Putrefaction 2: Void Walker reviews

Translated by
Microsoft from Deutsch
"Putrefaction 2: Void Walker" is a First-Person Shooter that takes in old school shooters. The Story is almost irrelevant. Only important to know: We are the Superduper herotype and have to network ourselves through stupid Opponents. In the process, we first Riveled any Indigenous People, then Nazi zombies and finally Extraterrestrials. So you don't really need to look big for a Sense. It's more about simple Ball entertainment in the Sense of a Duke Nukem, Quake or Doom. Where the Game Doesn't really reach its Role Models. However, a certain creative Creativity and also a certain Wit Of play cannot be said of the Title. And it's a bit of Fun, too. In addition, there is also occasional Variety, for example in the case of the Willow Hopping Passages on the alien planet. The Gunplay is nothing special, but fine, the Gun Selection-except for an Alien Weapon-rather classic. Opponents don't exactly have what you would call intelligence and are more likely to nerve by Mass. The Game is not really long at about 2-3 Hours, but has an amazing Difficulty Enhancement during this Period. If the first Passages are still very light, the Final Level on the Alien Planet are already bockheavy. Hard to do if we don't continually upgrade our Weapons and Character. The Game is a far cry from an AAA title, but it is still necessary to benefit the Developer for having developed a solid Title within his Means. Rating: 7/10 Atmosphere 3/10 Story 6/10 Graphic 6/10 Sound 6/10 Game Mechanics 5/10 Balancing 6/10 Game Pass Conclusion: Mowing down Nazi zombies always goes. 6/10 Overall Rating
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Translated by
Microsoft from Deutsch
In the Beginning the Game still went and I felt it as a good "Aim coach" due to his fast Playing Speed. Towards the End, however, more And more Bugs or Unfairs occur. For example, as a Player you can't shoot through Walls on Corners, the Opponents can do! Every now and then they shoot through Pillars I wanted to use as Cover. More and more often, the Opponents just spawn exactly where you are. So you don't manage to have a "safe Place" from which to ripple your Opponents. Even if you decide, ok, I just keep moving, then the Opponents get spared Right behind one. This was particularly striking with the Final Boss, whom I could not defeat because of it. Not only does he have an infinite amount of Life, it is no use to hide from him, as he always meets you, even if he doesn't shoot at all! You just get so sometimes 20 Life pulled off and that over and over again. Scrap Game! And what about the Savegames anyway? Why can't it be stored correctly? I mean we have 2017, in 1990 games were already able to save Better than Putrefaction 2 here. It does not store, for example, which weapon I had currently equipped, nor what Bonuses I had already recorded. Especially "funny" at the Final Boss, I lie dead in the Dirt again, then I choose "Continue from last checkpoint" and suddenly I am at the Beginning of the Level! This has happened to me several times that the Last Checkpoint is in the Bucket for some Reason and you should play through the whole, unfair Level again. Among the Bonuses: Killt opponents, usually remain At this Point bonuses (Life, Ammunition, "Exp"). If you fight against flying Enemies, these Bonuses are usually left hanging in the Air unattainable! Class Game Mechanics (Irony off)!! I felt really deceived as a Player, by the Game. I only Had fun in the first few Levels, then only Frustration. It was only out of Tenacity that I made it to the Final Opponent, but I couldn't defeat it because it's just plain unfair. Folks, save you the Coal!
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