Review

DUST 514 Review

  • First Released May 14, 2013
    released
  • PS3

Military industrial complications.

One AGM-114 Hellfire air-to-ground missile costs the United States military around $70,000 each time a drone operator pulls a trigger, which, the army boasts, has happened more than 11,000 times since 2001. It's this colossal expenditure of resources that drives the gears of the war machine: usage creates demand, and demand creates billions of dollars in revenue. All that money considered, it's a surprise that the games industry has been so slow on the uptake. While free-to-play mobile games have begun charting the waters of the microtransaction with purchasable boosters and depleting "energy" systems, billion-dollar stalwarts like Call of Duty remain moored to reliable models: compelling gameplay and annual full-price iterations. In this Skinner box factory, intended obsolescence is the name of the game. Then, in steps Icelandic developer CCP, contriving to build a better mousetrap. Dust 514 is the result.

What if an online shooter persisted, receiving patches and features instead of ceding the floor to its next of kin? What if it aspired to build a world beyond menu screens and battle arenas? What if every death had an associated dollar value, a sunk cost in munitions and equipment? Those are the questions Dust posed before its release last May, and they were questions worth asking. But it has become increasingly clear that the game's answers just won't do. It has taken some time to feel comfortable making that proclamation, because CCP's flagship game EVE Online is the poster child for delayed success. EVE survived its inauspicious debut by doggedly improving upon its initial offering. Dust 514 has improved too, reaching version 1.7 just this past week. It's tempting to wonder if the cure to the game's ills lies in some such string of coming patch notes, but unfortunately, Dust's problems are innate.

Dust 514 shares more than just a design ethos with EVE Online; the two games occupy the same server, too. The shooter is intended to complement EVE's space-faring massively multiplayer role-playing game, where player corporations vie for military and economic supremacy. Players in Dust assume the role of mercenary soldiers, contracted by corporations in EVE to battle over planetary resources. The battles play out as isolated skirmishes, either to control key points on the map or to diminish the other side's supply of tickets (here, clone reserves). Barring a bit of new phraseology about "virus uploads" or "NULL cannons," it's familiar territory for veterans of other first-person shooters, sci-fi or no.

Really, for all the future trappings, Dust's version of war is fairly of our time. Infantry scurry about, securing objectives and shooting projectiles into one another. Tanks and stationary turrets fire. Vehicles with rear-mounted machine guns roam about, shuttling troops to the front lines. Even the game's much-ballyhooed orbital strike, in which EVE players are dialed up for a quick extraterrestrial bombardment, isn't all that different from a good old Hellfire missile in practice. It's an unimaginative waste of a fanciful premise; in Dust's futuristic universe, the war machine chugs on.

Life hack.
Life hack.

It's a familiar sort of dystopian cynicism--death and destruction for the sake of quarterly financial reports and shareholder portfolios--that Dust 514 carries for better and worse. It manifests in the game's fiction, with wry touches like the polite public announcements cautioning against public suicide. Or the nagging sense that a battle between armies of immortal clones is an exercise in spinning wheels. It's also visible in the beautiful future weapons that fill the storefront of the game's virtual marketplace, where the latest variants from Duvolle Laboratories and Kaalakiota Corporation occupy tiled spaces like app store entries--killing tools, the lot of them, all hawked like the year's hottest holiday item.

The most prominent positions are given to the weapons that can be had with aurum, a currency amassed through real money transactions and the cornerstone of Dust's monetization scheme. Dust encourages their purchase by implementing a lethargic rate of progression. Skill points accrued in battle can only be used toward boosts of 3 percent here, 0.5 there, never feeling substantive. It's not exactly that Dust 514 is a pay-to-win game (if only because most players don't seem to bother with the aurum-only items); it's that the progression system runs afoul of the parity most shooters work tirelessly to pinpoint. The incremental benefits Dust doles out may not feel immediately rewarding, but months of earned skills and cash eventually do add up to the point where veteran players have quantifiable advantages over newbies. In EVE, such discrepancies can be mitigated with sheer numbers or pluck. Not so in Dust, where teams are capped at 16 players and gameplay is suffocatingly rigid.

