Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Alphons

Cipher
Joined
Nov 20, 2019
Messages
2,579
Remember about the GamesGames short squeeze on stock market that happens after finishing the mall. Better buy in before finishing.
 

SharkClub

Prophet
Patron
Joined
May 27, 2010
Messages
1,536
Strap Yourselves In
I've been going hard on this game since I got it, I finished all the levels (including secret ones) on the normal difficulty with the standard weapon loadout, found all of the biomods and gathered all of the weapons, and even now there's three different "newgame+" modes (Punishment Mode, Chaos Mode and Hope Eradicated/Cursed mode) for me to look into. I've clocked about 20 hours but there's so much replay value and things to try that I can see myself coming back to it over the years. I would definitely recommend this to people who like immersive sims, it's like if PilotRedSun vomited out a game that somehow resembled an amalgamation of Deus Ex and Hitman and it's worth getting over the eye cancer to experience the game if that is what people are hinging their decision on.
 

Jenkem

その目、だれの目?
Patron
Vatnik
Joined
Nov 30, 2016
Messages
8,890
Location
An oasis of love and friendship.
Make the Codex Great Again! Steve gets a Kidney but I don't even get a tag. I helped put crap in Monomyth
D6EX6jN.png
 

Parsifarka

Arcane
Joined
Dec 31, 2014
Messages
1,022
Location
Potato field
The guy is so incompetent he has to look at the keyboard every time he needs to press R, perhaps he doesn't even know he can change the keys.

jaffe.png

It figures. This game is so good it filters (((them))).
Anyone who doesn't like Cruelty Squad literally belongs to the synagogue of Satan.
 

udm

Arcane
Patron
Joined
Aug 14, 2008
Messages
2,754
Make the Codex Great Again!
Anyone who doesn't like Cruelty Squad literally belongs to the synagogue of Satan.

Or the shithole that is California.
 

Tovias

Learned
Joined
Mar 19, 2018
Messages
102
Been doing nothing but play this shit, great game. Can barely grasp the "story" but the gameplay is gold. Took me a while to realize the developer was calling me shitter for using the camouflage suit but now that I have the bouncing balls I need nothing else in this world. Also, fish in the casino.
 

Konjad

Patron
Joined
Nov 3, 2007
Messages
4,053
Location
Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Torment: Tides of Numenera Wasteland 2 Steve gets a Kidney but I don't even get a tag.
Aside from edginess and odd graphics, it's a decent game overall. Plays like early 3D shooters (like Unreal), but maps are small and claustrophobic. It's a difficult game, I die dozens of times before I manage to complete a mission, but exploration in it is rewarding, there's a lot of small places to find, and multiple ways to get to the destination. That said, there's basically no AI - enemies just run straight at you or get stuck on obstacles all the time.

I think I'd recommend it overall, looks alright enough if you want some action game, but gotta play a bit more first to decide.
 
Last edited:

Wunderbar

Arcane
Joined
Nov 15, 2015
Messages
8,817
PCGAMER: CRUELTY SQUAD REVIEW - 93/100

Cruelty Squad is what a great immersive sim sees before it dies.

Just looking at Cruelty Squad can make you queasy, but it passes the most essential immersive sim tests with bright, nauseating colors. I used classic vent routes to quietly assassinate a bouncy castle made of flesh one playthrough, switching to a rocket launcher and using my guts as a grappling hook for a more direct approach the next. I stacked enough barrels to climb over entire buildings, and picked off some targets with perfectly timed sniper shots from across the map.

Cruelty Squad is Deus Ex if it were made today, the natural product of furious people exhausted by wealth inequality, police militarization, and the stubborn structures that keep humanity rolling towards total annihilation of the soul. Yeehaw.

But Cruelty Squad wants to have fun before the inevitable end. It's a stealth action game that props up the pure, lizard-brained joy of feeling like I outsmarted the designers through wild experimentation, even if I'm doing exactly what they expected. Like Hitman, it's a cathartic exercise in taking out the absolute worst people alive. It's an audiovisual marvel, a virtual world disintegrating in front of your eyes. And it's one of the most brilliantly absurd games I've played in a minute, a vision of the future where people are considered corporate subsidiaries and the weapon market ebbs and flows based on what guns are licensed for use in popular anime.

Thoughtline Miami
You're a depressed assassin for hire in the bad future, killing on behalf of the Cruelty Squad, "a depraved subsidiary company tasked with performing wetworks for its host conglomerate." The structure is similar to Hitman: Pick out some guns and tools, then explore a massive level, avoiding or killing guards, finding efficient routes and vantages for a clean, quick kill.

