John Wick Hex
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Über das Spiel
Mit einer einzigartigen Mischung aus strategischen und dynamischen Kämpfen gibt John Wick Hex das Gefühl der taktischen Gefechte aus den Filmen wieder und lässt die Grenze zwischen den Genres Strategie- und Action-Videospiel verschwimmen. Behaupte dich im Haupt-Storymodus (in dem es eine eigens für das Spiel geschaffene Geschichte zu erleben gibt), um neue Waffen, Anzüge und Schauplätze freizuschalten. Mit jeder Waffe wird sich deine Taktik und Herangehensweise an das Spiel ändern. Munition ist begrenzt und wird realistisch simuliert, also lade zum richtigen Zeitpunkt nach, um das Beste aus den Waffen zu holen, die du während deines Auftrags sammelst.
Erlebe eine neue Geschichte, die vor den Ereignissen der John Wick-Filme spielt, in der John verzweifelt versucht Winston und Charon vor einem gefährlichen neuen Gegner zu retten, der seine Ansprüche geltend machen will. Die Geschichte wird von den Stimmen der Schauspieler Ian McShane und Lance Reddick zum Leben erweckt, die ihre kultigen Rollen aus den Filmen sprechen, sowie der Synchronsprecher-Legende Troy Baker, der den namensgebenden Bösewicht „Hex“ spricht. John Wick Hex unterstreicht den Stil der Filme mit seinem einmaligen „Graphic Noir“-Design und einem originalen Soundtrack vom renommierten Komponisten Austin Wintory.
Systemanforderungen
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14 Std. insgesamt
Verfasst: 25.12.21 16:40
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8 Std. insgesamt
Verfasst: 14.12.21 11:22
Stop making games after movies. And stop making games with genres that have absolutely nothing to do with the movie.
Even the name of the game sucks a55, so guess how it plays.
Not at all, because i delete it from my account.
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380 Std. insgesamt
Verfasst: 21.03.22 04:53
Story
Set before the movie series, Hex kidnaps both Winston and Charon, and the high table send John to kill Hex and recover them. The background is explained in between and during missions (comic book style), and as you finish missions Hex slowly explains his motives and how John threw a wrench into them, and why it’s personal. John has to proceed through different underbosses that are aligned with Hex, chasing clues as he hones in on his location.
Gameplay
Gameplay is all about resource management (focus, ammo and bandages), and the fog of war (line of sight) the enemies have to you. It’s very unforgiving and punishes you for mistakes that could have been made in the planning stage (where you can drop additional resources into missions), or from failing to dodge or managing fights better. Since everything carries over between missions (until you finish an area) starting a new stage on low health, focus or an empty gun can be fatal. It takes a little while to get used to it, but once it clicks together you realise they have done a masterful job of setting up an action sequence (with you as the director), the replays can be fun watch (depending on your ability).
As John you have a wide range of actions you can take, with everything displayed as how long it will take in a timeline (your quicker than most enemies). You move via a hex grid pattern, and can perform actions or chance stance to increase your aim or roll out of danger. You can melee enemies when close enough, striking them, or at the cost of focus either push them out of the way, or performing a takedown (which is usually fatal to everyone except the toughest enemies). If timed right you can parry enemies (which stuns them), which can give you the required time to escape, take an emery down or engage someone else. You start each area with your trusty custom gun, but usually end up having to switch to any of the cast off weapons by dispatched enemies fairly quickly. Each weapon has a different damage output and firing times, and i found it handier to have the quick firing weapons rather than the stronger guns that take ages to fire (and leave you open to getting shot). You do tend to get mobbed frequently, and being careless ends up being a death sentence. The underbosses throw a challenge into the game, as they usually have underlings with them, and recover their focus if you wear them down. It can make those missions a cat and mouse, as you take out the chaff, then go for the kill.
