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RUINER |OT| We Were Never Friends

chefbags

Member
I started playing on normal and it wasnt too bad.
Until i came to the first boss that Nerve guy, he is whooping my ass.
I just need to use my abilities more i think, the game is looking really good im really digging the vibe and the music etc.

Agreed. Nerve was some good boss fight.

Also hope there's an update for a survival mode of some kind. I want more out of this game after the story ends and not just level select.

Like a dungeon with random fights would be good too.
 

MrS

Banned
Playing on PS4 Pro, it runs like a dream. Really enjoying the music, customisation and aesthetics. There seems to be a bit of story here too, which is a nice bonus. The comparisons to Hotline Miami are a little lazy because Ruiner's customisables do a good job of mixing up the combat and the set up is rather different - it doesn't play like HM imo. Boss fights are a ton of fun too. I like the game and it has exceeded my expectations.
 
The game stutters every time I kill an enemy, and I'm not the only one having this issue on PC. Even tried dropping resolution scale all the way down to 20% of 4k and it didn't help any. i7-6700k, GTX 1080, and 32GB DDR4-3200. Combine that with no key rebinding and I'm not terribly happy. Considering a refund.
 
Adding my review to the pile

3.5/5 - The Outerhaven Productions

Ruiner is a fast-paced, hectic game of survival, cast in a cyberpunk filled future. A brilliant twin-stick shooter that is sadly riddled with control issues. Yet so full of fantastic artistic stylization, extremely pleasing visual and some pretty technical tricks. Definitely a good strong showing for Polish developer Reikon Games. Here's to hoping that those control issues are patched. Because if they are, then you're looking at one hell of an experience for under $20. And if they aren't, it's still a fun journey, as long as you don't mind a few bumps in the road.
 

drotahorror

Member
The game stutters every time I kill an enemy, and I'm not the only one having this issue on PC. Even tried dropping resolution scale all the way down to 20% of 4k and it didn't help any. i7-6700k, GTX 1080, and 32GB DDR4-3200. Combine that with no key rebinding and I'm not terribly happy. Considering a refund.

It's part of the game's design unfortunately. You get used to it though and it's not as bad as it seems initially. Enter the Gungeon had something similar and I hated it in that too but atleast in that you could disable it in a config file.
 
It's part of the game's design unfortunately. You get used to it though and it's not as bad as it seems initially. Enter the Gungeon had something similar and I hated it in that too but atleast in that you could disable it in a config file.

I'll have to give it another go, play for longer. Kind of suspected that might be deliberate when performance settings made no difference but whatever they were going for there just does not work. The end result is a perfect simulation of microstutter.
 

chefbags

Member
Yo man fuck "location spoiler"
hanza compound
boss
mother
!

That boss was hard as fuck lol. I'm on normal and I'm pretty sure I failed like 50 times.
 

Data West

coaches in the WNBA
Obviously they're very different games but does this game remind anyone else in a weird way of Reloaded for the PS1?


also the ice beam gun is total shit and I hope there's a mod to remove it
 

Type_Raver

Member
I just saw a videoclip of this game running on the switch, but now when I go and look for it i cant find it. It was being played in handheld mode and looked a bit choppy. Nonetheless, looks like another great game for the switch once sorted!
 

DirtyLarry

Member
I just saw a videoclip of this game running on the switch, but now when I go and look for it i cant find it. It was being played in handheld mode and looked a bit choppy. Nonetheless, looks like another great game for the switch once sorted!
Damn I may hold off on this then if this is the case. I can deal with a little choppy even if it means I can play while my wife watches This Is Us.
 
D

Deleted member 471617

Unconfirmed Member
Analog controls on PS4 is a problem. After playing other twin stick shooters like Lara Croft and the Temple of Osiris, Alienation and Nex Machina, you can see and feel the difference. Also don't like L1 being dash and that multi-dash with R1 being connected together. And there not being a laser sight for your gun at all times is also annoying because you waste a shot trying to aim correctly.