Successful kills and extractions grant you cash for body mods, from basic stuff like body armor to juiced up legs for a higher jump. And whatever guns you find in a level and finish with are added to your arsenal, now available to take into any mission. It's a super rewarding track that lets you explore more aggressive or stealthy playstyles while casting replays of previous levels in a new light.

Tiptoeing through each level as I master their bizarre layouts, memorizing enemy placement, pathing, and navigation is a joy. I'm happy dying on repeat to poke around for the perfect sniper nest or stealthy infiltration route (or Satanic summoning circle). Doing it over and over again with new weapons and tools, be it a DNA-scrambling pistol that turns enemies into a static gut explosion or a tape player embedded in your arm for whatever reason, is just as fun as the first time around.

Death kicks you back to the start of a mission, but Cruelty Squad never loses momentum. You can harvest organs from corpses and catch fish to sell on a virtual stock market, keeping the cash flowing and the new body mods coming. There's even a gun with damage that scales to how much you have in holdings. Subtle commentary? Not at all, but I respect Cruelty Squad's openly angry mockery of everything late capitalism. We're venting together.
Cruelty Squad is one of the most sinister, upsetting games I've ever played
Cruelty Squad's spaces are easy to lose time in, each with a distinct premise and seemingly endless secrets to dig up. I played a level in a deranged woodblock suburbia five times before I found the city beneath the city, pitch black catacombs full of terrible stuff. The Cancer City Megamall is composed of massive atriums and outdoor plazas patrolled by towering cyborg cops, a literal vent-crawl maze acting as its veins and defying usefulness just to riff on a classic immersive sim cliche.

There's an intense apartment building shootout, where you're actively hunted from the start. I found a few hidden levels, each more wild than the last, trips into seemingly impossible spaces where nightmares live. Cruelty Squad's level design is so broad that it even turns into a full-on horror game at times, and a good one at that.

My eyes ache from scanning the truly strange spaces of Cruelty Squad, its sharp, shifting polygons plastered with low-resolution textures and strained, smiling faces. The art is a grotesque wonder, not a gimmick for Steam store thumbnails but a cohesive vision of a world under intense stress, sick and rotten and irredeemable.

NPC faces shift beneath the polygons, the skies pulse with reds and purples, and the soundtrack underlines the dread with sparse plinks and hums like a Game Boy melting into the scorching blacktop of a dollar store parking lot. Cruelty Squad is one of the most sinister, upsetting games I've ever played and I absolutely adore its total dedication to such an alienating tone.

Depression clap

Besides a few with surprising hooks, most of Cruelty Squad's 20-plus weapons are fairly restrained. Handling tends towards realism, with recoil and spray patterns that lose accuracy if you're peeking corners, sustaining fire, or aiming from the hip. I'm partial to the New Safety M62 revolver, which has a lovely delay and subtle tilt animation to simulate the slow pull of a trigger. And the Balotelli Hypernova shotgun recoils with a solid thump, effective at mid-range like it's pumping out gravel-packed slugs. It's satisfying enough to feel sick about it.


I love the contrast between the playful setting and more grounded gunplay, even if it feels like you're wearing your shoes on the wrong feet at the start. You press shift to zoom. Interact is mapped to the R key. Most bizarrely, to reload you hold right-click and whip the mouse back. It feels great with time though, like I'm shifting gears in a murderous man car.


I wouldn't want to gesture reload in every FPS game, but it adds to the unique pace and tension of Cruelty Squad, particularly when you're hastily pulling the mouse back to reload and retrain your aim before a guard turns and notices his dead pal behind him. Keeping that cursor straight requires staying calm, and in a game that hits like the Winamp music visualizer, it's a unique challenge.

That initial control shock has intent, a sign you probably shouldn't play this like most shooters, but also to make up for extremely simple enemy behavior. Enemies are dumb, behaving like the police fodder Cruelty Squad casts them as. They just shoot on sight, awkwardly scatter to reposition, and relentlessly pursue. I'm reminded of older Rainbow Six games or Hotline Miami, in which whiplash reflex and accuracy supported by good recon is more important than improvised FPS dancing.
This is some prime existential PC gaming horror
A single enemy can kill you with a second or two of concentrated fire in Cruelty Squad, so top notch enemy AI isn't really the point. The point is sneaking into the center of a hornet's nest and getting out alive, though I do wish the cops were a bit less predictable.

A few experimental enemy types mix things up on occasion, including a terrifying one that hijacks your FOV, drawing it in and out in sickly, disorienting waves as it closes the gap. Even so, once you know the layout of a level, getting the better of the bad guys is a little too simple.