Graphics
The games stage design is quite good, and built around line of sight and testing your ability to manage Wick and the enemies. There are plenty of pillars and areas you can duck or hide behind or bottleneck your next victim, and enemies seem to be keyed to spawn at set points (though the enemy that spawns seems to be randomised). Using the stages layout is the only way you can progress. There are plenty of different locals, from inside buildings, warehouses, tunnels, parks, and large outsides to progress through. Enemies are carbon copies of each other (every “type” of enemy will be the same), but it easily helps with threat detection and you don’t need to click on every enemy to see their stats. Usually the melee enemies can be left until last, as its also more prudent to take out the gun welding enemies first (if you aren’t going to hide and make them come to you) in most cases.
Music
The voice acting uses the same actors from the movie (excellent), and Troy Baker (Hex) never seems to do a bad job. The game has a really decent soundtrack, which to me seems like a mix of something western (duelling pistol vibe with the guitars), with a heavy mix of techno and bass. Some of the guns don’t sound as grunty as I think they should, but that could be because of the pumping soundtrack.
Achievements
Getting 100% Achievements will require a fairly good understanding of enemies and how the game mechanics work (and a hefty dose of luck), as you need to complete each stage with the best rating and on the hardest difficulty. Finishing the game on the normal setting was difficult enough.
For more reviews please visit https://store.steampowered.com/curator/31327216/
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37 Std. insgesamt
Verfasst: 16.02.22 11:06
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416 Std. insgesamt
Verfasst: 08.01.22 20:43
Bandages are very scarce, and it gets frustrating to start most of the levels with a low HP.
Another big minus for me is the lack of controller support, especially for a game that it's available on consoles.
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66 Std. insgesamt
Verfasst: 08.01.22 01:09
The game does something different with turn based tactics that was reminiscent of Transistor's pseudo-turn based attacking option. In this case, time is tracked in tenths of a second, and you can see timing of enemies next single action & next attack. You should know that this is not for everyone though, as the tactical variety isn't huge like best known turn based tactics games because there's only so much John Wick can do.
Between each of the 5 areas, each one with many levels, there's a few upgrades that can be selected or you can place an extra weapon or bandage in a level.
Tutorial was decent and helpful.
Although the cel shading style was decent and plays to Bithell's strengths, the real-time replay of completing a level is literally rough around the edges in terms of anti aliasing, some character clipping, and mostly rigid movement. Evidently the dev had to fly to Hollywood multiple times to get the studio to sign off on the game's progress, so I'm going to blame that.
It is otherwise mechanically solid and doesn't have bugs I noticed.
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29 Std. insgesamt
Verfasst: 05.01.22 08:53
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486 Std. insgesamt
Verfasst: 31.12.21 23:46
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241 Std. insgesamt
Verfasst: 12.12.21 12:55
Pretty safe to just stay away from it, it's another cash grab movie tie-in game with minimal effort put in.
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54 Std. insgesamt
Verfasst: 08.12.21 00:06
Shoot them in the head, cool once (or twice, or ten times). Throw a gun at them to buy time, also cool. Kick them around first to lower their ability to dodge bullets, okay fine. At the 586th headshot and 47th thrown gun, and having to punch someone over and over before I can shoot them, yaaaaaaawn.
The maps try to be different. There is some variety in baddies. Loading up with hordes is a bit of a challenge, but I got to the point in less than an hour where I really wasn't that bothered if they killed me.
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1012 Std. insgesamt
Verfasst: 01.12.21 17:07
It just doesn't make sense how long certain actions take, is boring to play, was pretty obnviously never properly playtested and looks outright horrible in action.
Less John Wick, more like a Steven Seagal Tv-series.
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79 Std. insgesamt
Verfasst: 25.11.21 08:36
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84 Std. insgesamt
Verfasst: 25.11.21 02:47
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695 Std. insgesamt
Verfasst: 13.11.21 03:27
John Wick Hex is a ttrpg-like game that runs on a grid system where John Wick can take a number of actions like shoot a bad guy, or move to the next grid point, just like taking a turn in an rpg, with each action taking a cost to perform, such as needing ammo to shoot or focus to do melee takedowns.