Other than all of that, im loving the game. Visuals, music and sound effects, atmosphere, immersion, etc. feels awesome in the cyberpunk universe. And on normal, yeah, it's hard but only because of my control complaints and that you don't get health when you need it.
 

Zabojnik

Member
RUINER doesn't support ultrawide resolutions out of the box, but the good people over at WSGF took care of it already. Praise be.

It's not perfect, with black bars during cutscenes that don't stretch all the way and some other niggles, but it's good enough.

RUINER patches for various ultrawide resolutions

ruiner_uw_01xelas.jpg


ruiner_uw_02dplii.jpg


ruiner_uw_038cbdw.jpg


Applying the patch reset my saves for me, so take care.
 
Soundtrack is awesome!

Yea, the controls aren't as smooth as other twin stick games but there's nothing horrible about them, imo.

I do agree a laser sight would be nice.

Stun bombs are definitely something you should have.

1 boss fucked me up many times (his rockets hurt big time) but other than that, I haven't had too much trouble. Playing on normal and having a great time.
 

Kvik

Member
I've put up the launch trailer and PCGamer's review. Let me know if anybody has finished the game and has more than a few words to say for it, I'll link it in the OP as well.

Perhaps later tonight I'll insert a tldr; for each of the impressions.
 

Data West

coaches in the WNBA
it controls as well/poorly as hotline miami. i get the exact same feel with both the positives and negatives

similarly to hotline unfortunately, al ot of the boss fights just feel like AI RNG. if i just keep mashing eventually i'll kill him after he kills me 10 times. it doesnt feel like much reading patterns or playing smartly
 

low-G

Member
Obviously they're very different games but does this game remind anyone else in a weird way of Reloaded for the PS1?


also the ice beam gun is total shit and I hope there's a mod to remove it

Didn’t play much Reloaded but I loved Loaded. Haven’t gotten the feel, probably need primitive alpha transparency for that.

But I see where you could get that. Saturated lighting, psycho feel, similar blood splatter / gore design, similar music style.
 

Crayon

Member
Goddam this looks so dope when will I get a minute
3 hours no interruptions, please
to play. :.<
 
Really enjoying this. HUB, quests, aesthetic, music, gameplay - all gravy thus far.

Gameplay IMO is Hotline Miami meets Dead Nation.
 

Reknoc

Member
Finished the first bit, the creeps nest or whatever, still having a good time with it. challenging but not found it frustratingly difficult yet.

Controls seem fine to me. My only complaint is that I think the shooting feels far to strict? I feel like most games like this have some leniency as to whether the shot hits or not. Some sort of aiming indicator would help as well, someone earlier said it needed a laser sight but... there actually is one, at least for the Ruiner, but it's so faint you can't see it unless you're really looking for it.

I like the stutter at the end of each kill as well, feels like it gives the combat some weight, which is something else I feel the game is lacking in. Doesn't really feel like you're damaging an enemy until they're dead.
 
I could tell Shadow was gonna be annoying as hell from the Boss Bounties trailer and he's not disappointing in that regard, first boss I'm having trouble with.
 
Game is very
fucking
hard on Hard.

There is a weird lockon for aiming. If you're not locked on you probably won't hit with a ranged weapon. I don't like that at all. Too many times I feel like I'm aiming in the correct place but I wasn't locked on so my entire shotgun spread misses.

finally

this son of a bitch crapped on me repeatedly.


I had to respec a bit to kill this guy. You're free to swap out abilities and whatnot anytime. Maybe I just suck, but I find this game really tough, I have not played on other difficulties though.

What did you respec to? I'm still stuck on this guy as well, lol.
 

IceMarker

Member
I've seen almost every trailer released. This game looks sick, definitely gonna get it when I get a bit more spending cash.
 

Arklite

Member
Only an hour in. Presentation is ace, with beautiful detail and seedy vibe in the main hub. The bleak sounding Eurogamer review actually pushed me to buying early. The world sounds ruthlessly intriguing.
 

