- Jul 26, 2020
- 787
- 684
Alright u lewd aprentices of superfuckyness. Im back with another review or update on my previous one after testing more or less indepth this new 8.2 update. Or previous to the last update, cause apparently there has been a hotfix for it that Zed had released, I think yesterday? Its just a bunch of hotfixes for what I've read in the patch notes, nothing too major but if someone had tested out that particular version and can contribute with which things are actually different between this version and the actual latest one, Ill apreciate it. ^^
Now, to the meat of the question. Ill try to make it more lighthearted but still in a similar fashion, for the delight of those that liked my previous reviews, and maybe stinging a bit less for those who didn't so much, tho I think everyone would like it better anyway cause this one is by far way more positive for a bunch of reasons, tho still has some things not so nice that I need to point out. So let's get into it, from the biggest changes that I noticed to the more subtle and a bit personally specific that I saw.
For the sake of acuracy I tried the exact same two side stages that I tried on 8.0/8.1 with a similar set of configs and tried them both on Easy and Normal difficulty (I didn't on Hard cause I never played this game on Hard on any version so, guess the only "Hard" thing for me now is the "fucking" moments, lol). Both done in the Succuby Lair/Ruby Club and I gotta say that hoooooolyyyy fuck.... Maybe not so "holy" in the succuby area but u get it. It feels absolutely different than how it was before. Far more dealable and now with a difficulty settings config that feels fair even on the trickiest moments. In the 4 attempts (2 on each area, each with a different difficulty) I didnt had any major issues to finish the challenges, in an overall similar fashion that how it felt before the AI overhaul.... Tho this is where things differ across the previous updates (By this I mean, previous to the 8.0 changes). And this is something that I somehow noticed as consistent across the ENTIRE game now.
The Easy difficulty, now feels ACTUALLY pretty easy, even areas that before on easy didnt felt like you could play one handed (Not like people arent able to do that already in porny games), now you can! Somehow the AI on easy in an odd way feels like an unthinkable hybrid between the previous system and the new one. Enemies feel as dumb as they were but also "Smart" as they are in the 8.X ones now? Is hard to explain without you seen it for yourself. The abilities of enemies are still there but they happen relatively infrequently, which feels like you're not exactly breezing through the content but it's not like the game is asking you to beat the "Beat-enRing "tutorial. Some previous annoyances are still there, like those fukin red/black goons that has the same motherfucking regeneration of Wolverine still have it on easy but they are also much easier to kill, like anyone else. So I would say that the easy difficulty could be tagged now officially as the "story mode" cause it feels easy but at the same time not like "braindead - press click to win" kind of easy. So on that I gotta say, MUAK!
Normal however, this is where things oddly enough have changed even more drastically than on Easy. Part of that is cause something that I noticed is that unlike before where the change of difficulty between Easy and Normal felt like a consistent.... Value? Between levels, in this update the challenge gap between difficulties escalate like a motherfucker between those two the more you advance in the game story. Lemme explain. The changes in the first areas between Easy and Normal are barely noticeable. The enemies merely pass from being stalkers that are doubtfull if following the "just watch no touch" rule or not. To go "graby graby Round 1 Fight!" way but not so noticeable beyond that. However on the last areas of the game.... He, he hehe, the game on Easy stays just as easy but on Normal almost borderlines the FromSoftware vibes that 8.0/8.1 gave, but even worse cause its end game content and challenge.... I cant say that this is a "bad thing?" per se, cause late game should be quite hard if youre not on easy or normal (if the game has like 4+ difficulty levels) but damn it's rough. I somehow managed to beat those areas on normal on my first try but they almost felt like I just had pull a Crash Bandicoot 4 perfect run on the last levels (Which for those who dont know, in that game it takes some platformers pros about 4 literal fukin hours to beat some of those late levels due to how son-of-bitchy deliberately hard they are) and I was out of breathe. I don't think that that's the "Breathetaking" concept Keanu Reeves refered to.
And part of this previous issue is cause some of the lategame enemies can deliberately be confusing. For example. The Dark Nurses, specially if you play with the enemy randomizer, look pretty identical to one of the mafia goons that lays mines. So whenever you see one doing an ability, you would confuse them a lot cause you dont know if that black outfit character would spawn a booby trap (No, I dont mean a futa, I mean a mine, tho I wouldnt mind the former) or heal anyone around them. You can still set them appart tho but when there's a lot of enemies it is something that specially on normal had got me like walking on eggs. But speaking of mines, and not those you reach with a pickaxe in hand.... Thank fukin goodness that they have a short lifespan now. Let me clarify.