In John Wick Hex, all your turns affect the world in real time, so say, if you decide to walk to the next grid point one point away, John will take 0.3 seconds in real time to do so. All actions in the game are reflected on a timeline on the HUD where you can then seen both yours and the enemy ai's actions and how long they will take in real time to complete each action. For example, John tries to shoot one of 2 armed enemies with a pistol. Both enemies see John and take aim. John takes 0.9 seconds to start shooting and manages to kill the first thug but the second thug takes 1.2 seconds to aim and shoot. The game will then pause after John kills the first thug and now you can make a number of actions to 'take your turn'. However, once you've made your choice of action, John now has 0.3 seconds to take that action before another thug shoots him. Say John chooses to shoot the other thug, which is an action that takes 0.9 seconds. The game will then play out the action in real time where John takes the bullet from the enemy 0.3 seconds later like a man unflinching and 0.6 seconds later, he guns the thug down for ruining his new bullet proof suit.
The levels usually consist of either John having to make his way through a hallway of thugs to reah the exit, or John having to make his way through a hallway of thugs to kill a boss. While this may sound repetitive, the moment to moment fights that occur and the time it takes for you to plan out your fights is usually a blast and if fun enough to carry you through the level. The best thing is that after absolutely annihilating the hallway of thugs, you get a replay button when you finish the level to watch in REAL TIME how your John Wick tore all those pitiful thugs to shreds. Ignoring the un-synchronized melee sounds and weirdly placed soundtracks on some levels, this one button makes you feel like you're watching a scene from the movies, this time, you where behind the wheel of the murder machine himself.
Personally, this is definitely a fun game worth your time. The ability to watch replays of how you polished off some 10 guys in a packed room is really satisfying to see. In addition, on operation mode, having infinite amount of time to plan your next move allows for some trilling combat puzzles that are a blast to play through.
However, small things like timeline issues (such as interruption bugs), movement bugs and some really badly balanced maps (aka alps -4, the forest of frustration) can hinder enjoyment of the game.
Overall, a solid game, that with a little more polish on its presentation and balancing, can definitely make for a fun weekend experience.
While I do have grippes about how some of the game and bugs play out, I do feel this is a game definitely worth a weekend spent to play it. Recommendation: Buy on Discount if interested
And Chinatown is clearly the best map in the game. Any other opinion is clearly wrong ;P
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513 Std. insgesamt
Verfasst: 08.11.21 05:19
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328 Std. insgesamt
Verfasst: 07.11.21 10:21
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27 Std. insgesamt
Verfasst: 04.11.21 07:41
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514 Std. insgesamt
Verfasst: 29.10.21 16:51
If you don't care for 100% this game is fine and can be fun if the RNG allows it. If you're a completionist, stay away.
The game asks you to complete it under a certain time in order to 100% it. This is way too frustrating because of the inconsistent spawns of the enemies. You can either get full melee guys or full guys with guns that are going to ruin your run. Weapons also have a random ammo count when they're dropped, meaning whether you can clear a room safely from a distance or not, depends completely on RNG.
This game is essentially an RNG fuckfest. You have to be aggressive to be fast so you need to pray that your shots hit and your enemies miss. Restart after restart after restart.
There are better games to spend your time and money on.
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31 Std. insgesamt
Verfasst: 27.10.21 18:08
No rebindable controls,
very little tactical freedom,
janky animations and ugly low-poly character models,
music that doesn't sound like it fits the John Wick theme of the game at all and last but not least
NO REBINDABLE CONTROLS IN 2021, SERIOUSLY?
tl;dr looks and plays like a cheap cashgrab mobile game. Hard pass.
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34 Std. insgesamt
Verfasst: 23.10.21 14:12
Unfortunately the game magically spawns enemies, meaning that you clear a corner then as you move into a new area suddenly that corner has an enemy in it, attacking you from behind, while another enemy has magically appeared in front of you, and suddenly you're in a crossfire and lacking in options.