Mdk7

Member
Been waiting for this game since the very first unveiling, so glad it's here.
I played it a bit last week on PC (but I'm so NOT used to mouse & keyboard), and yesterday on PS4, got to the part after
Mother
, so I beat a few levels in one single session.
Some random thoughts:
- Visually, it's pretty fucking incredibile (on PS4 Pro). An indie title, made by a small and completely new studio, with this level of graphical fidelity is seriously impressive. Everything's so sharp, so clean looking, so sleek... I was honestly blown away, to me it's really one of the finest looking games I've played this year.

- Loving the overwhelming atmosphere, the intense lighting, the tasteful use of colors (red in particular) and in general the whole aesthetics. They really, really nailed that cyberpunk feeling IMHO. And I don't mind the little bits of story thrown here and there, with those simple interactions with characters.

- The soundtrack is nothing but stellar, and, similar to what happened in Hotline Miami, it really blends with the action: the audiovisual assault truly puts you in a peculiar mood and the electronic tunes definitely add something to the experience.

- In terms of gameplay, I'm having a blast despite some small (and weird) issues with ranged weapons. Let's say I wouldn't mind a little bit of auto-lock, because I feel that it's hard to hit with your first shot. Nothing too bad though, I think that missing while using a shotgun or so might actually be part of the design - similar to what happened in Hotline Miami too, in some ways.

- The action is ultra brutal, and I'm just adoring that. There's a rewarding sense of impact when you hit, and I totally dig the emphasis on the dash and the satisfying mixture of close range combat and ranged attacks. Plus the rhythm gets insane at times, with incredibly fast moments that get interrupted by seconds spent in slow motion... feels good man, feels good. Especially when you don't die and leave a bloody mess on the floor.

- I like the abilities you have and the fact that they actually give you interesting combat options... but some of them are definitely waaaay more useful than others (I'm looking at you, AoE stun attack). Also the re-spec idea is nice and absolutely fitting with the context, but I do think that they should have explained it better, because you just need to change your set of abilities at times if you want to progress, which is not really something you're accustomed to do in games with character progression. And if you insist with the current set of abilities equipped, you might lose a lot of time (and lives) before succeeding.

- I dig hard games and I like some challenge, but I sincerely feel that hard is way too fucking hard. I was doing fine in the first 2-3 levels (I think I got an A+ and a B?), but suddenly it became too much to bear: I think I died probably 60 times during a fight, not one against a boss. And then one boss later on completely destroyed my ass. I didn't want to lower the difficulty, but eventually I switched to normal, which is by no means the average "normal" you find in games nowadays.

- I just fucking want to get home and play, but I won't be able to do so until tonight at 1AM. Help.
 

pa22word

Member
I don't know about console guys but on kb/m the stepped dodge is really wonky. It's a cool idea, but often you just do not have enough time to turn your guy around after the last dodge ends before getting waylaid. It's especially rough on bosses who do tons of damage anyways. I've been pretty much forced to ignore it in tight spots and just manually dodge instead when things get really hairy.
 

Sygma

Member
I really really don't understand the complains about the controls since it just play flawlessly ? Even when comboing short shield to short dash into a 360° no scope, there's about zero issue in the controls department

You simply have to wait for your first movement to be finished in order to chain another one, and some are faster / slower than others

Also the small interrupt when using dash into melee is explained nowhere but its a legit lifesaver.

Overall the only weird thing about the game is that it should have went the Hotline Miami way in regards to the structure itself : play levels as acts when you reach them in the hub, and then have ONLINE LEADERBOARDS since :

a) scoring is in place

b) perfect context regarding the lore of the game, which would make it twice as awful. The best murderers around the world


I guess that was the lack of element which made Karak goes "its good but also repetitive" when he mentionned the possibility to go into all the levels with everything unlocked, but didn't feel any need to do so
 

pa22word

Member
controller or mouse for this one? This will influence my ps4 vs pc purchase.
I wouldn't want to play the game without a mouse. This isn't really like hlm where a lot of the time you're using melee so it doesn't matter as much to have precision shot placement, but here the ranged weaponry non shotgun stuff I would not want to have to try and hassle with a pad considering it's a big part of the gameplay. There's soft lockon, but it's not all that great and I ended up turning it off about halfway through the first mission.
 