For those who misunderstood things at first reading the patch notes, like I did, what it says is that mines now stay for 12 seconds and then they dispawn. You can still get minefields like before sometimes if you have like 3-4 minedropper enemies and youre playing on a relatively hard difficulty, but the thing is that now you can sort of calculate for how long those would stay there, specially if they spawn a bondage one or ones. Tho you can use the explosive ones to your advantage if you know "di sekrit tekniq"
Lets talk about gunshots.... *Sigh* gunshots are still something I despise ngl, but, at least on easy they're not that much of a headache. I personally havent noticed (much) a difference in their speed on Easy but Im not sure if they're actually slower but barely or they arent at all and it is the power of sugestion telling me they're slower but they're still the same and seeing that my mind got confused and hit itself so it made me want to fuck the shooter (Not that it needed that as an excuse but....). I think there should be either an ability cooldown so they can machinegun you like if this is a fukin murika's chrismas shoot-em-up party or limitating the amount of fuckers that can do that at the same time. Cause having 3 people shooting feels like if I pissed off Widowmaker's entire family and Im trying to fight my way out of that mess.
Gotta say, the "surprise" of the last level made me remind the Palpatine meme. Althought it didnt felt personally as quite the surprise but it was still just as nice to see anyway. Dont wanna spoil anything, although I personally dont mind spoilers myself. I mean, I love my cars with big ass wings as an aircraft but still, I respect those that dont. So Ill let you discover on your own. Tho I would personally recommend doing the last levels on your first playthroughs on easy or at least normal, then going to the harder difficulties cause those stages can be quite tough.
Now, to the more personal and/or maybe version specific stuff. I went to mess around with the unclothing options and one thing its starting to bother me is that how is that even if you set the undressing option to fully undress you still get enemies wearing socks, or those weapons holding like vests or some odd broken panties? Like.... I dont mind them if I pick a not full undress option but it looks weird having my character being fully naked while some enemies have a pair of thicc socks, specially while doing footjobs. Or wearing a belt around their chest.... I wanna see the Overseer's boobies on their full glory for fuck sake, pun..... Intended?
Another thing, but this Im not sure how easy or hard would be to implement, is to give the option of some headgear to be unremoveable. Like.... It feels weird how in the Succuby Lair there's a bunch of characters with headwings or horns magically losing them at the moment of fucking (If they're demons, when they fuck they should reveal their true hornyness, pun.... Not intended?). I dont mind them losing their wings cause they're a piece of outfit and its essentially a costume part that can be made even transparent but.... In some situations it looks weird. Tho in some enemies I do welcome them having their head piece being removed like with the Marauder. COVERING THAT PRETTY REDHEAD GAL FACE IS A CRIME! There, I said it XD
Speaking of headgears, I.... Fukin.... LOVE the new bunny/cat bondage options. And the cat ears were so good as a restrain that I got an actual debuff while my character was wearing them. Yeah you understood it right, I, the IRL player version of mahself, got a debuff when my character was wearing those cat ears. I got a cuteness overload debuff that kept me awing during the entire time my character was using them. And if you succeed at giving the IRL player a debuff, YARR DOIN IT RIGHT M8! Sort of, lol. Also love the tails they add but specially the cat tail needs an option of bondage recoloring like the other pieces have, cause.... Obviously it depends on your character's look and outfit, but mine at times, when wearing that tail, felt like she had something else in there. Not gonna say more. Hopefully we will get more options like that in the future cause they look quite nice!
And lastly, cause fukin hell this went much longer I thought it would take me to write it XD. An odd issue I found, maybe just in this version and its already fixed in the hotfix but just in case Ill say it. When youre facing a boss, if you, as I assume almost everyone do, take out all the minions around them to have the boss itself as the last enemy to take down, or maybe cause you, like me, are a fan of taking out the last enemy by the ancestral tecnique of "di snu snus". By the time you take out the last minion and you turn to beat the boss by force or by being horny jail material, somehow the boss.... It's gone! Or so you'll think, until you start searching for them just to find them AT THE FUKIN START of the level. Which kinda makes ME feel like I WAS the boss trying to take out the hero...ine. I mean, that's not exactly how I imagined the "feel like a boss" to be but.... Doesnt happen always tho, and sometimes when it did, I found them midway, but still had to backtrack a lot to find them. Which if you're dealing with the Copycat, it kinda makes true what Robbie Rotten said: "Alright, I can see, that I would have to teach you (my now clone who looks identical to me but with purple hair and cat ears) how to be.... HORNYYYY".
