
As the legendary Persian hero, fight your way in a journey to revenge and reclaim the legendary mace of his ancestors stolen by the Deevs. Purchase before 5/16 and save!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, German*, Polish*, Russian*, Persian**languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
[h3] Игра прикольная, но технических проблем воз и маленькая тележка [/h3] Увидел её когда перечитывал старые выпуски игромании. Увидел, что в стиме отдают за копейки и взял. Начал играть. По началу у меня дичайшие вайбы Collapse: The Rage были. И графен тот же, и боевка похожая, даже главный герой брутальный патлач. Я даже перепроверил, но нет, разные разработчики. Сюжет простенький но в целом норм. Бить мобов довольно весело. Но к сожалению играть в это просто невозможно. С начала игра просто не запускалась и вылетала после первого ролика, не доходя до меню. Помогло зайти в папку с игрой в стиме, там папка Redist и установить все из нее вручную, включая ФЛЭШ ПЛЕЕР лул. Игра запустилась. По ходу игры камера живет своей жизнью. ты её никак не контролируешь. При этом видно то ли из-за разрешения, то ли из-за чего-то еще, она постоянно влетает внутрь персонажа и ты видишь все изнутри него. В такие моменты она не понимает, куда ты смотришь, и ты пытаешься идти в одну сторону, а она ведет перса в другую. Причем ты даже не видишь нормально куда идти. Потом боевка. Она простая как палка, слабый удар ,сильный удар, блок, перекат. Но персонаж как будто отказывается тебя слушаться. То бьет слабым вместо сильного удара. Перекат срабатывает нажатия с 5. Блок вообще по прзадникам. И это первые 20 минут игры. Не, если кто-нибудь вдруг сделает патч, мб найдется какой фанат сумасшедший или еще кто, пофиксит все это дело под современные компы, то пройти и почилить пару вечерков я думаю можно будет вполне. Но на данный момент слишком много танцев с бубном требуется что бы хотя бы ПРОСТО ПОИГРАТЬ.
мне нравится игра советую
Graphics and systems have unfortunately not held up, along with the difficulty just trying to start the game, incl PhysX issues from ages ago
podoba mi sie to ze jest pelny dubbing pl,niska cena gry i dostepnosc.gra podobna jest do god of war,choc jest z mitologii perskiej to tez na plus.fakt nie do konca da sie sterowac kontrolerem,ale mimo to i tak ja lubie
https://youtu.be/8WVluP7kYVA Functional but not much more past that point as the combat is limited as much as the monster pallets are.
[quote]Just saying, but I do have a curator page. If you like my remarks about games, you can find more of them here: https://store.steampowered.com/curator/44130985-TDP%27s-Gaming-Escapades [/quote] Sometimes I miss older times, when game development was not this expensive and convoluted. You had teams with lowest budgets and weirdest ideas trying to make a game, resulting in unique experiences... some of them being good/decent and some of them being REALLY bad. Garshasp: The Monster Slayer is one of those games; An ambitious first project by Dead Mage studio, who are now known for Children of Morta and Wizard of Legend 2. The game is based on Persian mythology and the story of Garshasp, a distant ancestor of the legendary hero Rostam, with gameplay inspired by the classic God of War trilogy. You know... the fun ones where you just hacked and slashed without the need for RPG mechanics, blatant puzzle hints or a second playable character that nearly everyone hated. [h2]Oi, janky game mate...[/h2] Garshasp: The Monster Slayer is also one of those old games that has aged pretty badly. And not just in the gameplay department, but also the technical side of stuff. For starters, the game's menus were created using Flash and since Steam does not install it automatically because of security concerns, the game will crash shortly after starting. To fix this, you either need to go to the game's installation location and install Flash Player 10's ActiveX from the redist folder, or find a supported "Flash.ocx" file and drop it next to the game's executable. Now the weird part is, that ocx file is already included in Garshasp: Temple of the Dragon, but was never added to this game for some reason. For your convenience, I'll put a link to it in the comments and whether or not Steam keeps it is up to them. Unfortunately, the problems don't end there as the game runs poorly on modern hardware. It drops frames whenever a lot of enemies show up on screen, and constantly freezes for a moment whenever it needs to load new assets or activate the latest checkpoint. And sometimes you get these freezes in incredibly bad moments like in middle of a jump, which screws with what you were planning to do. Worst of all, since the game was made with a proprietary engine built on top of Ogre3D, solutions like dgvoodoo will fail to properly hook into it, so you have to deal with these performance issues if you really want to play this... and also the gameplay jank because the game has A LOT of them too. There are gaps in the terrain at times due to incorrect placement of some textures and meshes, some of the visual effects might appear incorrectly, execution moves might have their audio played with a delay, you might hear extra sound effects and music tracks playing on top of what you are already hearing, moving platforms might bug out and go further than their designated path which can make progression impossible without reloading from the checkpoint, you can go through the environment at some spots which directly results in a game over, some achievements get unlocked sooner or later than when they are supposed to, the camera might freak out after a transition... these are only some of the issues that I personally found. [h2]It's... really not fun to play...