Screaming Meat

Unconfirmed Member
Okay, so I finished off Nerve last night. A few early impressions:

Pretty impressed so far, especially with the gameplay and aesthetics.

Gameplay is rapid, visceral and brutal, but there seems to be enough nuance in the basics, to judging spatial awareness, to crowd control and to combining abilities that skill is most definitely the deciding factor in combat. While you can brute-force some of the tutorial level, I can't imagine being able to do the same on mid-to-later levels. Nuh uh.

The game is definitely hard, but in a good, old-school arcade way (by which I mean, the idealised version of old-school arcade games). It doesn't feel unfair at the moment. Most of my deaths are very clearly down to my lack of skill.

Initially, it took me a while to get to grips with the basics. A room to practice on endlessly respawning low-level mooks would've been nice outside of the game proper since the tutorial felt quite pushy. With the nuance required to make the most out of abilities and weapons, it would've been nice to be able to spend time working on them without the plot dragging me ever onward.

While I feel more confident now after a couple of S grades on the early Normal levels, there is still an element of "I have no idea what just happened". I don't mean in terms of how I died - that's always fairly obvious and hasn't felt unfair so far - but when I've completed an area and I'm surrounded by smoking corpses, I sometimes look around and go ”huh?", with no clue how I managed it or what I did. I'm sure that will change given time. I'm looking forward to having enough understanding to be able to knowledgeably choreograph my own little cyberpunk action sequences.

Though I am nowhere near mastering the game, I have a few small misgivings regarding the gameplay. The AI is a little lacking, some different level layouts would be nice, and the turn speed could do with a wee tweak.

The main one though is the need for more visual/audio feedback when the PC takes a hit. I don't use the rumble feature, so I'm not sure if they use that to indicate hits, but the amount going on at any one time means I can't take my eyes off the action to check my health. This means I sometimes get taken by surprise when I hit the Game Over screen. Other cues here would be greatly appreciated.

Outside of the frenetic gameplay, the atmosphere is arguably the game's strongest point, with the stunning visuals and the music doing all the heavy lifting. Arguably, the music operates in a gameplay capacity, embedding you in the trance-like rhythm of the action in the same way Hotline Miami's did.

The visuals are fantastic, all deep reds, stark blacks and speckles of neon, but there are moments where it gets in the way of the UI and the gameplay itself. Specific instances: journal entries with red writing on a red background; some moments where the abundance of enemies and particle effects caused me to lose the PC for a brief moment.

Small quibbles really.

The city hub is nice looking but ultimately seems a missed opportunity, at least at this early stage. The city has character but no real characters live there. I hope that changes later down the road, but I don't see it happening. The journal entries though... they are very good; far better than they have any right to be. While some are simply satirical digs or cheeky fourth wall breaks (
are we the sentient satellites?!
), the majority hint at a vaster world that I'd be eager to explore in more depth in a sequel.

Other than that, I think it's a nice little package so far, especially for £15. I'd pay extra for some kind of Horde/Endless mode though. That's what will bring me back time and again.

Also: if they make a sequel, I'd love to see some cool traversal options included that make use of more thought out spaces: slides, dives, wall-runs etc. I think that could be really interesting, though I ask for that in pretty much every game! XD

On a side note, I don't get how to use the multi-dash effectively yet. Any of you have any good tips on making the most out of it?
 

FHIZ

Member
Played it for a bit yesterday, seems awesome. Had no idea it had a full on hub world. Looking forward to getting deeper into it today. Might have to switch to mouse and keyboard though, aiming with the controller is supper slow by comparison.

