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Posted by smithmorgan on December 22, 2024 at 10:46am 0 Comments 0 Likes
Title: Steel Storm: Burning Retribution
Genre: Action, Indie
Developer:
Kot in Action Creative Artel
Publisher:
Kot in Action Creative Artel
Release Date: 11 May, 2011
English,French,German,Russian,Polish,Portuguese
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Boring. Kinda storyless. Simple though. It was cheap though. You have to really love top down I guess.. all i do is pew pew pew no matter what :P. I don't even remember buying this game so it probably wasn't that good.. This game is almost good. But it's far too boring. The music is horrible, the sound of the gun shooting (which you hear constantly since all you do is hold the shoot button) is one of the most annoying sounds I have ever heard. THe difficulty is nice, but it doesn't have any incentive to play it. Plus the developers are obnoxious brats who had their metacritic score removed from the store page because it was bad.. Poorly designed levels. You just constantly shoot to the same enemies, hoping to find a missing key. No difficulty progression at all. No upgrades or whatsoever. You harvest some crystals, but they have no purpose also. Overall, this could be a good game, if somebody with a fresh look tool hands on it.. It feels like someone invented the time machine, transported id Software team from 1992 to present day, gave them modern technology, and then they made this game. All elements are there, like back in the day. It counts your score, died enemies don't disappear, there's a lives system, but this time a meaningful one - it allows you to respawn without losing progress unlike useless thing inferior to quickload we had before. And I even became interested in this game after playing shareware Episode 1! AI is challenging. Enemies are able to predict where you're moving and shoot there, giving sense of accomplishment when you manage to overcome a hard battle. The game is powered by DarkPlaces engine which is based on id technology, and it shows. Level editor gives you a set of primitives you can cut, shape and bend plus set of texture atlases instead of several pre-made models like engines do today. Thanks to it, levels are as interesting and imaginative as in other idTech-powered masterpieces such as Quake3, Quake4, Doom3, Prey. And a feel of playing something of id Software quality wouldn't be there without modding tools, which are well designed. There's a NetRadiant editor to make new locations, and SandStorm editor to make missions. SandStorm is a wonderful idea: it allows you to place enemies, objects, triggers etc. in a separate file and test your mission instantly without waiting for a lengthy lightmap compilation. This approach also opens the door towards having multiple missions taking place on the same map to fully utilize its potential. Excellent usage of the engine and classic design which make it feel like playing an old-school id Software release are an amazing accomplishment for a small indie team. If you're looking for a game that can make you relive the feelings from the 90s, you've just found it.. One day a little girl is dancing in a light rain storm. Suddenly, the rain turns into steel. This sets the stage for a grim adventure through a ravaged midwestern town. Eventually, society is driven underground to avoid the steel storm, which kills 99% of the world's population. Features a musical number by P. Diddy.. This game has been in development for many years and boy, does it show (in a good way!). It SHINES with polish and the excellence and bug-free experience ANY game can have with sufficient, dedicated development time constructively spent by active developers on working out the kinks, improving and optimizing the graphics, ramping up the coolness factor of the bullet streams, increasing the enemies' intelligence and their pathfinding and tactics, increasing the detail of the textures and improving the lighting and gameplay and. .well, Steel Storm: Burning Retribution (SSBR) has been through the equivalent of many "early access" development cycles without having used early access time. I believe I first downloaded it on Sourceforge long ago when it was available for Linux and Windows. I think. Back to the point: SSBR is a polished, satisfying game. You might find yourself spending more time playing SSBR than you anticipate! And that's just the single-player part. I haven't even delved into the multiplayer portion of the game with its collection of multiplayer variants (Edit: I have learned from ONE WHO KNOWS that the number of gamers playing SSBR in multiplayer mode is not as large as might be desiredfor some reasonand more development time has been spent on making SSBR friendly to single players as a result) . SSBR is like a third-person Unreal Tournament or Quake with modern graphics and mechs and hovertanks instead of humanoids. And limited, rather than infinite, respawns. And double kills, triple kills, quadruple kills, etc. And a LOT of weapons. The View From Above Provides A Great Starting Point: SSBR is, by default, played while viewing your HoverTank from a top-down, third-person perspective. There's an automap in the corner and a larger toggleable map, but don't give up on it if that's not your cup of tea: the main camera can be positioned anywhere you want near your character (unless the camera options have been altered; I remember on an old build using a primary camera a little above and behind my vehicle with other buttons bound to cameras looking in forward/back/left/right/etc. directions from the POV of my vehicle. I remember lots of clipping errors in that build from many years ago, which was probably using a different engine.) When I played it today (the day I wrote the rough draft of this review, 2015-07-07) , I noticed no clipping errors at all. Two camera options are available to choose as defaults, but individual features (e.g. speed of camera movement, camera response delay following your having turned or moved your vehicle, angle of camera relative to ground, angle relative to the vehicle, angle relative to a fixed base, etc.)) within those options can be changed, etc. I don't know if the multiple access-anytime camera angles are possible in the current build, but it would not surprise me. If you like games with lots of options to play with, SSBR can probably help to satisfy you. If you like playing HoverTank DM/CTF/etc. or the much larger than I remember single-player tutorial and campaign(s), this game is different enough and contains enough similar and different features that it's an enjoyable experience. By default, SSBR's controls are mapped to keyboard, joystick, X360pad, and mouse. The mappings can be changed at will from the main menu or the in-game pause menu. Blowing Stuff To Smithereens a Visceral Thrill; Finding Goodies After Smoke Clears: The detailed and varying barrels and crates and bins and boxes and scenery are gloriously destructible. Unless it's a legitimate barrier (for which you will be grateful after you learn they can provide good cover from behind which to snipe turrets and other baddies), it can be destroyed. and what will the destruction leave in its wake? Repair parts to give you more health? An additional vehicle respawn ("life")? A new weapon? or a huge number of parts exploding all over the place, adding only to your score? The number of 'gibs' an exploding item releases can be set to preference.. Fun and simple game, good for passing time.. the game has very good game mechanics but has also a lot of flaws in level design. enemies appear from nowhere and you'll take a lot of damage before you can realize what happened. also difficulty is an issue. the other main flaw is related to "progression", meaning that there's none of it: you're not able to upgrade your ship, you can just pick up weapons during the level, but as for the difficulty issue you'll probably drop it shortly after beacuse of your death leading to levels that are all very similar one to another.
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