Ill probably edit the "rating" I did on this game, but first Ill need to summarize this brick of a review so until then.... XD
Now, to the meat of the question. Ill try to make it more lighthearted but still in a similar fashion, for the delight of those that liked my previous reviews, and maybe stinging a bit less for those who didn't so much, tho I think everyone would like it better anyway cause this one is by far way more positive for a bunch of reasons, tho still has some things not so nice that I need to point out. So let's get into it, from the biggest changes that I noticed to the more subtle and a bit personally specific that I saw.
For the sake of acuracy I tried the exact same two side stages that I tried on 8.0/8.1 with a similar set of configs and tried them both on Easy and Normal difficulty (I didn't on Hard cause I never played this game on Hard on any version so, guess the only "Hard" thing for me now is the "fucking" moments, lol). Both done in the Succuby Lair/Ruby Club and I gotta say that hoooooolyyyy fuck.... Maybe not so "holy" in the succuby area but u get it. It feels absolutely different than how it was before. Far more dealable and now with a difficulty settings config that feels fair even on the trickiest moments. In the 4 attempts (2 on each area, each with a different difficulty) I didnt had any major issues to finish the challenges, in an overall similar fashion that how it felt before the AI overhaul.... Tho this is where things differ across the previous updates (By this I mean, previous to the 8.0 changes). And this is something that I somehow noticed as consistent across the ENTIRE game now.
The Easy difficulty, now feels ACTUALLY pretty easy, even areas that before on easy didnt felt like you could play one handed (Not like people arent able to do that already in porny games), now you can! Somehow the AI on easy in an odd way feels like an unthinkable hybrid between the previous system and the new one. Enemies feel as dumb as they were but also "Smart" as they are in the 8.X ones now? Is hard to explain without you seen it for yourself. The abilities of enemies are still there but they happen relatively infrequently, which feels like you're not exactly breezing through the content but it's not like the game is asking you to beat the "Beat-enRing "tutorial. Some previous annoyances are still there, like those fukin red/black goons that has the same motherfucking regeneration of Wolverine still have it on easy but they are also much easier to kill, like anyone else. So I would say that the easy difficulty could be tagged now officially as the "story mode" cause it feels easy but at the same time not like "braindead - press click to win" kind of easy. So on that I gotta say, MUAK!
Normal however, this is where things oddly enough have changed even more drastically than on Easy. Part of that is cause something that I noticed is that unlike before where the change of difficulty between Easy and Normal felt like a consistent.... Value? Between levels, in this update the challenge gap between difficulties escalate like a motherfucker between those two the more you advance in the game story. Lemme explain. The changes in the first areas between Easy and Normal are barely noticeable. The enemies merely pass from being stalkers that are doubtfull if following the "just watch no touch" rule or not. To go "graby graby Round 1 Fight!" way but not so noticeable beyond that. However on the last areas of the game.... He, he hehe, the game on Easy stays just as easy but on Normal almost borderlines the FromSoftware vibes that 8.0/8.1 gave, but even worse cause its end game content and challenge.... I cant say that this is a "bad thing?" per se, cause late game should be quite hard if youre not on easy or normal (if the game has like 4+ difficulty levels) but damn it's rough. I somehow managed to beat those areas on normal on my first try but they almost felt like I just had pull a Crash Bandicoot 4 perfect run on the last levels (Which for those who dont know, in that game it takes some platformers pros about 4 literal fukin hours to beat some of those late levels due to how son-of-bitchy deliberately hard they are) and I was out of breathe. I don't think that that's the "Breathetaking" concept Keanu Reeves refered to.
And part of this previous issue is cause some of the lategame enemies can deliberately be confusing. For example. The Dark Nurses, specially if you play with the enemy randomizer, look pretty identical to one of the mafia goons that lays mines. So whenever you see one doing an ability, you would confuse them a lot cause you dont know if that black outfit character would spawn a booby trap (No, I dont mean a futa, I mean a mine, tho I wouldnt mind the former) or heal anyone around them. You can still set them appart tho but when there's a lot of enemies it is something that specially on normal had got me like walking on eggs. But speaking of mines, and not those you reach with a pickaxe in hand.... Thank fukin goodness that they have a short lifespan now. Let me clarify.