That said, I’ve got zero issues with the soundtrack, but I wish I could add some custom songs... there are a good deal of Perturbator songs that would fit perfectly.
 

Mdk7

Member
Okay, so I finished off Nerve last night. A few early impressions:

Pretty impressed so far, especially with the gameplay and aesthetics.

Gameplay is rapid, visceral and brutal, but there seems to be enough nuance in the basics, to judging spatial awareness, to crowd control and to combining abilities that skill is most definitely the deciding factor in combat. While you can brute-force some of the tutorial level, I can’t imagine being able to do the same on mid-to-later levels. Nuh uh.

The game is definitely hard, but in a good, old-school arcade way (by which I mean, the idealised version of old-school arcade games). It doesn’t feel unfair at the moment. Most of my deaths are very clearly down to my lack of skill.

Initially, it took me a while to get to grips with the basics. A room to practice on endlessly respawning low-level mooks would’ve been nice outside of the game proper since the tutorial felt quite pushy. With the nuance required to make the most out of abilities and weapons, it would’ve been nice to be able to spend time working on them without the plot dragging me ever onward.

While I feel more confident now after a couple of S grades on the early Normal levels, there is still an element of "I have no idea what just happened". I don't mean in terms of how I died - that's always fairly obvious and hasn’t felt unfair so far - but when I've completed an area and I’m surrounded by smoking corpses, I sometimes look around and go “huh?”, with no clue how I managed it or what I did. I’m sure that will change given time. I’m looking forward to having enough understanding to be able to knowledgeably choreograph my own little cyberpunk action sequences.

Though I am nowhere near mastering the game, I have a few small misgivings regarding the gameplay. The AI is a little lacking, some different level layouts would be nice, and the turn speed could do with a wee tweak.

The main one though is the need for more visual/audio feedback when the PC takes a hit. I don't use the rumble feature, so I’m not sure if they use that to indicate hits, but the amount going on at any one time means I can't take my eyes off the action to check my health. This means I sometimes get taken by surprise when I hit the Game Over screen. Other cues here would be greatly appreciated.

Outside of the frenetic gameplay, the atmosphere is arguably the game’s strongest point, with the stunning visuals and the music doing all the heavy lifting. Arguably, the music operates in a gameplay capacity, embedding you in the trance-like rhythm of the action in the same way Hotline Miami’s did.

The visuals are fantastic, all deep reds, stark blacks and speckles of neon, but there are moments where it gets in the way of the UI and the gameplay itself. Specific instances: journal entries with red writing on a red background; some moments where the abundance of enemies and particle effects caused me to lose the PC for a brief moment.

Small quibbles really.

The city hub is nice looking but ultimately seems a missed opportunity, at least at this early stage. The city has character but no real characters live there. I hope that changes later down the road, but I don't see it happening. The journal entries though... they are very good; far better than they have any right to be. While some are simply satirical digs or cheeky fourth wall breaks (
are we the sentient satellites?!
), the majority hint at a vaster world that I’d be eager to explore in more depth in a sequel.

Other than that, I think it’s a nice little package so far, especially for £15. I'd pay extra for some kind of Horde/Endless mode though. That's what will bring me back time and again.

Also: if they make a sequel, I’d love to see some cool traversal options included that make use of more thought out spaces: slides, dives, wall-runs etc. I think that could be really interesting, though I ask for that in pretty much every game! XD

On a side note, I don't get how to use the multi-dash effectively yet. Any of you have any good tips on making the most out of it?
Interesting read, good post.
As for that, I personally feel that hit&run is usually the way to go. The thing I basically never touched though is that sort of slow motion predefined dash (I forgot the actual name), the one you trigger by keeping the button pressed and picking the actual space you want to move to.
The idea is awesome on paper, but the gameplay is so frantic I find it super hard to implement that mechanic in my combat options.
 
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