No. of Reviews: 13
Review 1
Purchased!
Ok me being honest: this game is a mess....but not really in a bad way.
The combat isn't clean but it isn't too bad. I guess the best way I can describe
the combat is that it feels sloppy. The game is still very fun though. There are
"glory kills", which I think ruined the Doom series. However, they aren't so bad
here. In Doom, the glory kills stopped the action..but here they come out quick
and end quick.
The game reminds me a lot of Strife, if you might be familiar with that FPS
game. And like Strife, it can be easily confusing where to go. This isn't just a
run and gun....you will have area maps, and quests to make you run back and
forth. Also you will get money to purchase upgrades as you go. That is one thing
to take into consideration that the demo didn't feel it showed in my little bit
of playing it.
But for the early access price...I am sure you can squeeze enough fun out of it.
I would like to see where the rest goes when the game is complete.
And a final warning: get the demo too. it has a level not in the main game.
Edit: I just wanted to mention that the more i play...it is a lot like Strife
and System Shock together. And it can be a bit confusing too. Still fun.
Review 2
Purchased!
Best to leave this one until it comes out of early access. I'm not one of those
folks who hates early access on principle. Rather, my suggestion is because the
game uses the GZDoom engine which has issues loading saves when games using it
are updated. There are several posts about this on the forum.
That said, I can tell, even having just played for a little, that there are
excellent ideas here worth exploring and the developers *are* listening to
feedback (hence all these updates), but all of that updating does mean having to
start over every time. Until either the developers find a way to fix the save
issue or the game's rate of development slows down, I can't recommend it. It's
unfortunate, because as I said, there are great ideas here. They've perfected
the cyberpunk aesthetic as well as Katana ZERO and I cannot think of higher
praise.
I'll be happy to revisit this when the game's out of Early Access, but right now
the prospect of starting over n+1 times does not appeal.
Review 3
Purchased!
Beyond Sunset is a hidden gem in the style of the DOOM games. Combining the
intense, fast-paced action of DOOM with a cyberpunk setting, this game provides
a unique and immersive experience for players.
One of the main things that sets Beyond Sunset apart is its cyberpunk setting.
The dark, gritty cityscape is filled with neon lights, towering skyscrapers, and
advanced technology. This creates a sense of immersion that is unmatched in
other Doom games. From the moment you start playing, you are transported into a
world where humanity has gone too far with technology and now must face the
consequences.
The gameplay in Beyond Sunset is reminiscent of classic Doom games, with
fast-paced combat and hordes of enemies to take down. However, the cyberpunk
setting adds an extra layer of challenge and excitement. The enemies are not
just your typical demons, but instead, they are advanced robots, cyborgs, and
other technological monstrosities. This adds a fresh and exciting twist to the
traditional Doom formula.
Another aspect that makes Beyond Sunset a standout game is its soundtrack. The
heavy, industrial-inspired music fits perfectly with the cyberpunk theme and
elevates the overall atmosphere of the game. It's hard not to feel completely
immersed in the world when playing with headphones on and the music blasting in
your ears.
The level design in Beyond Sunset is also worth mentioning. The city is filled
with intricate details and secrets to discover. It's clear that a lot of thought
and effort went into creating a world that feels alive and full of depth. The
levels are challenging, but not overly frustrating, which allows for a balanced
and enjoyable gameplay experience.
One of the only drawbacks of Beyond Sunset is its length. The game is relatively
short, with only seven levels. However, each level is densely packed with
action, and the game makes up for its length with its replayability. With
different difficulty settings, secret areas, and collectibles to find, Beyond
Sunset offers plenty of reasons to revisit it even after completing the main
campaign.
In conclusion, Beyond Sunset is a must-play for any fan of the DOOM franchise or
cyberpunk genre. Its unique blend of intense gameplay, immersive atmosphere, and
memorable soundtrack makes it a true Doom experience like no other. Although it
may be short, the game's quality more than makes up for its length. I highly
recommend giving Beyond Sunset a try – it's a true gem that deserves more
recognition.