For those who misunderstood things at first reading the patch notes, like I did, what it says is that mines now stay for 12 seconds and then they dispawn. You can still get minefields like before sometimes if you have like 3-4 minedropper enemies and youre playing on a relatively hard difficulty, but the thing is that now you can sort of calculate for how long those would stay there, specially if they spawn a bondage one or ones. Tho you can use the explosive ones to your advantage if you know "di sekrit tekniq"
Lets talk about gunshots.... *Sigh* gunshots are still something I despise ngl, but, at least on easy they're not that much of a headache. I personally havent noticed (much) a difference in their speed on Easy but Im not sure if they're actually slower but barely or they arent at all and it is the power of sugestion telling me they're slower but they're still the same and seeing that my mind got confused and hit itself so it made me want to fuck the shooter (Not that it needed that as an excuse but....). I think there should be either an ability cooldown so they can machinegun you like if this is a fukin murika's chrismas shoot-em-up party or limitating the amount of fuckers that can do that at the same time. Cause having 3 people shooting feels like if I pissed off Widowmaker's entire family and Im trying to fight my way out of that mess.
Gotta say, the "surprise" of the last level made me remind the Palpatine meme. Althought it didnt felt personally as quite the surprise but it was still just as nice to see anyway. Dont wanna spoil anything, although I personally dont mind spoilers myself. I mean, I love my cars with big ass wings as an aircraft but still, I respect those that dont. So Ill let you discover on your own. Tho I would personally recommend doing the last levels on your first playthroughs on easy or at least normal, then going to the harder difficulties cause those stages can be quite tough.
Now, to the more personal and/or maybe version specific stuff. I went to mess around with the unclothing options and one thing its starting to bother me is that how is that even if you set the undressing option to fully undress you still get enemies wearing socks, or those weapons holding like vests or some odd broken panties? Like.... I dont mind them if I pick a not full undress option but it looks weird having my character being fully naked while some enemies have a pair of thicc socks, specially while doing footjobs. Or wearing a belt around their chest.... I wanna see the Overseer's boobies on their full glory for fuck sake, pun..... Intended?
Another thing, but this Im not sure how easy or hard would be to implement, is to give the option of some headgear to be unremoveable. Like.... It feels weird how in the Succuby Lair there's a bunch of characters with headwings or horns magically losing them at the moment of fucking (If they're demons, when they fuck they should reveal their true hornyness, pun.... Not intended?). I dont mind them losing their wings cause they're a piece of outfit and its essentially a costume part that can be made even transparent but.... In some situations it looks weird. Tho in some enemies I do welcome them having their head piece being removed like with the Marauder. COVERING THAT PRETTY REDHEAD GAL FACE IS A CRIME! There, I said it XD
Speaking of headgears, I.... Fukin.... LOVE the new bunny/cat bondage options. And the cat ears were so good as a restrain that I got an actual debuff while my character was wearing them. Yeah you understood it right, I, the IRL player version of mahself, got a debuff when my character was wearing those cat ears. I got a cuteness overload debuff that kept me awing during the entire time my character was using them. And if you succeed at giving the IRL player a debuff, YARR DOIN IT RIGHT M8! Sort of, lol. Also love the tails they add but specially the cat tail needs an option of bondage recoloring like the other pieces have, cause.... Obviously it depends on your character's look and outfit, but mine at times, when wearing that tail, felt like she had something else in there. Not gonna say more. Hopefully we will get more options like that in the future cause they look quite nice!
And lastly, cause fukin hell this went much longer I thought it would take me to write it XD. An odd issue I found, maybe just in this version and its already fixed in the hotfix but just in case Ill say it. When youre facing a boss, if you, as I assume almost everyone do, take out all the minions around them to have the boss itself as the last enemy to take down, or maybe cause you, like me, are a fan of taking out the last enemy by the ancestral tecnique of "di snu snus". By the time you take out the last minion and you turn to beat the boss by force or by being horny jail material, somehow the boss.... It's gone! Or so you'll think, until you start searching for them just to find them AT THE FUKIN START of the level. Which kinda makes ME feel like I WAS the boss trying to take out the hero...ine. I mean, that's not exactly how I imagined the "feel like a boss" to be but.... Doesnt happen always tho, and sometimes when it did, I found them midway, but still had to backtrack a lot to find them. Which if you're dealing with the Copycat, it kinda makes true what Robbie Rotten said: "Alright, I can see, that I would have to teach you (my now clone who looks identical to me but with purple hair and cat ears) how to be.... HORNYYYY".
Ill probably edit the "rating" I did on this game, but first Ill need to summarize this brick of a review so until then.... XD
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