That makes the game a try-retry-retry puzzle game, and not a terribly good one. It's a shame, this is so close to being an excellent innovative game and it's just fallen short in ways that make it no fun at all.
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447 Std. insgesamt
Verfasst: 14.07.21 23:01
Time only moves when you move, and every action you take costs a specific amount of time to activate. You can see what actions nearby enemies are about to perform, and how long they’ll take, so you can plan your moves accordingly.
John’s actions include melee attack, shoot gun, reload, throw/pick up weapon, crouch/stand up, dodge roll and use bandage to heal.
Melee attacks can stun lock enemies (including bosses, making them quite easy to beat), but often you’ll be surrounded by multiple enemies, many armed with guns, so you need to keep moving to avoid their bullets, and use scenery to block their line of sight.
There are a variety of guns including pistol, revolver, uzi, sub machine gun, assault rifle and shotgun. Unlike most games, the pistol is actually the best weapon because it fires much faster than other guns, and when you hit an enemy it cancels their attack. When an enemy is going to shoot first, its better to just dodge out of the way, or throw your weapon at them to stun them. Most weapons don’t have extra ammo to reload, so you’ll change weapons often.
After completing a level, you can view a replay which shows all actions taken in real time. Sometimes this can look cool, when you put together a string of moves like shooting one guy, throw weapon at another, crouch, dodge roll to where the first guy dropped his gun, pick it up and shoot the second guy. But when you move around the level you often have to zig zag between tiles, which looks stiff and robotic in the replays.
The control interface isn’t great, because you can’t move the camera by moving the mouse pointer to the edge of the screen, which feels wrong. You can only move the camera with WASD, and you can’t even rebind those keys (personally I prefer arrows).
Finally, I can’t post this review without mentioning the penultimate level, which is one of the worst difficulty spikes I’ve encountered in a game for a while, and caused me to finish the game in a negative mood. While previously I might have died once or twice on a level, this one took me probably close to 20 attempts. To complete a level you have to reach an exit marker, which is locked if there are enemies nearby. Usually it isn’t a problem to kill a couple more guys. However, on this level there seems to be infinitely respawning enemies, and there are 3-4 spawn points very close to the exit. The exit is actually also an enemy spawn point, and I’m sure you can see how that might be a problem.
On each attempt I would kill 20-30 enemies (after a while I actually started counting them), with 4 enemies active at a time, but every time I killed one another would spawn, keeping the exit locked. Eventually I’d run out of focus which is required to dodge, get surrounded by gun wielding enemies, and die. It didn’t help that on 3 occasions, the game actually bugged out, I couldn’t interact with anything, couldn’t move, couldn’t shoot, couldn’t do anything except exit to the menu and restart the level. I was literally in “one more go and then I’m done” territory when I guess I got a piece of luck in the spawn patterns and found a moment where the exit was unlocked.
Overall John Wick Hex is a good idea that is fun when it works, but is also let down by some design flaws. Pick it up on a deep sale if you’re a big John Wick fan.
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234 Std. insgesamt
Verfasst: 14.05.21 19:58
How many times in those movies do we see John Wick holding a guy he just tackled down while shooting other assailants until he's got the free time to finish him off, for example?
Why, when we spend our very limited ressources to make a deaddrop in the mission somewhere, like a gun, some bandages or whatnot, do we not get those things marked when we're actually there? Add to that that these things don't actually always seem to work in the first place. I've scoured a particular map I had bought a dead drop gun for for an hour and couldn't find it anywhere so... slow applause please.
Soundtrack is okay but a bit bland in places, story seems a bit unimaginative, visuals are okay for the most part, tho of course a bit simplistic.
Animations are... somewhat crude which of course enforces huge limitations on the players freedom of movement. Why can't we do a dodge-roll while standing up? Why can't john wick vault over a table or drop to a prone position or anything?
Too simplistic in gameplay.
