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cover-Hard Bullet

Wednesday, May 11, 2022 12:07:19 AM

Hard Bullet Review (Iconoclast Mark)

This game is really good now, I had a list of suggestions for this game that I put into the discord a long time ago, and it feels like they listened. You can dodge enemies gun-barrels at close range, disarm, even steal their secondaries. I love that feeling, and the shooting and gunplay is quite satisfying as well. The melee is good, but it still needs some work, namely slashing feels undercooked compared to the stabbing.
This game is a very fun combat sandbox, and is honestly approaching Blade and Sorcery for the level of physics and freedom it gives you. I can definitely see myself playing this game a lot more in my off-time since the new updates.
Some things that would make this game a true 10/10 to me:
-Better weapon noises. I like them, but the guns could due to sound a lot chunkier. Esp things like the SCAR and AK because they sound pretty underwhelming. Though I would personally want every gun to be tuned, I also understand this is more of an arcade-y game, but I really think the the FEEL of the guns is great, but they miss the sound to match the impact and effects.
-Slashing physics for the swords and naginata (etc), the stabbing feels good, and it's pretty much good. To make it feel even better would be icing on the cake. I'm obviously not into the game's codebase, but I think the slashing problem is two-fold. Because the bodies of enemies have a lot of weight and mass, unless you cut a limb, the sword will always get caught on them, either because the bladeside has too much friction, that it doesn't feel like a cut; or that the enemies have too much ability to stay on their feet and springs your weapon back. I kept seeing my hands trail behind when I was trying to run around weeb-katana-ing people. It was fun, but if the cutting was more consistent it'd be way more fun.
EDIT: For this specific one, after putting a bunch more hours into the game, I can say that the slashing feels okay. However, the blunt attacks feel inconsistent, when I smash someone in the skull with a hammer, they stay on their feet and act like nothing happened. It feels very inconsistent what will make an enemy fall over with blunt weapons specifically. Also, it seems like it's either almost and/or completely impossible to kill someone with fists only? I like this in a way because you can disarm 4 enemies and enter some crazy endless brawl, but it also feels weird when you smash someone in the face or beat them on the ground and they just get back up only looking slightly beat up, but moving around all the same. The weight of NPC's seems actually a bit low, since you can just grab people and toss them over your head. However, slowing down time, and dodging 5 bullets at close range, grabbing the gun, disarming the enemy, punching to the ground and one tapping them with their own gun might be one of the greatest feelings in all of VR. It just never gets old, and this game is very fun.
-Maybe enemies try to melee you at close range if you try to disarm them? Maybe not every enemy, but maybe elite enemies wouldn't be scared of you getting up close and personal? Idk. Just a suggestion, there might be something there.
-An option for a directional indicator? Full John Wick mode, where your character can like feel when someone is looking at them, could be cool to fulfill that power fantasy extra well instead of having to sponge a bullet or have an enemy miss before you know where they might be coming from.
-Another thing that I appreciate about them changing is that some of the pistols used to get mags stuck in the magwell, but now they don't all guns have a small animation of the mag sliding out of the gun when you hit the drop-mag button. It's a good compromise, but I personally LOVE flicking my mags out of the guns. Maybe if the animation wasn't quite as strict, we could flick mags to the side for even more stylish reloads.
-NEW (after another few hours) Stairwell is the best map, the others feel too big, and have a ton of angles you have to constantly be checking. I feel like something between chinatown and action would be great, maybe an outdoor alley map where there's a lot of close range angles and one main alley or street where you can have longer range gunfights? Ideally a relatively small map that. I think the smaller, simpler maps feel a bit better. Though that could just be me.
-NEW one final thing, is that I would love to see the NPCs become more interactive, maybe having a handful of different walk cycles/shooting styles that they have to adopt after getting shot? Like if they get shot/hit hard enough in the arm, and have to use pistols maybe they have one arm sorta drooping back? Or if you shoot them in the leg, maybe they have to limp around the map? Maybe even downed enemies that are stationary and try to shoot you with their pistol if both their legs are shot? And one for clutching the stomach/chest if they are hit? That feels like that would really elevate this game to like the ultimate action movie simulator. I know that's a ton of work to suggest, but damn would it be super cool.
Also I haven't gone to the sandbox yet, and this might actually be a feature, I have no clue. But being able to save your custom special weapons and bring them into survival would be really cool.
All this to say, good stuff, I'm even more excited to see where this game goes. I've checked in on it every so often for almost a year or two now, and it really seems like it gets better every update. Keep up the good work devs! I'll be checking in a little more often I think. :)