[/h2] Still, let's say you want to power through and play the game anyway. So let's see what's awaiting you in it. First things first, I have to say that the game looks good for an indie game from 2011 with very limited budget. The foundations are laid well, the game mechanics actually work, the animations are decent, the monster designs are really well-done and the cinematics have good quality... if we ignore how the main character looks in them, that is. It really feels like the developers tried their best, instead of just putting out a putrid piece of flaming trash and calling it a day. However, all of this is not to say it plays well, especially in this day and age. This is not a long game and can be beaten in about 2 hours. However, you will feel like it's taking you more than that, due to how the game is designed. Most of the game has you walking/platforming through a linear path, with combat encounters and puzzles appearing in your way from time to time. Although the combat encounters happen much more often and there aren't many actual "puzzles" to solve. Only at the end of the game you get the chance to explore side paths or return to a previous area after opening up the way. However, it's already too late as by then the feeling of repetitiveness, and boredom as the result of it, have already settled in. To make matters worse, one of the platforming events that the game frequently re-uses ends up making the whole experience infuriating. There are numerous sections where you have to slide down a wall, while dodging hazards that come from below (or above, as the first instance of this event has falling rocks chasing you as well). This event is boring at best and infuriating at worst, until you reach the end of the game when it just gets painful. Basically, the game forces you to go down a very long hole while the camera is placed at a weird angle, making proper navigation very hard to do. Not only that, it will expect you to jump between two parallel walls, something it has NEVER asked you to do beforehand, and a simple mistake sends you to the last checkpoint. This part of the game is the ultimate test in patience, and I won't blame you for quitting it there. [h2]Square, Square, Triangle[/h2] Unfortunately, the combat is also lacking and is not enjoyable at all. Attacks from both the main character and the enemies have no weight, no proper impact and no satisfying reactions. The combo system is very basic, only limiting you to "light attack chain, heavy attack chain, light attack chain ending with a strong attack" with the last one being much more preferable as it can stun most of the enemies around you, opening them up for an instant execution. The parrying is very easy to do when you get the hang of it, trivializing a lot of the encounters and especially the forest boss fight, while also making dodging obsolete unless against specific enemies. All of this makes for a boring and repetitive combat experience, which gets even more boring with the game giving you lengthier encounters where enemies just don't stop spawning as you progress further. Then we have the level up system which is another can of worms on its own. The experience you collect only applies to weapons, with each weapon having its own levels and upgrade bar. This means you need to land the killing blow and open containers with the weapon you need to upgrade or it won't count. Furthermore, each weapon can only be leveled up only a couple times as the game is very short. Because of that, the game goes against its rules and refuses to give you any orbs after defeating certain enemies at certain points in the game, and gets stingy with what you cat earn to prevent you from maxing the levels sooner than anticipated. And this system further impacts combat, as you need to unlock new combos and increase your weapon damage through leveling up. This means many would not even try to use the mace after they acquire it as there's no easily visible benefit to using it and the sword has leveled up significantly by then, further bolstering the repetitiveness. [h2]TL;DR[/h2] The ambition of the devs is commendable, but the game is way too repetitive/boring and suffers from a series of severe technical issues on modern systems, making it unrecommendable to the masses. [h2]P.S.:[/h2] Did you know this game is quite possibly censored? The earliest promotional videos showed a lot of blood bursting out of the enemies, to the point literal pools of blood were created under the main character's feet. However, the blood is barely noticeable in the final product. I wonder why...
Bueno que decir de este juego...es un hack slash con pocas armas y pocos combos, practicamente por cada arma hay 2 combos y listo. Cosas que no me gustaron: * El protagonista: Es un personaje totalmente callado, solo grita y ya, la unica vez que habla es al final del juego y eso hace que uno no se encariñe con el personaje * El juego no tiene sombras, aunque supongo que tenia buenos graficos para su epoca, dado que parece juego de inicios de ps3 * El control es un poco tosco en ciertas ocasiones cuando se debe escalar riscos o dar algunos saltos en ciertas plataformas. Cosas que me gustaron: * Lo unico que resalto del juego es el tiempo de carga de los checkpoints, es bastante rapido y no hay pantallas de carga. En conclusion el juego le daria una calificacion de 6.5/10, considero que es un juegp creado por un grupo pequeño de personas y tiene varias cosas que agregar, pero aun asi el juego me divirtio y no es totalmente pesimo como otras sinopsis que he leido, le doy voto positivo dado que considero que no es totalmente malo.
