Dead Matter Review from Worth A Buy: A New Level of Grift in Video Games
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Never heard of the game but Worth A Buy is pretty based.
That game looks like something you'd get in an indie bundle for a buck. Seriously, that's some "one guy learning to use Unreal Engine with stock assets" level. I have probably dozens of games like that in my library and I paid less than 35$ for all of them combined.
On a side note, while samey looks give Unity a bad name, ridiculously bloated games that use 1GB per texture give Unreal a bad one :D
It was actually in a $55 bundle a while ago as the 'main game' so technically it WAS in an indie bundle at some point.
I saw a few people complaining about how they wouldn't have bought the bundle if they knew.
I was thinking more like $3-5 bundles :D
From that gameplay I'd have a hard time coughing up $3 for it. That's like a Flash game quality.
Funnily enough, I find that more Unreal games look samey than Unity games. I'm always shocked to find some games made in Unity because they don't look anything alike; usually the big giveaway is the massive front-loading indicative of most Unity games.
But stuff like Genshin Impact, Midnight Fight Express, Cuphead, Cobra Kai, Subnatuica and My Friend Pedro couldn't look further apart. Whereas stuff like Trepang2, BioShock, BPM, Back 4 Blood, the Arkham Games and Bright Memory definitely have that greasy Unreal look to them.
I know art-style really plays a massive part in the differences of presentation, I just notice that it seems there's a much greater variety of unique looking games in Unity than Unreal (though to Arc System's credit, their overhaul of the per-pixel shaders in Unreal to create their fighting games is definitely a standout among most Unreal titles).
I think a lot of that's due to a few rendering methods available on Unreal that developers often end up turning to.
I can't remember if it was texture streaming or level streaming that's occasionally been a very noticeable visual blight. I think volumetric fog was another one that can be rather obvious and sometimes irksome.
One thing I used to remember sometimes being annoying in Unity was tone mapping, but that may have been more specific to a certain set of games I was playing some years ago.
Wow, that's disappointing. The game looked a lot better when it was not a game.
I'm glad I never gave them a cent, I'd be embarrassed to bring this to market.
They are denying all refunds too.
140 gigabytes, $30+, after nine years and $4 million? How many hookers and cocaine merchants bought houses with the business the devs gave them?
I laughed when he said how large the download size was. They literally fucked everything possible up.
Nah just lazy. Probably has multiple games worth of asset libraries in the files they didn't bother to prune.
Not sure how many people watch his reviews but this one...this one really deserves more of an audience.
I was not aware of the background to this game either, but the end product....holy shit. Selling for $37 on Steam right now.
I'd also say that a lot of it is due to the various downfalls of early access setups on Steam. I've noticed how a lot of developers, even well meaning ones, will end up losing steam and motivation on a game once the bucks start rolling in and they go into maintenance-update mode, where instead of fleshing out the important details they cater to audience requests for pointless fluff and regular rounds of new "content".
It also didn't help when Steam ditched their Greenlighting system for the Steam store. Since then it's been an absolute nightmare trying to sift through all the absolute trash on the Steam store, no matter what kinds of tag combinations you employ. This also happened to coincide with the mobile-gaming industry's rise to relevance. Fucking shovelware.
if you're going to swear that much either find a better beep sound or just don't beep.