Review 4
Purchased!
Really fun so far. The movement tech isn’t anything special, and the melee
combat can make it a bit awkward to tell what’s going on at times, but it’s got
an awesome synthwave soundtrack and they absolutely nailed the cyberpunk
aesthetic. Almost felt like I was playing Hotline Miami during a couple of
sections. Small issue with missing textures in some parts of the map, but it
doesn’t affect gameplay and usually isn’t even super noticeable.
Review 5
Purchased!
I've played 2 of the 3 currently available Episodes so far and here are my
thoughts.
Super super ambitious game. A Doom engine game with the modern movement
mechanics, tons of NPCs, side quests, weapon/ability upgrades, open/non-linear
maps with non-combat "friendly" areas and "hostile" areas interwoven pretty
naturally. wild stuff.
I feel that a quest log of some sort would do a lot for player clarity in the
early phases of the game - the Episode 1 map felt very overwhelming until I made
heads or tails of it.
The structure low key feels like a combination of Strife and Quake II, which is
fascinating.
Weapons feel super satisfying and are very fun to use, save for maybe the
blaster pistol, which just feels okay.
reflecting bullets with the sword is a really cool idea, but it feels a little
less responsive than something like parrying bullets in Ultrakill. It's nice
that it's here, but I also wish there was a way to quick parry/melee. Needing to
equip the sword before blocking greatly reduces how often I actually use the
mechanic.
Unlocking doors via System Shock-style virtual reality levels was something that
concerned me at first, but it's done really well. You maintain the same movement
tech/feel as the main game and the VR worlds aren't nauseating, so it's
ultimately just a nice little pace-changing schtick.
There's a lot to like here, even if there are things that they could (and might)
improve.
Review 6
Purchased!
If you enjoy waves of idiots coming at you when you have a knife and they all
have guns, have at it.
I didn't find it fun and I've been playing Doom since it came out.
Music and GFX presentation were good/passable and nothing bad. Sound effects
were not that great and need work.
Review 7
Purchased!
This is a pretty great game so far. I played the demo and was kind of meh about
it, but the early access build I am loving. There are some people complaining
about the design changes, but the move to a non-linear level design and pseudo
ImSim gameplay have moved this from a standard boomer shooter to something that
stands out from the crowd in my opinion.
Review 8
Purchased!
This game has a great aesthetic and the gameplay is simple and enjoyable,
however the difference in difficulty scale between the regular enemies and the
boss fight absolutely kills the enjoyably of the game. Unfortunately I can not
recommend.
Review 9
Purchased!
Beyond Sunset seems like a promising boomer shooter that mixes in some RPG
elements, and I was fully on-board at first.
The game starts out VERY strong. The first episode is an open city of a few
interconnected maps where your mission is to defeat a few minibosses to collect
keykards. Simple enough, but the presentation, sheer size, secrets, and
side-quests make it really impressive. Each map feels unique, from the
skyscraper-filled residential area to the quarantined slums that have a constant
stream of respawning zombies.
Your reason for exploring is also quite good, as the game has currency and
upgrades for your guns and health, which make secret hunting much more
desireable than any sort of super armor would. Quite a few secrets are marked on
the map, but upon finishing Episode 1 I was delighted to learn that the game has
quite a few unmarked ones, as I missed maybe 10 of them.
That's, unfortunately, where my fun stopped.
Episode 1 provides a very interesting experience interweaving shooting with
exploration and some light RPG elements, and Episode 2 drops it entirely.
The halls of a cyberpunk megacorp are menacing and larger-than-life, the
architecture and art design are stellar, but the gameplay takes a nosedive. For
whatever reason the game almost completely shifts its focus into being an arena
shooter in the vein of Serious Sam or Painkiller. Travel for a few feet, destroy
like a hundred enemies, do this a few times to clean out one of three sectors.
Not to worry though, you'll be back here soon enough. Even if there was no
backtracking, all three sectors are fairly similar compared to city's
enviroments and are comprised of an outer ring where you have to dispatch
enemies 4 times, and then 3 rooms where you have to do the same.