Garshasp: The Monster Slayer (2011) — это грошовый слешер от иранских умельцев. История здесь подаётся на серьёзных щах, но смехотворной она быть не перестаёт. Геймплей, графика, аудиосопровождение — всё очень плохо. В качестве примера общей инвалидности игры можно привести секции со спуском на ножичке по скале, где нужно объезжать всякие выступы. Как же это паршиво. Убожество. 4/10
Dziadostwo
Spielwertung: 6/10 Spielzeit: ca. 3 Stunden Spieldurchläufe: 1 (Ende) Now thats what I call a GAME! Was ich überhaupt nicht verstehe: Wie kann dieses Spiel der Erstling sein, während "Dragon" wohl erst 1 Jahr später erschienen ist. Das eine, dieses hier, fühlt sich wie ein richtiges Spiel an, "Dragon" dagegen wie eine Demo. Fairerweise muss man sagen, dass ich gerade 1 Stunde (!) mehr gebraucht habe. Ob also 2 oder 3 Stunden Umfang, von einem richtigen, vollwertigen Spiel sind beide weit entfernt. Nicht falsch verstehen: "The Monster Slayer" ist kein Spiel, welches ich "empfehlen" würde. Es geht los wie bei "Dragon": Installation, Start, Absturz. Das Spiel ist also nicht ohne "extra Schritte" überhaupt spielbar. Andererseits war auch hier die Lösung nicht schwierig: Einfach den Flash-Player im "redist" Ordner installieren. Nur muss man diese Lösung eben erst finden... Graphisch sieht es immer noch übel aus. Das beste Beispiel sind die Gesichtszüge unseres Helden. Andererseits kommen wir bei Monster Slayer schön rum, man hat wirklich das Gefühl, eine "Reise" zu unternehmen. Die Texturen sind zwar größtenteils Matsch, aber für die Phantasie reicht es. Die Vertonung ist gelungen. Man kann sogar auf Deutsch stellen. Der Sprecher, eine Erzählerfigur, für die man jetzt keine Seiten mehr vom Boden aufheben muss, spricht zwar keine 2 Seiten Text, aber die bringt er sehr motiviert rüber. Später, bei den ganzen Göttern/Monstern/Namen kommt man aber nicht mehr mit. Das Kampfsystem ist wie bei "Dragon". Dieselben Moves 1 zu 1. Allerdings bekommen wir jetzt sehr spät im Spiel eine 2. Waffe (die wir nie brauchen und mit der man keine Spezialmoves ausführen kann, lol). Das "Wutsystem" ist immer noch schwierig. Was nützen dir die ganzen Attacken, wenn du häufig kein "Mana" aka "Wut" hast? Im Grunde machst du also immer links, links, rechts oder nur links, manchmal auch blocken. Dafür wird, anders als bei Dragon, viel mehr Wert auf die Interaktion mit starken Monstern und sogar Endbossen gelegt, die Rhythmus-Klicks auf links, rechts, oben oder unten erfordern. Die Rätsel, Plattformen und sogar ein paar Fallen- sowie Flosspassagen sind beinahe professionell. Das große Thema hier auf Steam: Die Kletter bzw. "Rutsch"-Passagen. Nun ja. Auch ich habe erst mal 5x verka***, aber danach hatte ichs verstanden. Ist jetzt wirklich nicht so schwer. Dachte ich zumindest. Gegen Ende gibt es dann das große "Finale", die "Wand aller Wände", dort bin ich richtig steckengeblieben und kam ohne Hilfe nicht mehr weiter. Wer kann auch ahnen, dass man nicht nur "rutschen", sondern auch "springen" kann, nämlich auf die GEGENÜBERLIEGENDE SEITE! Jau... Fühlte sich sehr ärgerlich an, hier Hilfe suchen zu müssen, aber trotzdem: So schlimm fand ich diese Game-Mechanik jetzt nicht, kein Grund das Spiel deswegen zu verdammen. Story und sogar kleinere Zwischensequenzen werden diesmal harmonischer präsentiert. Auch sehr ordentlich. Fazit: Ist Garshasp: The Monster Slayer ein Spiel, das man gespielt haben muss? Nö. Trotzdem, sobald das dumme Ding endlich mal läuft, finde ich es doch sehr ansprechend. Ja, es gibt ständig Mikro-Lags, was häufig bei Sprungpassagen, wo es auf Bruchteile ankommt, sehr nervt. Ja, bei jeder Speicherung stockt es. Ja, es gibt sogar Gegenstände, in denen man kurz weiße Einblendungen wie Popup-Felder sieht, weil die Texturen nicht laden. Das Spiel ist nicht gut, geschweige denn perfekt. Vor allem aber ist es viel zu kurz. Trotzdem: Es waren drei überwiegend nette Stunden. Und obwohl sie WIEDER (oder erstmals) beim Abspann die SpielerInnen in 2 minütige Geiselhaft nehmen, gebe ich dem Spiel einen Daumen hoch! ;)
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