It's an unimaginative waste of a fanciful premise; in Dust's futuristic universe, the war machine chugs on.

In this universe, it's best to head into space. Down on the ground, warfare is a lot less inviting.
In this universe, it's best to head into space. Down on the ground, warfare is a lot less inviting.

The gameplay's more tangible issues are too numerous to recount in full. Battlegrounds are too large for the player count, resulting in long stretches where enemies are nowhere to be found. They're wastelands of muddy industrial sameness, with no attention to scale or flow. Paths dead-end nonsensically. Ladders and hallways lead to empty rooms devoid of relation to objectives or tactics. Weapon types are tremendously imbalanced. Audio effects sound cheap and have little relevance to the direction or proximity of their source. Dips in the frame rate result in distant enemies frequently looking like they're moving in stop-motion. The list goes on, but the problems run deeper.

Games like Halo and Call of Duty may be more limited in scope than Dust 514, but they can stave off any existential dread through the excitement and immediacy of their combat. Dust can make no such claims. Its poor gameplay is a taint that spreads upward from the roots, vitiating the lofty aspirations of its other features. Skill and weapon unlocks, ordinarily the cherry on top of a satisfying gaming session, morph into taunting reminders of the grind to come. The experience points, money, and items that signify forward progress become signposts that warn you're going in circles: kill to get better weapons, to kill better, to get better weapons. All the work CCP puts into crafting a larger dystopian fiction bleeds into the real experience in this fashion: you feel like a cog in a formless machine, working--not playing--in service to obscure overlords and nebulous goals.

Blue glare: Dust 514's sole attempt at visual artistry.
Blue glare: Dust 514's sole attempt at visual artistry.

Dust's link to EVE was supposed to provide the context for these endless war games. But the bond between the two games remains ill-defined. Corporations, the life blood of EVE, barely receive an introduction in Dust. Ditto for the former game's vast libraries of lore. Sitting in the cramped mercenary's quarters, just a few menu clicks away from jumping into battles all across the universe, it's impossible to get a sense of the vastness of space that makes the massively multiplayer online role-playing game at once so daunting and mysterious. We know that data transmits across the void between EVE and Dust, because a name taken in one cannot be used in the other. But personality never makes the jump.

A few features are cognate. The seeds of Dust's atrocious tutorial can be recognized in CCP's decade-long struggle to introduce new players to EVE. The game's preoccupation with byzantine menus is similarly rooted in EVE's history. Its player customization system is also translated from EVE's spaceship-building mechanic. In the shooter, dropsuit "fittings" are assembled from market purchases and salvage, with an eye toward available power and storage space. Yet in EVE, favored ships can often be crafted objects, built lovingly with expectations that they'll survive for as long as their pilots keep their wits about them. In Dust, death is an inevitability, and with each failure, your inventory softens. Fitting a dropsuit, consequently, begins to feel like assembly-line work. Once a viable setup has been found, it's just a matter of restocking it as necessary.

Dust 514 is an effective simulation of the economies whirring away within the military industrial complex--a farcical war to perpetuate EVE Online's inexorable cycles of death and demand. But Dust 514 needs to offer more than emerging markets for players in CCP's other, better game in order to justify its own existence.

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The Good

  • With cooperative teammates, it's occasionally a reasonable facsimile of better shooters
  • Weapons are imaginative sci-fi spins on the usual suspects

The Bad

  • Low frame rate and muddy textures hamper gameplay and aesthetics
  • Poorly designed maps with little attention to scale, flow, or originality
  • Cumbersome menus and customization systems
  • Link to EVE Online and its lore is mostly theoretical

About the Author

Nick Capozzoli is a longtime EVE Online and first-person shooter player. He has spent time in Dust 514 since its beta, checking in intermittently to stay abreast of its progress.