I have no idea what happened here. It's not unfun, but it becomes extremely
tedious and the only pace-breaker are little "hacking" puzzle sections which,
granted, I've enjoyed a lot. The game pulls the rug from under you and feels
like it just wants to be tons of arenas where you shoot guys with a fairly
limited weapon selection. At least Serious Sam had weird secrets and a fairly
sizeable arsenal...
Beyond Sunset promises 5 episodes and Episode 3 is a complete dud. Featuring
only around 15 minutes of tower defence-like gameplay where you run around and
fix turrets with material dropped by enemies. There are no secrets left, no
exploration to speak of, and the difficulty which was already fairly low on
Normal becomes a complete cakewalk which only means Episode 3 is grueling.
I try not to be hard on indie games and I was willing to overlook some issues
with Episode 1 which consisted of graphical glitches and weirdly overly
demanding performance in some maps that made my alright PC chug (on a game that
uses GZDoom, no less!), but the complete shift in Episodes 2 and 3 and realizing
I've beaten more than half the game of which I've enjoyed the first 1.5 hours at
most make this game hard to recommend.
Review 10
Purchased!
Look. I enjoy the gameplay so far in terms of combat and exploration. You always
have enough ammunition to scavenge for, and you can upgrade your capacity if you
want more.
Though i honestly think they screwed up the boss fight especially the Prologue
Demo Door Guard. It is innovative to train your players for peak weapon switch
and dash movement but asking for split second to avoid boss slash when it is
near instant attack, that is some cheap azz Boschitt.
I bought it for $7.50 AUS.
Review 11
Purchased!
Tentative recommendation on this one. It's trying to a lot of the things
Fortune's Run is doing with melee + gun combat, open ended levels, 'player
freedom and rpg mechanics' etc. added on top of a fast paced fps. However the
combat is incredibly imprecise, parrying feels awful, the timing is not
difficult but the parry window is longer than the animation suggests, sometimes
it will be long enough to parry all bullets in a salvo and sometimes the last
one will hit you. The weapons don't really have much impact, the pistol is like
hilariously silly and even the better weapons which do a reasonable amount of
damage and sound good feel lacking because it's as if you aren't even hitting
the enemies, they just die by themselves, it's hard to describe but the combat
is simply lacking a very important tactile element. The encounters are also very
weak, the idea of this being an actual world is thrown out the window as you
repeatedly enter arenas to have a million guys teleported on top of you with
minimal thought into their combinations, that all have very basic designs and
die by one slice of the sword, the combat, as well as being imprecise, is
somewhat mindless. And there just isn't much room for player freedom or
creativity despite what the tutorial character suggests.
Ultimately I like the idea for this project and it is early access but it needs
a helluva lotta work.
Review 12
Purchased!
This game was kind of fun but IMO relied too much on just teleporting more and
more enemies into areas rather than having enemies that posed more of a
challenge.
The last level of the current early access versions was especially dull, with
waves upon waves of opponents rushing forward to be defeated by your sentry
guns. Basic enemies are so weak that encountering them is probably net
*positive* for you, as you can hit them with the "power kill" to regenerate
health and ammo and they pose very little threat.
The weapon balance also seemed questionable, with the assault rifle extremely
strong compared to the other weapons. I could see this getting better with time,
the first level was IMO considerably more fun than the later ones, but it does
seem like it could use some more development time. I could see myself changing
this review later but for now I didn't find this that impressive a title.
Review 13
Purchased!
As someone who loves both cyberpunk stuff and boomer shooters I had high
expectations for this game and was let down. I left this game feeling unhappy
and frustrated.
Combat is unsatisfying - mostly hordes of mooks that teleport in.
Maps while open world lack signposting and can be confusing.
Bosses are uninteresting and too bullet spongy.
Weapons feel unbalanced and unsatisfying to use - especially the shotgun and
pistol.
The VR sections are a neat idea but are mostly boring and maze like.
The movement stuff and the for lack of a better term, glory kills, while neat
feels more like a gimmick than anything.