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36 Std. insgesamt
Verfasst: 07.05.21 17:06
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605 Std. insgesamt
Verfasst: 21.03.21 11:07
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149 Std. insgesamt
Verfasst: 01.03.21 07:51
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406 Std. insgesamt
Verfasst: 07.02.21 18:48
Gameplay
The best aspect of John Wick Hex, as it should be, is its gameplay. At its core, the stop/start strategy style of the game really puts you in John Wick's mind as you navigate all the different choices you have. You move along dots on the map slowly inching your way through the level, revealing the environment with each careful step. Along the way you encounter various enemy types that require different ways to take them down. You have choices between melee and range attacks, both of which you need to alternate depending on the situation, and all of your choices need to be measured in accordance to the Timeframe System.
There are enough combat options to keep it difficult and varied, but it could use a few more to really flesh out John Wick's character and compliment the combat prowess he possesses in the film trilogy. It's easy to grasp, but difficult to master and nonetheless I give it:
9/10
Graphics
While the art style is really nice and unique, the one thing holding this game back almost entirely is its animations. They're very janky and sometimes almost comical. I think this area could've used a whole lot more polish before they published the game. Enemies who don't even use guns have their hands fixed in a gun holding position, as does Wick when he's not even holding a gun. There isn't much variety in terms of strikes and takedowns, although they do look cool sometimes. At the end of each level there is a real time replay of everything you did in a level and those are satisfying to watch so they almost make up for the janky animations contained in them. This would be a 4/10 because of the animation glitching, clipping, and lack of attention to detail, but the replay feature bumps the graphics department to:
6/10
Sound
The music is pretty cool. It's close to what they have in the movies, being a bit electronic with subtle hints of rock in it. It ramps up at the right times, especially during those replays that show everything you did in real time. Unfortunately the sound effects are either weak or non-existent for some animations like throwing your gun at someone and parrying their attacks. Melee sound effects are also mistimed during the replays. This makes the replays a little less epic, especially when enemies don't SELL the hit from being parried.
The music makes up for the otherwise weak and nearly non-existent sound effects giving it:
6/10
User Interface
Another weak aspect of this game is its User Interface. A lot of the boxes and text are way too small, which are fine for me to read, but for people with vision impairments it might be tough to navigate. There is no reason for everything to be so small, and it's a shame that there's no alternate controller options where you can snap between decisions. Instead you have to use your right joystick to act like a mouse in a system that could have easily used a snap on function. Hell there isn't even any KEY BINDINGS for certain actions to speed up your decision making. Everything you need to do needs to be clicked on manually on a small button on screen somewhere.
For a game with this amount of complexity a better UI could have easily made the game itself way more fun than it already is, landing the UI score to be:
3/10
Conclusion
Despite my grievances with the UI, animations, and sound effects, John Wick Hex is still a really good game thanks to its gameplay mechanics. It's unique and I haven't experienced anything like this yet so I love it. The blend between turn based strategy and somewhat real time reaction keeps you on your toes as if you were the Baba Yaga yourself. Being a huge John Wick fan and a fan of strategy games, I'm willing to look past its MANY faults and focus on the core experience the developers intended. I give this game an overall score of:
6/10
To warrant a higher score if they ever make a sequel to this or patch it up: I'd give it a 7/10 if they fix the janky animations and mistimed sound effects, 8/10 if they fixed the nearly inaccessible UI, and 9 or even 10/10 if they gave us even more action options, like the ability to roll from a standing position, to leap over obstacles, or use enemies as human shields.
Definite recommend if you want something very unique and to the point, and only if you're willing to look past some janky animations and inconsistent sound design.