Other Takes on DUST 514

Kevin VanOrd is a lifelong RPG lover and violin player. When he isn't busy building PCs and composing symphonies, he watches American Dad reruns with his fat cat, Ollie.
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beefywolf

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Is game need to be review again since the last review this game has change for the better and has completely changed Tina good game now but not with out it flaws

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waterhornet

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I downloaded this to my PS3 when it first came out and loaded it up and was like "WTF?" Played for a few hours not knowing what was going on at ALL and promptly deleted it. Don't know what that says about me as a gamer but this review seemed to reinforce what I was thinking all along...

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BlackGenjii

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Finally, a reviewer who doesn't kiss ass, a reviewer who tells it like it is. I've said it before and I'll say it again, we need more game reviewers like Capozzoli.

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JDEZ09

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I really do enjoy this game alot, it really is not for everyone though.


The review here was mediocre at best. This is very consistent for Game-spots reviews on this game in particular. This game does take a bit to understand just like EVE does. Though it is a factor, a game shouldn't be rated based on it's ability to cater to new players. it seems like since DUST isnt a standard, accessible FPS, then it already gets points deducted.


For a Free-toPlay game, the graphics on this one are well improved upon.The gun game is not enjoyable for new players because well, this is the World of Warcraft of FPS bro. You're gonna get wrecked on alot at first, but with focus and a bit of dedication you can overcome these barriers very quickly. Specialization before diversification.


I would like to quote a fellow comment on here, by the player @vell0cet514


"This reads like a review from someone who plays DUST intermittently (as it says), and hasn’t made the effort to fight for a corp, and dig deeper into the game. DUST rewards commitment, and gets better with teamwork and social connections (just like EVE). It’s not a causal pick-up-and-play kind of FPS. How many kills do you have Nick? Are you in a Corp? Have you fought in PC matches? I think Gamespot would have been better-served to find a reviewer who has had the opportunity to experience the depth of this game, beyond the occasional causal intermittent play."

So what we find here is that the battle finder is the Go-To place for the grind and the new player experience. But the "Meat" of the game is actually beyond the, "Jump in and shoot" mentality that most FPS players are completely used to.

This game has almost a celebrity type vibe to it. The Best players squad up with one another to make for some of the most awesome gaming sessions possible. Their expensive gear is backed by players with other really expensive gear that will keep everyone alive. We learned that teamwork and communication is the Key to this game. It is more important than even in Battlefield or Cod because you are also fighting for good profit margins. The rewards for this are amazing and reminiscent of a "Vegas Trip," where sometimes betting a good suit yields an excellent match statistically. If the suit was destroyed in the match, however, it will be felt in your ISK wallet but you had one heck of a good run with that suit. No other game does this at this scale.

The integration of the EVE pilots in Factional Warfare have given us a view of what future gaming should be like. We actually speak to our pilots on allied channels and coordinate everything in space and on ground. The potential that was founded upon this games creation is finally being realized more-so now than ever before, and I would assume that it will improve yet even further down the road. I have even played alongside the developers of the game, they are alot of fun to squad up with. It gives a sense of uniqueness that is not available for most other games out there. It's so ambitious.





Give it some more time, but also invest in it's higher stakes gameplay. Factional Warfare offers loyalty points (LP) that act just as Aurum in some ways. Newer players can fight to earn LP so that they can try out that prototype suit or weapon before it is completely unlocked. It can empower a newer player to do just about as good as a veteran, and I like that aspect about it.


Active scanners are now a technological advantage in the palm of your hand.


"Where are all of the enemies? why is this match so uneventful?"


Nevermore, just pop out an active scanner and SCAN for contact up to 200 meters away, warning your entire team of their location in an instant. Alot of times casual players havent been exposed to the newer gear and it causes them to become confused.


"Why does it keep saying, YOU HAVE BEEN SCANNED?!?!"

Well now you know, and they will figure it out eventually, but again... Investing time to understand the game might even revert some of the criticisms that this game has recieved.


Is your gun taking to long to kill the enemy? Invest skills into handheld weapon upgrades, or proficiency on your favorite gun.


