[Review of v0.5.328 on 3/23/2022]
Huh, so this one is still kicking around. Neat.
Patreon posts for Versus X, the developer, go back to before 2018 on this one, and I'm not surprised. I remember playing an older version of the game, once upon a time, where there was only one level and maybe four animations. I think it was around the point when the cynicism regarding Ren'Py and RPGM started to first kick in, which made the slim pickings on offer in this little project very appealing to me, despite how early in development the game was.
Of course, even though the ratio of bad to good porn games has stayed roughly the same since that time, my eye has gotten a little more critical and less forgiving.
So how does Bioasshard stack up? Honestly... it's okay. It makes a good approximation of the mechanics in the game series that it shamelessly rips off, although there's something to be desired regarding enemy collision.
I think that the developer doesn't want to have to account for enemies crowding the player and making their situation inescapable, but unfortunately it is still quite possible to be stuck if the enemies stack their attacks the right way. In particular, the new Mission 6 is just downright awful; good luck moving before the roof tentacles, ground tentacles, and Boss' room-long tentacles all get one turn spanking you for having the temerity to walk into the room.
Speaking of levels, how are they designed? Well... they function. The biggest highlight is all the assets that are in place; the textures, modeling, and lighting are all quite tonally accurate to the kind of places you might find a Christine Maroonplain or an Adelle Wang. The level design itself, however, is not exactly mind-blowing. I could do without the single-braincell deep backtracking of collecting the keys and circular devices of Mission 3, or trying to get all the lights aligned in... was it Mission 4? Eh. Whatever. The annoyingly long mining tunnels that you have to backtrack through. Backtracking is not usually a good game-design choice, but a choice born of a desire to save time and artificially increase play time; there's seldom a game that takes advantage of this concept in order to create a unique experience on a player's return journey.
Really, the highlight of Bioasshard are the enemies and animations. You have zombies, crawler zombies, big zombies, zombie dogs... and Mission 6 has 4 different tentacle monsters. Hm... I guess it could do with a bit more enemey variety, but it's the thought that counts, right?
Teasing aside, what's impressive is that each of these enemies have a decent selection of animations, with the standard zombie I believe supporting the most. The animations themselves are quite good, and there's free camera control available during such sequences, giving you a breather to touch yourself before continuing on with the shooty-shooty bang-bang. Additionally, animations are dependent on the level of destruction suffered by your clothing. It's a nice touch in this game; despite being a standard mechanic in many RPGM games these days, it's still somewhat refreshing in the third-person shooter context.
Icing on the cake is that enemies will ejaculate, and there's even a cum inflation mechanic that slowly rotunds our poor protagonist's womb. Beautiful.
Sadly, Bioasshard is very limited in content. You might get 6 hours out of this if you're really dedicated to actually beating the levels, but it doesn't take nearly that long to see all that is on offer sexually. Additionally, you shouldn't hold your breath for more in the near future; at the developer's current pace, this will probably be finished sometime around 2030.
Still, if you haven't tried it out, you really don't have much to lose other than a little time, and if you're reading someone else's review of a porn game's beta, then you probably have the time to play this game. Give it a whirl.
Huh, so this one is still kicking around. Neat.
Patreon posts for Versus X, the developer, go back to before 2018 on this one, and I'm not surprised. I remember playing an older version of the game, once upon a time, where there was only one level and maybe four animations. I think it was around the point when the cynicism regarding Ren'Py and RPGM started to first kick in, which made the slim pickings on offer in this little project very appealing to me, despite how early in development the game was.
Of course, even though the ratio of bad to good porn games has stayed roughly the same since that time, my eye has gotten a little more critical and less forgiving.
So how does Bioasshard stack up? Honestly... it's okay. It makes a good approximation of the mechanics in the game series that it shamelessly rips off, although there's something to be desired regarding enemy collision.
I think that the developer doesn't want to have to account for enemies crowding the player and making their situation inescapable, but unfortunately it is still quite possible to be stuck if the enemies stack their attacks the right way. In particular, the new Mission 6 is just downright awful; good luck moving before the roof tentacles, ground tentacles, and Boss' room-long tentacles all get one turn spanking you for having the temerity to walk into the room.
Speaking of levels, how are they designed? Well... they function. The biggest highlight is all the assets that are in place; the textures, modeling, and lighting are all quite tonally accurate to the kind of places you might find a Christine Maroonplain or an Adelle Wang. The level design itself, however, is not exactly mind-blowing. I could do without the single-braincell deep backtracking of collecting the keys and circular devices of Mission 3, or trying to get all the lights aligned in... was it Mission 4? Eh. Whatever. The annoyingly long mining tunnels that you have to backtrack through. Backtracking is not usually a good game-design choice, but a choice born of a desire to save time and artificially increase play time; there's seldom a game that takes advantage of this concept in order to create a unique experience on a player's return journey.
Really, the highlight of Bioasshard are the enemies and animations. You have zombies, crawler zombies, big zombies, zombie dogs... and Mission 6 has 4 different tentacle monsters. Hm... I guess it could do with a bit more enemey variety, but it's the thought that counts, right?
Teasing aside, what's impressive is that each of these enemies have a decent selection of animations, with the standard zombie I believe supporting the most. The animations themselves are quite good, and there's free camera control available during such sequences, giving you a breather to touch yourself before continuing on with the shooty-shooty bang-bang. Additionally, animations are dependent on the level of destruction suffered by your clothing. It's a nice touch in this game; despite being a standard mechanic in many RPGM games these days, it's still somewhat refreshing in the third-person shooter context.
Icing on the cake is that enemies will ejaculate, and there's even a cum inflation mechanic that slowly rotunds our poor protagonist's womb. Beautiful.
Sadly, Bioasshard is very limited in content. You might get 6 hours out of this if you're really dedicated to actually beating the levels, but it doesn't take nearly that long to see all that is on offer sexually. Additionally, you shouldn't hold your breath for more in the near future; at the developer's current pace, this will probably be finished sometime around 2030.
Still, if you haven't tried it out, you really don't have much to lose other than a little time, and if you're reading someone else's review of a porn game's beta, then you probably have the time to play this game. Give it a whirl.