄。
玩家只是永恒战争的局外人，在战争机器中间拾荒的老鼠人，所以这游戏在根子上就不鼓励玩家战斗。因此在机制上的限制是可以预料的，但我感觉很多交互只是单纯的“粗糙”，低情商的说法就是反人类。除了高风险低回报之外，更重要的是难以执行。


举个例子，游戏中的人物每次移动都会有一个明显的、从慢到快的加速过程，然而动作上并没有做相应的适配，让人感觉非常僵硬。而且玩家在奔跑过程中是不能向视角方向的左右移动的，这一点非常致命。如果在逃命过程中撞到空气墙或者障碍物，那只能通过大幅移动鼠标调整前进方向，沿着障碍物的表面挪开，或者停下来再按左/右方向避开，当然了，你还得忍受缓慢的加速过程，非常影响体验。

战斗方面，玩家永远自带一把10发弹匣的AK和一把霰弹，商人还有5分钟刷新的100发免费子弹作为低保，但对于你能遇到的敌人来说都是杯水车薪，他们是无限生成的，稍不注意就会被轰杀至渣。
地图上的敌人会有大致固定的生成区域，但当他们开始交战之后，场面就完全不可预料了。他们可能突然在你脸上凭空出现，或者突然在你身后经过。敌人视野判定范围很窄算是唯一的优点。
当玩家打开某些容器，或者杀了一定数量的敌人后，就会出现一堆高级单位来猎杀你，他们几乎可以瞬间发现玩家，极其烦人。
当玩家解锁所有阵营的任务发布者之后，就能看到一些猎杀任务，让你去干掉某些看起来非常酷炫的特殊单位，但问题是玩家并不知道他们的位置，游戏没有任何具体指示，辨别几大阵营的单位外观全靠玩家肉眼，或者暴毙之后的击杀者提示。你可能带了一堆补给，但是在见到目标之前就被其他敌人发现，然后被炸成原子状态，血本无归。
搜寻指定目标的任务也一样，玩家根本不知道那个目标会生成在哪个容器内，所以也无从找起。


如果有《GTFO》高手愿意带你，或者有熟人当怨种，能买这么个alpha版本游戏配合你一起玩，那么体验可能好不少。
但我只在发售当天遇到两个可以一起玩的野队，还有大佬给我建议。之后再加入野人的房间，大概率就是看他们在原地翻10分钟道具栏，然后就把你一脚踢出房间。


综上所述，这游戏带来的挫败感远大于成就感，过于粗糙而且不确定性太多，战斗没有可行性，最后会变成裸吊按既定路线6分钟跑一局的单调循环。
九死一生回到基地之后面对的还是那堆破垃圾和那几个奸商，还有个“水源”的限制吊在玩家头顶，就连生存本身也没什么乐趣可言。
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Publicadas recientemente
Alpha Group13.7 h
Reseña de acceso anticipado
Publicada el 4 de octubre
Great game must buy!
 
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MrMcGriff20.9 h
Reseña de acceso anticipado
Publicada el 4 de octubre
scurry scurry
shoot shoot
scurry scurry
loot loot
 
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Klaydude26.7 h
Reseña de acceso anticipado
Publicada el 4 de octubre
I Took a chance on this simply because the environment captured me and that the co-op looked fun. The gameplay and environment are something i have wanted for years now and never even knew it.

The game is very early access and it shows right away, however I can truly say that the more i have played it, the more I have noticed just how much polish there is. When the game systems and AI work well, the game feels alive.

The water mechanic isn't nearly as bad as it seems, I was pretty put off by it at first. After doing a handful of quests and collecting water on my early runs set me at about 30 days. Now after 24 hours I'm at a crisp 90 days.

If I decided to not play the game for over 3 months, I feel it would be nice to have my account wiped as I struggle with remembering where i'm at in any game after that long of break.