Is it frustrating to get killed so fast compared to others? Try specializing in advanced and prototype shield extenders and Armor Plates to give yourself more time to react to incoming fire.


The truth is, this game is so diverse that any class of soldier can become unique to the fitter's preference. Sometimes I even have to pull out a calculator just to see how to best optimize my gear.


So in conclusion, we all have our opinions. So my final thoughts are..


"A 4 out of 10?? lol sounds like someone lacked the ability to adapt to an ever changing, ever improving game."


PS: I really do feel sorry for dedicated assault rifle users because the new weapons out range them drastically, and can greatly affect their enjoyment with this game.

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nikon133

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Edited By nikon133

Didn't get into it. Size of battles was probably the most major factor - after playing Planetside 2 for a while, this looks so small and limited. Yes I know this game is deeper than PS2, but FPS is the forefront part of the game, and if that isn't inviting enough, everything else pales.


Which is why I find PS2 so amazing. True it is never-ending killing extravaganza, but taking part in huge breathtaking battles is so immerse that I don't want game to branch much further from this, and I'm perfectly happy with delivery. For me, Dust tries to deliver more, but ends delivering not enough where it counts most.

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Billzihang

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Just release Valkyrie already. Though I am very concerned it will be a PS4 exclusive; Sony and MS sure like to cough up those millions to promote their machines.


I really think they grossly over-estimate the importance (for marketing) of exclusive games. People who are loyal fans are loyal to the company and machines (as stupid as that is), not the games.

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Jedo

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Edited By Jedo

Shame... always wanted a good space sim where you can also participate in ground battles.

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xsonicchaos

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@Jedo

But you never heard of one, did you?

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Vell0cet514

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Edited By Vell0cet514

This review has a few major issues.

Like most other reviews for DUST 514, it fails to capture how the loss of gear deeply and fundamentally affects this game. By adding loss to the equation, every death and kill begin to have meaning. When you destroy someone’s expensive tank or dropship, there is someone on the receiving end of that volley who just lost a ton of ISK (in-game currency) that may have taken him hours to save up. Fights play out much more realistically when you have something to loose. Players are more tactical, using teamwork, and self-preservation is much more important than in other FPS game.

The risk of loss also affects gear selection as well. In other games, you unlock the better gun or mod and you’ll never have a reason (or even the ability) to use the weaker version. In DUST you will make fits for a variety of situations. You may have weaker/cheaper fits, very expensive/shiny fits and many in-between—all for different situations. There is true depth in suit fitting that’s unmatched by other FPS games.

“Victory” has many meanings in DUST. You can obviously win or loose any particular match based on the game mode, but if you force your enemy to suffer large economic losses while keeping yours to a minimum, then you can win the economic war even while loosing the battle. It creates interesting economic incentives to field a variety of cheap and expensive suits.

There is a persistency in DUST as well that doesn’t exist in other FPS games. You could spend the day capping all of the objectives in PlannetSide 2, painting the map the color of your faction, only to wake up the next morning and find things right back to where they were. It produces a Sisyphean cycle of pointlessness, in contrast to the slower pace of planetary conquest in DUST. You and the members of your corp (i.e. guild/clan) can build, control and defend an empire in DUST that will persist as long as your corp/alliance has the skill, guile and will to maintain it. Choices have permanent consequences.

As for the lack of link between DUST and EVE, this has changed significantly after 1.7 hit with the introduction of the faction warfare changes. DUST players in faction warfare are now 100% dependent on EVE players for orbital support, and EVE players finally have decent rewards for doing so. As a result, the bonds between the games has grown significantly. There is regular communication between both EVE and DUST faction warfare players coordinating orbital support. I suspect Nick either didn’t experience this, doesn’t play faction warfare in EVE or wrote the review prior to these changes. There are other EVE-DUST connections in the works as well, including joining the economies of the two games and making EVE support critical for Planetary Conquest.