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953 Std. insgesamt
Verfasst: 04.02.21 21:08
I like the way all actions happen on a time scale and you can see what your enemies are about to do. Developers nailed this 100%. The move list isn't bad and most have their place, but to really feel like John Wick there should have been more. In the movies John is constantly grappling one enemy while shooting another. This mechanic is missing. You can't shield yourself from gunfire with another enemy. This makes the push option largely useless. I would have liked to see a push and shoot option where John can either shoot the enemy being pushed or another enemy while being shielded. There should have been a disarm move as well (or even further - disarm and keep weapon or disarm and discard weapon). We should have been able to chain moves together like a Roll into a Takedown or a Takedown into a Strike instead of John taking down a target, then selecting strike on the next and the target magically gets off the floor for John to do pre-rendered stance strike animation. This is just laziness by the devs.
As another reviewer wrote: In the movies, the closer John gets, the more deadly he becomes. Sadly, this game is the exact opposite and the limited moves make it this way.
I would have loved to have been able to pick up magazines or better yet, be able to carry 2 weapons and swap if needed. Why are Johns only options while crouching shoot and a dodge roll? I have to stand up before a melee attack or even worse before picking up another weapon OFF THE GROUND... ridiculous.
In a game where ammo is so valuable, why are guards constantly dropping weapons that have not been fired at less than max capacity? If I start up a section and shoot the first guard. His gun may drop with 10 rounds or it may drop with 7. This RNG difference can make or break a run and it's completely unnecessary. If I opt to shoot an enemy with low health with a machine pistol or SMG, and John kills him/her with the first round, why does John insist on wasting another 4-5 rounds? I could understand 1 or maybe 2, but 3, 4, or 5 is an unnecessary waste especially when other guns do not behave like this. Why are so many unarmed thugs so willing to just stroll right up to an armed John Wick?
I don't agree with the unlimited (or seemingly unlimited) enemy spawn either. I can see why this was a design choice, but I didn't care for it. As many others have stated, the animations are just limited and not very satisfying to watch. This is not a game breaker for me but a lot more work could have gone into the animations. I also would have enjoyed partial stealth mechanics (thinking of start of club scene from first John Wick movie).
If you like John Wick and strategy games, this may be worth $10 to you. I got what I paid for and I don't regret the purchase however I don't want to recommend it to others. I enjoyed the start, but as the game progressed it became more frustrating than fun where this had the potential to be a 10/10 gem with a little more time and thought from development/publishers.
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589 Std. insgesamt
Verfasst: 18.01.21 03:11
https://www.youtube.com/watch?v=01ZpO4hYl6w&t=3s
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654 Std. insgesamt
Verfasst: 08.01.21 15:08
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255 Std. insgesamt
Verfasst: 07.01.21 23:43
It has a replay at the end of missions to create a cutscene, which would string together how awesome wick actually is taking one guy down after another. but instead it highlights how bad,lazy, or overlooked the art detail is. If it actually had better looking animations strung together for takedowns, actually showed guns/bandages actions, it could make your actions feel impactful instead of lame. Also the camera switches every turn you make, which in a hex based board movement, is every 2 steps or less. Just blah.
The game mechanic is neat, could make a game out of it with timing, but the display of the game is just disappointing. They tried to score some points spinning a game off a badass character, but instead for me, it just tarnishes JohnWicks image.
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409 Std. insgesamt
Verfasst: 31.12.20 16:42
The few moves available at the beginning of the game are the only moves you ever have. The only progression in the gameplay is the addition of new enemies and the new guns they drop. For a 6-hour game, that's mostly fine, but the moveset felt pretty limited, so it was disappointing to not get anything more.
I didn't feel like the murder monster I was supposed to be. There are no moves that affect more than one enemy at a time. Avoiding the AI was usually more about tricking it than anything else. There were a few instances where I ducked behind low cover, causing the enemies to lose sight of me and start a 'move' command. I would instantly pop back up, shoot one while it was still moving, then duck again, waiting for them to start another 'move' command, then repeat. It was effective, but it didn't feel John-Wick-y. An area-of-effect tool, zone control mechanic, or even allowing the enemies' bullets to hurt other enemies could have made positioning much more interesting. Instead, it was mostly running in and out of cover, forcing the AI into long 'move' commands.
