
Defragmented is a lightning-fast cyberpunk action RPG with a pulsing synth soundtrack. Welcome to Entropolis – New World, Bad Blood.
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Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
It just took me 3 days to complete the story. I hope they will add more content soon enough and will let orange items drop from mobs from time to time.
Sur le papier, le jeu semble intéressant ; au final, c'est juste un visual novel aux séquences de narrations interminables entrecoupées de (trop) courtes missions en shooter vue du dessus à la jouabilité insupportable. Dommage car l'histoire paraissait bonne, mais le gameplay des phases de shoot est si ignoble que je n'ai pas pu aller au delà du premier chapitre. SI vous cherchez un bon Top-down shooter dans un univers Cyberpunk, préférez-lui Neon Chrome qui, même s'il n'a pas de développement narratif, a au moins le mérite d'avoir un gameplay largement plus solide.
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Languages: English
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I tap my controller and the mouse will disappear and never come back. Pros_________________________________________ Graphics while simple are effective. Playlist is mostly great. People in conversations emote appropreatly writing is charming enough. Cons_________________________________________ Guns with stats just makes all but the best guns feel cheap and sometimes useless spoilng the combat. Camera, you gotta snap rotate it, hold to look further and even with the hybrid cam on its hard to aim. conversation music drives me bonkers and unlike the into converations you can't auto skip the post mission ones. picked up cash carrys on beyond death so money has no value. i got tired of cleaning the same level over and over, imagine fallout where when you die all the stuff in a level respawns but you still keep what you died with, a player will just farm or get tired of fiddling with the inventory all the time.
Overall I liked Defragmented, but there are some serious negatives and it's not for everyone - in particular the art and music is in a nostalgic style which I enjoyed but not everyone will appreciate. Good stuff: - The tracker-style-techno music is amazing, maybe worth the purchase price alone. I transferred many of the tracks to my phone for my gym playlist. - Level replayability is pretty good; you can choose the difficulty per-level and go back and give it a go on harder difficulties for new rewards. Getting higher rankings (i.e. finishing faster with minimal deaths) also gives more rewards. - The 3 different classes you can choose from are quite varied in play style (basic tank, speed/stealth assassin, crazy battlefield-control techno-mage... thing). - Lots of choices levelling up - each class has two skill trees which each have a powerful ultimate skill. You also get implants which boost various attributes and can be swapped out. - Weapons are varied well in the Borderlands style - apart from the different types (pistol, SMG, shotgun, laser etc) there will be some within each type with balanced stats, some which are high damage but slow firing/reload time, etc. Also like Borderlands there are also unique orange weapons, some of which have unique abilities. - Good pace of frantic gunfights vs stealth/planning. - Choice of game modes from HP-soaking-RPG or fast high-risk-reward combat style. - Semi-destructible environments and basic physics are well done. - Some good Easter Eggs and secrets. Good-and-bad stuff: - The overall plot is good with a few twists, but the cutscenes are tedious, with hit-or-miss writing, lots of cheese and narm, bad and repetitive art. Half of the lines should have been left on the cutting room floor. - The UI and art is deliberately very retro reminiscent of the late 80s and early 90s, which some people will like but some people find clunky and ugly. In particular the flat-shaded, low-polygon count models are not to everyone's taste if you aren't nostalgic for that sort of thing. - Many good features of the engine are underused in the game design e.g. when you kill the last enemy on the map there will be a few seconds of slo-mo which would have been cool to have as a triggerable ability for at least one class. - Many features are also underused in the level design - a couple of levels feature security cameras with in-game screens and moving vehicles but these aren't used in an interesting way, e.g. by using the cameras to let you observe the guards and stealth an objective. Remote-unlockable doors and neutral NPCs are also only used rarely and could have spiced up many other levels a lot. - There are multiple endings but it is based on a choice at the very end of the last level, and only changes the final cutscene. Bad stuff: - Very short - it only took me a few hours to beat the basic game, and in total 15 to beat every level on the highest difficulty with every single achievement. - Level objectives are very basic, either get to a certain point or wipe out all the enemies. - There are really only 2 or 3 types of enemies in the game - soldiers who wield a varied weapon and come in flimsy and tough versions, and static turrets which shoot you if you walk in front of them. That's *all there is*. - There are occasionally enemies which are reskinned as other factions, but aren't any different in abilities or AI. Some enemies will be assigned to wait at a certain spot and some will go through waypoints, but its really only fighting weaker humans, tougher humans, or turrets - no creatures, vehicles, enemies with special powers, etc. - No boss enemies (not counting cutscenes). Did I mention the lack of enemy variety yet? It's the worst thing about the game. - Camera movement is terrible. Often you get killed from offscreen from someone you never saw, but you had no idea you just wandered into their line of sight. The camera sometimes doesn't pan to track movement fast enough and then corrects suddenly so you lose track of where you are. This is especially bad for the assassin character when using their otherwise amazing jump-attack special ability, chaining it to bounce between enemies bounces the camera around confusingly. - Controls for active abilities are clumsy - a better option would be the ability to map a specific 'quickcast' trigger key for each active, rather than having to press one key to select a new ability and then the ability trigger.