As for the gameplay criticisms, I think most are overstated. The engine has dramatically improved since the 1.0 launch. Hit detection is infinitely better, aiming feels good, and rendering has also seen significant improvements. Some of the environments are gorgeous (in a very dystopian kind of way), although textures are often bad. The large maps make fights more tactical, and are designed for larger-scale fights which we should see eventually. The frame rate can be a problem, and there are still performance-related bugs when there is too much equipment spammed in one area, or you’re playing against people on the other side of the world, but it’s very playable. As for stairways leading to nowhere, some of these are excellent locations for deploying a spawn point for your team, repairing your armor, or ducking off to call in an orbital strike.

This isn’t to say the game doesn’t have it’s problems. The fans of DUST are its biggest critics and there is still a tremendous amount of development to be done. This game feels like a late-stage beta, with missing suits, vehicles, turrets and weapons. There are serious balance problems, and the time-to-kill has gone from way-too-high in 1.3 to way-to-low after the hit-detection fixes in 1.6. The new player experience is horrible. The friendly fire mechanics in faction warfare still needs work.

Where I emphatically disagree with the reviewer however, is when he states the problems are with the core of the game itself. I think the premise and the fundamental mechanisms of acquiring skill points (both passively out-of-game and actively), having losses cost in-game-currency, having choices have permanent consequences, and being included in the larger EVE universe of New Eden are all fundamentally right. The problems with the game are solvable through constant iteration from the dev team. And they have made some remarkable improvements since the 1.0 launch. Improvements are slower to come than most of us want (or expect) but given the small size of the development team, and the limited budget they have to work with, you can tell they’re working hard at making DUST realize its potential.

This reads like a review from someone who plays DUST intermittently (as it says), and hasn’t made the effort to fight for a corp, and dig deeper into the game. DUST rewards commitment, and gets better with teamwork and social connections (just like EVE). It’s not a causal pick-up-and-play kind of FPS. How many kills do you have Nick? Are you in a Corp? Have you fought in PC matches? I think Gamespot would have been better-served to find a reviewer who has had the opportunity to experience the depth of this game, beyond the occasional causal intermittent play.

DUST isn’t a game for everyone. If the idea of mindless spawn, kill, die, respawn, repeat FPS gameplay with no consequences except for stats and shallow upgrades sounds good to you, then you’re probably not going to like DUST. If you’re like me (I also play EVE), a player who enjoys slowly building a character over time, fighting tactically with friends, and being deliberate in your choices then DUST is worth of a look. It’s still very rough around the edges, and has a long ways to go, but there are some amazingly fun moments to be had even in its current state. There is immense satisfaction in taking down someone in a very good suit (and expensive) while wearing inferior gear. DUST is a “thinking man’s” shooter that will appeal to RPG players who are turned off by the lack of depth in typical FPS titles.

Since you acquire skill points passively over time, and there is no subscription fee, I highly suggest people who are interested in the promise of what DUST will become to make a character now and give it a try. If you don’t like the game, take a break for a few months and check back in to spend your skill points. You’ll have a major headstart over other players making characters when this game finally realizes its potential and hits critical mass. I think in a year or two it’s going to become pretty amazing.

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D-Man

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@vell0cet514 cool story, bro

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hitomo

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@vell0cet514 People just dont like permanent-loss games, its frustrating to most of them, reminds them of real.life I guess ...

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ArnoldViking

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@hitomo @vell0cet514 Oh yeah?! Freaking rogue-steam-hipsters who loves to perma die everywere, they are currently ruining gameing as we know it... -.-

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MFPunch

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I played this game for over a year and while it was enjoyable in the early phases because of all the ridiculously fun bugs and glitches and overall quirky gameplay as it has gotten more refined over time and more like a standard FPS it has gotten much less fun. Without all that goofy charm the lacking FPS mechanics just dragged the whole thing down and now it isn't even fun anymore. Hopefully they will make some serious improvements as I haven't played in months but I'm not holding my breath.

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hitomo

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its the fear of the weak and simple.minded that drives the war.machine ... and it costs every.one of you 70.000$ if the Trigger gets pulled

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Thesuperstar2k

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Edited By Thesuperstar2k

Saw the other review of Dust 514 by that person(forgot his name just now) and I still not getting this game thanks to both of these reviews on dust 514.