Most significant, however, was the lack of ways to quickly interact with enemies. This is tough criticism to make because the game is all about effectively sequencing your actions and laying out plans for how to use your time. Still, I feel like such a turtle the whole game. It was common, when facing multiple enemies, for my best option to be 'walk away and hope they miss'. The only evasive maneuver requires that you crouch first, and it takes a full half-second to reach a crouching position. There's a big gap between the unstoppable bogeyman John Wick is supposed to be and needing a full half-second to go from standing to crouching. Because all actions took a long time and they could only affect one enemy, facing a group of three or more enemies head-on was often suicidal. There wasn't any gameplay reward for taking on challenges like facing a group head-on, and the tools to do so weren't really there either. It meant there was a lot of 'running backwards to cover'. Again, not necessarily a problem, but it wasn't very fun.
It was a good 6 hours, but I was hoping for some more wild John Wick moments. Instead, too often, the best thing for the bogeyman to do was 'run away'.
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205 Std. insgesamt
Verfasst: 08.12.20 00:21
As a John Wick fan, I would say:
Not terrible, but far from perfect.
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100 Std. insgesamt
Verfasst: 07.12.20 10:52
The actual game, the mechanics and what not, are great and the gameplay premise is interesting.
The character designs are a miss and the animations are choppy in a bad way. The UI is lazily made and the controls could be improved with hotkeys and binding options (which do not exist as of this review).
Again, despite these flaws the core idea and translation of John Wick into a time based combat puzzle game are excellent.
this game could've used some more time in the oven and money on the budget.
all in all, good game, too unpolished for me.
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246 Std. insgesamt
Verfasst: 06.12.20 18:14
Pros:
+Graphic design is appealing
+Sound and music are good
+Voice acting is good
+Interesting time management mechanic; something in between realtime-pause and turn based
+Simple set of combat options and enemies yet each mission manages to feel challenging and varied enough
+Captures the Jon Wick feel
Cons:
-Some of the combat animations need improving (e.g strike an enemy on the ground)
-Sometimes the replays don't quite capture the action well
-maybe stealth/sneaking options could do with being implemented/expanded
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200 Std. insgesamt
Verfasst: 05.12.20 18:13
+ Stylish staging and suitable soundtrack
+ Fast-paced duels but few enemy types
+ Placeable first aid kits and ammunition
- Short story and little variety of animation
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48 Std. insgesamt
Verfasst: 05.12.20 09:22
The core game play is simplistic on its face but features multiple ways to complete each section, making replays fun. Sometimes you want to just go back and complete a section again but in a more cinematic manner so the replay looks even cooler.
The voice acting is spot on and helps suck you into the world of Wick. I loved the John Wick movies (especially the first). I have yet to kill anyone with a pencil, but I am still hopeful.
If you liked the movies, or like games similar to Desparados, Super Hot, or similar, this should be right up your alley.
(Note: Played previously from the OTHER place)
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313 Std. insgesamt
Verfasst: 05.12.20 00:23
Gameplay is enjoyable, a few bugs here and there,
My actions got locked up once so I had to restart the level in progress.
Visual style is enjoyable and easy on the eyes.
Animations are okay although lacking. e.g no animations for melee attacking knocked down opponents they just kind of jolt up to be a part of the melee animation.
Replay system is a good addition with the way it shows the completed mission in real-time with cinematic viewpoints even though it could use improvement. The replay often snaps between views quite quickly which takes away from the cinematic part of the replay and takedown animations often look quite janky in replays.
Lenght: About 4-6 hours for 1 playthrough + achievement collecting for those who enjoy it.
Overall I'd recommend buying on sale if you want a short but enjoyable tactics experience and can spare the money.
8/10
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Release:08.10.2019
Genre:
Action-Adventure
Entwickler:
Bithell Games
Vertrieb:
Good Shepherd Entertainment
Engine:keine Infos
Kopierschutz:keine Infos
Franchise:keine Infos
Einzelspieler
Mehrspieler
Koop
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