I say give it a shot if you enjoy extraction shooters, but want to play like a scav in the middle of a huge war.
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shadowless18.4 h
Reseña de acceso anticipado
Publicada el 4 de octubre
一款有潜力的后启示录PVE打搜撤游戏，在设计优化和游戏深度方面上有所欠缺,在修改打磨后是一款不错的游戏。
优点：
1、优良的艺术设计，机械，巨构，混凝土，钢筋，管道构成一个极佳的类似BLAME的后启示录世界氛围，

2、还算多的枪械以及枪榴弹，还不错的心流体验

3、玩家之间赠送启动物资非常便利，通过捐赠箱捐赠枪械可以很快带新人入坑买背包和再武装，即使是新档也可以逛别人基地拿枪当启动资金。

缺点：
1、上班的水资源设计，水资源按现实世界实时减少，减到零时自动删档，虽然在水箱升级后将近2个月可以不用上线，但依旧有强制上班的嫌疑

2、糟糕的AI, 时不时停顿，在可视范围内附近刷新很突兀，各个敌人行走都是太空步极其出戏

3、廉价的场内UI，只能显示敌人是否发觉玩家，没有敌人具体信息。
由于美术设计，除开赛博僵尸近战容易分辨以外，其余人型敌人统一黑色拿枪，根本无法分辨阵营，并缺少敌人图鉴。

4、游戏性不足，与敌人之间仅有简单的伤害大小数值交互，缺少更有深度的机制设计，包括护甲，伤害类型如穿甲，爆炸，普通、低温等，导致在后期全装后缺少挑战。
游戏敌人类型太少，仅分为 普通人型敌人，精英人型敌人，坦克，机甲几种敌人。

缺少难度分级设置，没有高难挑战，队友之间只有简单配合需要，全装后游戏就大差不多。
玩家职业缺少区分度，没有特色技能或特色枪械，仅在速度，血量，使用枪械有区分，且只对自己生效，缺少队友交互。


5、新手教程缺失，仅仅教会行走和打枪，其余附加功能如改枪，背包，背包附加组件，战术扫描仪、炮塔的使用等
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Iron Chumbo17.6 h
Reseña de acceso anticipado
Publicada el 4 de octubre
This game has a vibe like no other. If you wanted to know what it was actually like to be a scavenger in a brutal warhammer 40k universe this is the game. It’s unlike anything else out there aesthetically.

The game is in a GOOD state in early access. Not in that it is polished, but that it’s a great rough draft so the developers can get feedback and steer it in a direction without needing to rebuild half the game.

This ♥♥♥♥♥♥♥ game is going to be huge as long as it continues development. I can’t get enough of it.

Please buy this game. There’s more than 30 hours of content at least here, and you can always check in later if you get bored.

It’s a game I’ll have a close eye on moving forward. Haven’t felt so immersed since GTFO.
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CammySays39.6 h
Reseña de acceso anticipado
Publicada el 4 de octubre
Running away from cyborgs sprinting at me on all fours, dodging between the legs of a three-story mech shooting at a tank festooned in dead bodies, blinded by smoke, lost, and only three bullets left in the mag, I realized the absolute truth: I wasn't that guy.
 
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MAKUADE6.7 h
Reseña de acceso anticipado
Publicada el 4 de octubre
It is in progress but very beautifully designed. It is reminiscent of early 2000's uniqueness with it's futuristic somber soundtrack and interesting cyberpunk design. The world is enigmatic and I hope they fill this world with lore, stories and satisfying systems to learn and adapt to. The innards is very cool. The character are Ghost in the Shell classic, The environments are HACK Sign familiar. This game is worthy of a TOM of Toonami review.
 
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BimothyBuggins25.8 h
Reseña de acceso anticipado
Publicada el 4 de octubre
youch
 
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SGT BEEF11.6 h
Reseña de acceso anticipado
Publicada el 4 de octubre
catch me high and scared in elephant mausoleum
 
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McNasty28.2 h
Reseña de acceso anticipado
Publicada el 4 de octubre
Snuck around in dark hallways dodging enemy patrols, only to come around a corner and face down a giant mech that one-shot me. 10/10 Would recommend.
 
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