Not going to write a lot, i jsut really didnt enjoy the game enough to continue playing it. The best thing about it i think is the soundtrack. Maybe i wasnt in the mood for it as it doesnt seem terrible. Just it was a very middle of the road kind of game. If you can get it on sale id get it and give it a shot. Maybe youll enjoy it more than i did.
레벨 39이며 현제 2회차 달리는중~
E aê, pessoal!!! Beleza??? Vamos ver um pouco do que é Defragmented... https://www.youtube.com/watch?v=UfMXy6eFuaM&index=1&list=PL9dUUTvjrh6uuqefOQHCOiWY1YVg2weba
Tags: Topdown Shooter Additional Tags: Delete Local Content & Remove from Library TLDR: Too many issues. Feels Early Access Still Pros: +Overall combat, audiovisual presentation, thematic and setting as well as featureset seems promising and with solid foundations but also some glaring flaws and problems. Oustanding Issues: +You can clip through the floor or a wall and stay stuck there. Forcing you to restart mission +Unweildy character sheet and menus +Next to nothing interactable except chests and lockers +Lack of tooltip information, no xbox360 button images in ability description page of character sheet. Some confusing operations to use ui (use shoulder buttons to flip pages, I was unable to equip programs or swap weapon) +Map design is rough and disappointing with me getting stuck twice on two different playruns in the same invisible pitfall in a corner of a corridor +Camera rotation mechanic is clunky, needs to be fiddled with too often, inverts the tutorial text on occasions and the topdown view creates strange limitations on field of vision especially on a widescreen. Misc: +Had a playtest session that ran sluggishly with difficult to orient aiming but on another those issues resolve Rant: Audio is good. Visual novel section have decent to pleasant dialogue brought about gradually, creating the setting and giving you an active role as some kind of freelance/street person. Lots of thematic elements in character sheet and on art to represent biomechanical augmentation, AI and other relevant concepts to the cyberpunk setting. Additionally your character being pretty much street is fitting with the punk half of cyberpunk. I like the pink accents for fonts and the neon rainbow laser sight kinda things. The sprites themselves were a bit simplistic, the healthpoint representation was unnacceptably lowgrade with just a font number floating, the animation for the sprites felt barebones. The physics of the odd chair or box lying around levels when bumped into is both irritating and somehow immersion breaking. Level design makes sense in a monsters&mazes kind of manner but not so much in a rpg/craft environments and populate them with interesting and challenging encounters kind of way. Dialogue lacks any choice&consequence. At first glance equipment seems to mostly affect fire rate, spread, ammo clip and damage but I have seen nothing leading me to believe that you can dramatically alter game mechanics with say biomod powers, or magic-like abilities (going cloaked).
Fun game, while the levels get a bit repetitive, the challenge is still good throughout. Hunting for good weapons ever level is fun, I found using the abilities tricky, though that may just be me.
Clunky camera and enemies that kill you from off screen make this a rather frustrating play. You're better off looking at Hotline Miami or Neon Chrome.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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