That's OK: Cruelty Squad transcends small problems like that with its wild level design and the breadth of tools it gives me to explore them. And what makes it really special is the perfect tension between fun and disgust it maintains throughout. This is some prime existential PC gaming horror.

When I take out the Mayor of Cancer City in that megamall for the fourth time, it sends the police cyborgs with machine gun arms into a violent frenzy. They are not programmed to protect citizens, ripping through the crowd gathered for the speech as they hunt me. As I leave, I think about all those wasted organs I'm not trading on the stock market, and then very quickly think about how that's a pretty awful thing to think about.

But I'm not sure anyone in Cruelty Squad is thinking kind thoughts. This world is sick and rotten, the putrid meat falling off the bone, and all by terrible, beautiful design. All that's left is the brittle skeleton of our favorite pastime here on PC Gamer: a computer game. And holy cow, it's a good one.

THE VERDICT: 93

Cruelty Squad celebrates feeling bad in surprising ways, all of them fun.
https://www.pcgamer.com/cruelty-squad-review/

:what:
 

Jinn

Arcane
Joined
Nov 8, 2007
Messages
4,957
Cruelty Squad doesn't deserve anything above a 90% because of its AI and enemy behavior alone, but tards will never understand why it's actually good because they'll never even try it.
 

JDR13

Arcane
Joined
Nov 2, 2006
Messages
3,933
Location
The Swamp
PCGAMER: CRUELTY SQUAD REVIEW - 93/100

Cruelty Squad is what a great immersive sim sees before it dies.

Just looking at Cruelty Squad can make you queasy, but it passes the most essential immersive sim tests with bright, nauseating colors. I used classic vent routes to quietly assassinate a bouncy castle made of flesh one playthrough, switching to a rocket launcher and using my guts as a grappling hook for a more direct approach the next. I stacked enough barrels to climb over entire buildings, and picked off some targets with perfectly timed sniper shots from across the map.

Cruelty Squad is Deus Ex if it were made today, the natural product of furious people exhausted by wealth inequality, police militarization, and the stubborn structures that keep humanity rolling towards total annihilation of the soul. Yeehaw.

But Cruelty Squad wants to have fun before the inevitable end. It's a stealth action game that props up the pure, lizard-brained joy of feeling like I outsmarted the designers through wild experimentation, even if I'm doing exactly what they expected. Like Hitman, it's a cathartic exercise in taking out the absolute worst people alive. It's an audiovisual marvel, a virtual world disintegrating in front of your eyes. And it's one of the most brilliantly absurd games I've played in a minute, a vision of the future where people are considered corporate subsidiaries and the weapon market ebbs and flows based on what guns are licensed for use in popular anime.

Thoughtline Miami
You're a depressed assassin for hire in the bad future, killing on behalf of the Cruelty Squad, "a depraved subsidiary company tasked with performing wetworks for its host conglomerate." The structure is similar to Hitman: Pick out some guns and tools, then explore a massive level, avoiding or killing guards, finding efficient routes and vantages for a clean, quick kill.

Successful kills and extractions grant you cash for body mods, from basic stuff like body armor to juiced up legs for a higher jump. And whatever guns you find in a level and finish with are added to your arsenal, now available to take into any mission. It's a super rewarding track that lets you explore more aggressive or stealthy playstyles while casting replays of previous levels in a new light.

Tiptoeing through each level as I master their bizarre layouts, memorizing enemy placement, pathing, and navigation is a joy. I'm happy dying on repeat to poke around for the perfect sniper nest or stealthy infiltration route (or Satanic summoning circle). Doing it over and over again with new weapons and tools, be it a DNA-scrambling pistol that turns enemies into a static gut explosion or a tape player embedded in your arm for whatever reason, is just as fun as the first time around.

Death kicks you back to the start of a mission, but Cruelty Squad never loses momentum. You can harvest organs from corpses and catch fish to sell on a virtual stock market, keeping the cash flowing and the new body mods coming. There's even a gun with damage that scales to how much you have in holdings. Subtle commentary? Not at all, but I respect Cruelty Squad's openly angry mockery of everything late capitalism. We're venting together.
Cruelty Squad is one of the most sinister, upsetting games I've ever played
Cruelty Squad's spaces are easy to lose time in, each with a distinct premise and seemingly endless secrets to dig up. I played a level in a deranged woodblock suburbia five times before I found the city beneath the city, pitch black catacombs full of terrible stuff. The Cancer City Megamall is composed of massive atriums and outdoor plazas patrolled by towering cyborg cops, a literal vent-crawl maze acting as its veins and defying usefulness just to riff on a classic immersive sim cliche.