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lnrdwshtn

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This game SUCKS!

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Jaku13

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This is a beautiful piece of writing.

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nick_capozzoli

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Edited By nick_capozzoli

@Jaku13 Thank you! That's very kind.

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DefconRave

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Only made to milk ps owners so Eve online can get a bigger budget for expansions.

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kidflash2000

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I actually like this game, it's difficult to get into. The reason for that is because it's sort of hard to understand what guns to buy and the suits, and some people have been there awhile and have enough funds to buy miniguns and such which they use to take down large groups of people. The only other complain I have is sniping feels like it did on the PS2 and it is a little bit outdated. Even still, it IS fun and i would give it a 7 out of 10.

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SymonLeTueur

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FPS mechanics are also very subpar. This game should have been made on PS4 (which is probably the plan eventually, as this is some giant clusterfuck 2 year beta, hahahaha)

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leikeylosh

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Edited By leikeylosh

I don't play EVE and I don't care about this game, but the review was very interesting and well written. You're great, Nick Capozzoli, Gamespot should give you the big games to review!

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nick_capozzoli

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@leikeylosh I KNOW RIGHT


(thank you so much!)

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gamefreak215jd

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You sir sure as hell have a bright future ahead of you in GS.

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nick_capozzoli

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@gamefreak215jd Very kind of ya. Thanks!

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obsequies

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go play planetside 2 instead

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obsequies

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Edited By obsequies

anyways yeah I played the closed beta probably a year ago and thought it felt so jerky and unenjoyable that I judged it early. They didn't fix a thing. The concept it ok, the graphics alright and sound meh. But the gameplay is absolute garbage. It's too bad that people had to work on this, I imagine they feel pretty bad. I know I would

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obsequies

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Edited By obsequies

I thought it got like a 6 months ago?

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nick_capozzoli

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@obsequies Yup. Different reviewer, though.

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obsequies

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@nick_capozzoli @obsequies is this usual?

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obsequies

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Edited By obsequies

@nick_capozzoli @obsequies ok thanks. interesting.

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nick_capozzoli

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@obsequies @nick_capozzoli Since the policy change (what was it, a few months ago?) that made it so that games can be reviewed multiple times, I believe so.

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kargion

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I wanted this game to work, but the lag and FPS issues are so much it was a waste of time.

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Necrotron

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Nice to see the take from a long time Eve player.

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OmegaGear

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Edited By OmegaGear

@Necrotron This. A Eve player had to review this game to really do it justice. It's sad to see the link to Eve is so poorly done that its practically a skin. I was really hoping this game would pull it off, and open the door for more series to similarly expand universes into intertwining titles in various genres.

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nick_capozzoli

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Thanks!

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J_Dangerously

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Edited By J_Dangerously

Why you make me google search 'Ennui'?!?!


Why you no just say 'Boring'?!?


Me no like fancy words.

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nick_capozzoli

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I really liked the alliteration of "exercise in ennui." Doesn't it have a nice meter to it? : )

Honestly I was more worried about the "vitiating" that I dropped further down.

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BravoOneActual

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Edited By BravoOneActual

@J_Dangerously Well, "ennui" is the kind of vaguely harassing boredom that makes one put the back of one's wrist to their tilted forehead and whisper a bothered, yet listless "Sacrebleu!".


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Hurvl

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@J_Dangerously It made me remember a quote from Vampire the Masquerade: Bloodlines, which I will paraphrase here unbidden: I'm mired in a foul ennui as my gaming progress advances. I grow restless without proper map design. How many days I've wasted now, gazing at the muddy textures, pondering the frailty of existence.


You're welcome :P.

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nick_capozzoli

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*claps*

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foxrock66

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Edited By foxrock66

I don't know this Nick Cappozzoli… but I like him. This is an excellent review. Another!

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nick_capozzoli

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Thank you so much!

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nomoredroids

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@foxrock66 I agree. He's a great writer.

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nick_capozzoli

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