

Oh yes, the map designs and large, lavish, and swamped with horrible detail.
#Survarium steam stats full
Survarium at full whack is a beast, and a beautiful beast, and beautiful excuse to buy another fresh wad of roaring silicon. And it's the first time in a couple of years I've looked at my graphics card and known the poor thing is soon destined for my Dad's PC.

Yes, we've all fallen hopelessly in love with ruined wastelands before, but this really is exceptional. Odd.)Ī counter-point to these annoyances is the sheer beauty of the thing. It seems as if the game needs to force people to play a support role or something, because a number of times I stayed alive long enough to simply run out of ammo. (Another, very minor, oddity is that there's no way to rearm. In this case I also assume the level-based systems make it so that high level characters will mince the newbies, but it still does work against making me want to stay. I get that a lot of games run their own servers and want to control things to make the experience smoother, but I'd really like the trend of relieving players of control and choice to turn back. There's an option to join games as part of a squad, which helps with getting chums into the game, but I still want more freedom and more options. I don't want matchmaking, I want server browser. What also concerns me a bit is that it seems to be entirely matchmaking driven. It's exactly the kind of game that needs this sort of features, even if it would make the currently overpowered snipers even more deadly. That said, there's a touch of frustration for me in there, because it is yet another game of this type which does not feature a lean function of any kind. (Being able to spot and mark enemies might help, too.) As a game though, it sings to my deathmatch urges: it has simply been me versus my enemies, and even with the servers being in Russia I've felt competitive.

It's not a game that I felt punished me with shonkiness, although I feel it does need some concessions, such as a kill-cam, or just something to give you a bit more information about that's going on. It's pacey and feels expertly constructed. It's all small arms combat - sub-machinguns, pistols, shotguns, grenades and a few rifles - but that tightness is rewarding. So far, so familiar, but I should say that the game itself is a blistering FPS. XP levels you up occasionally, and you choose a very slight stat modifier each time that happens. On a personal level, you gain XP and money from playing, and can steadily buy unlocks from the shop as you rank up with various factions. The team that grabs the most pieces by the end of play, wins.
#Survarium steam stats series
The game takes place across a series of maps, roughly symmetrical, onto which competing teams are unleashed to take on an opposing team in scavenging up a radio transmitter. There are moments of frustration, which I will come to in a moment, but it's a pleasing and fierce start, and one that bodes well for the future. So here goes: Yes, I've really enjoyed myself. I've found it helpful to begin my recent games writings by simply saying whether I liked and enjoyed what I played. So is that offering going to be strong enough to power the game through to its pseudo-Stalker co-op core? Peer into my crystal lake of toxic weirdness to find out. It's an experience that will be familiar to anyone who spent time playing first-person games online in the past decade, although set in the most lavish of Ukrainian apocalypses. It's the multiplayer FPS portion of the game, and as such basically a test of the shooting, running about, and weapon unlocking game systems. The first part of Vostok's grand post-apocalyptic shooter plan, Survarium, has now started inviting batches of sign ups to their beta.