There's an intense apartment building shootout, where you're actively hunted from the start. I found a few hidden levels, each more wild than the last, trips into seemingly impossible spaces where nightmares live. Cruelty Squad's level design is so broad that it even turns into a full-on horror game at times, and a good one at that.

My eyes ache from scanning the truly strange spaces of Cruelty Squad, its sharp, shifting polygons plastered with low-resolution textures and strained, smiling faces. The art is a grotesque wonder, not a gimmick for Steam store thumbnails but a cohesive vision of a world under intense stress, sick and rotten and irredeemable.

NPC faces shift beneath the polygons, the skies pulse with reds and purples, and the soundtrack underlines the dread with sparse plinks and hums like a Game Boy melting into the scorching blacktop of a dollar store parking lot. Cruelty Squad is one of the most sinister, upsetting games I've ever played and I absolutely adore its total dedication to such an alienating tone.

Depression clap

Besides a few with surprising hooks, most of Cruelty Squad's 20-plus weapons are fairly restrained. Handling tends towards realism, with recoil and spray patterns that lose accuracy if you're peeking corners, sustaining fire, or aiming from the hip. I'm partial to the New Safety M62 revolver, which has a lovely delay and subtle tilt animation to simulate the slow pull of a trigger. And the Balotelli Hypernova shotgun recoils with a solid thump, effective at mid-range like it's pumping out gravel-packed slugs. It's satisfying enough to feel sick about it.


I love the contrast between the playful setting and more grounded gunplay, even if it feels like you're wearing your shoes on the wrong feet at the start. You press shift to zoom. Interact is mapped to the R key. Most bizarrely, to reload you hold right-click and whip the mouse back. It feels great with time though, like I'm shifting gears in a murderous man car.


I wouldn't want to gesture reload in every FPS game, but it adds to the unique pace and tension of Cruelty Squad, particularly when you're hastily pulling the mouse back to reload and retrain your aim before a guard turns and notices his dead pal behind him. Keeping that cursor straight requires staying calm, and in a game that hits like the Winamp music visualizer, it's a unique challenge.

That initial control shock has intent, a sign you probably shouldn't play this like most shooters, but also to make up for extremely simple enemy behavior. Enemies are dumb, behaving like the police fodder Cruelty Squad casts them as. They just shoot on sight, awkwardly scatter to reposition, and relentlessly pursue. I'm reminded of older Rainbow Six games or Hotline Miami, in which whiplash reflex and accuracy supported by good recon is more important than improvised FPS dancing.
This is some prime existential PC gaming horror
A single enemy can kill you with a second or two of concentrated fire in Cruelty Squad, so top notch enemy AI isn't really the point. The point is sneaking into the center of a hornet's nest and getting out alive, though I do wish the cops were a bit less predictable.

A few experimental enemy types mix things up on occasion, including a terrifying one that hijacks your FOV, drawing it in and out in sickly, disorienting waves as it closes the gap. Even so, once you know the layout of a level, getting the better of the bad guys is a little too simple.

That's OK: Cruelty Squad transcends small problems like that with its wild level design and the breadth of tools it gives me to explore them. And what makes it really special is the perfect tension between fun and disgust it maintains throughout. This is some prime existential PC gaming horror.

When I take out the Mayor of Cancer City in that megamall for the fourth time, it sends the police cyborgs with machine gun arms into a violent frenzy. They are not programmed to protect citizens, ripping through the crowd gathered for the speech as they hunt me. As I leave, I think about all those wasted organs I'm not trading on the stock market, and then very quickly think about how that's a pretty awful thing to think about.

But I'm not sure anyone in Cruelty Squad is thinking kind thoughts. This world is sick and rotten, the putrid meat falling off the bone, and all by terrible, beautiful design. All that's left is the brittle skeleton of our favorite pastime here on PC Gamer: a computer game. And holy cow, it's a good one.

THE VERDICT: 93

Cruelty Squad celebrates feeling bad in surprising ways, all of them fun.
https://www.pcgamer.com/cruelty-squad-review/

:what:

Pcgamer reviews can be safely ignored. That site has been garbage for some time now.
 

Jinn

Arcane
Joined
Nov 8, 2007
Messages
4,957
It's not deserving of above 90. It's a good game, but it's not an exceptional masterpiece by any means.
 

Maxie

Guest
mhm *smacks lips* so this is what furry is up to these days

hey try to play some RPG once in a fuck
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom