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#gamefails
Transcript
00:00Herocious is one of those games that you think you understand after watching a trailer, a
00:15cool retro FPS with dinosaurs, and then the moment you actually sit down and play it,
00:20you realize it's aiming for something way sharper, way more physical, and honestly way
00:24more ambitious than it lets on. I've been playing the full game early, and I can say
00:28without exaggeration that it's actually harder than I expected. It's brutal, fast, punchy,
00:34the world looks and feels amazing, and it feels like it was designed by someone who really
00:39understands why old school shooters worked, but also what they were missing. The first thing that
00:44really surprised me is how tactile everything feels. Guns and Herocious don't just fire, they crack,
00:49they slam, they push back. There's this greedy weight to every shot that makes firefights feels
00:54messy, in a good way. You miss shots, you get shoved by enemies, you can completely get
01:00thrown out in the ocean by some monsters, you scramble behind rocks and fall in trees because
01:05you genuinely need a few seconds to breathe. And the dinosaurs themselves, they aren't treated like
01:10gimmicks or props. They feel like wild, unpredictable animals that can tear you apart in seconds if you
01:16slip. When one charges, you feel it. The screen shake, the sound designs, the animation timing,
01:21it all blends really well. What I didn't expect was how atmospheric the game is. The island itself
01:27has this almost Far Cry 1 meets Crysis vibe, with like King Kong, the old King Kong movie which I
01:34absolutely loved. You've got misty coastlines, thick jungles, giant insects abandoned research
01:40stations buried under vines, old military structures sinking into the ground. The visual direction is
01:45honestly gorgeous, but not in a really weird AAA way. It's moody, it's rough, it feels like a dangerous
01:52place that you're not supposed to be in. But lightning especially shocked me. You've got storms
01:57rolling in, flickering shadows in the jungle, muzzle flashes cutting through dark wounds. It's cinematic
02:03without trying to be cinematic. And beyond the atmosphere, there's a real sense of progression.
02:08The full game gives you a lot more structure than the demos ended at. There are survivors to find,
02:13clues to follow, weird experiments to uncover, and more environmental storytelling than I expected.
02:19You can find notes, audio logs, little details scattered around the island, that actually push
02:24you to explore, instead of just running from fight to fight. It's not an open world, but it has that
02:30wide linear design that makes the world feel much bigger than it is. For example, like Metro Exodus,
02:36which was an open world, but it had different biomes, which felt huge. Something people might not
02:41realize yet is how varied the enemy encounters get. The nanosaurs are the ally, but you'll also be
02:47fighting mercenaries, mutated creatures, and these really aggressive hybrid enemies that behave nothing
02:52like human AI. Some of them flank, some of them rush, some of them bait you into tight spaces,
02:58where they know they have the advantage. And the game does this thing where it never lets you fully
03:03settle.
03:09Fire in the hole!
03:15Fire in the hole!
03:23Fire in the hole!
03:38Fire in the hole!
03:40Fire in the hole!
03:42Fire in the hole!
03:44Fire in the hole!
03:46Fire in the hole!
03:48Fire in the hole!
03:50He's one of the few people that actually know how to get out of here.
03:54Well, if I can't find him, I'm just shooting my way back to the coast.
03:59Grab whatever boat I can and get the hell out of this shithole on my own.
04:02One minute it's a grounded military firefight, the next minute you're in on a full-on survival
04:07scenario with something way bigger than you.
04:09The game is made primarily by one single developer, which is insane considering how polished certain
04:15sections feel.
04:16It still has rough edges, animations here and there, a bit of jank when too many enemies
04:20collide, but that's the kind of charm people don't mind when the core gameplay feels this
04:26good.
04:27And it does feel good.
04:28It's not one of those indie FPS where the gun sounds like a busted toy, and that everybody
04:32forgot in an instant.
04:34Everything here has punch.
04:36What honestly won me over is the place, and Brocious doesn't waste your time.
04:40Every new area gives you a reason to stop and look around.
04:44Every fight ramps up in a way that feels designed, not random.
04:47There are moments where the game slows down and lets you soak in the environment, and then
04:52it slams you with something vicious right after.
04:55It has that rhythm that great action shooters have, the rhythm that keeps you hooked because
04:59you never know what's around the next corner.
05:02And if you're someone who grew up playing games like Turok, Aquar 1, Crysis or even the
05:06classic Call of Duty campaigns, this is going to scratch an itch that modern shooters don't
05:10really scratch anymore.
05:11There's no filler, no flooded open world checklists, no forced life service systems and all that.
05:17It's just pure focused and crafted chaos.
05:20And the fact that this is coming from an indie dev honestly makes it even better.
05:24Games like this only exist because someone out there genuinely loves the genre and wants
05:28to push it forward.
05:29Not because a boardroom decided to be profitable.
05:33He wanted to make a King Kong game of the movie again, and this is what he did.
05:37So if you're watching this new release, Ferocious drops on December 4th, and I genuinely think
05:42it's worth keeping an eye on, I think it'll be released by the time of this video.
05:45So especially if you've been craving a shooter with actual bite, you have to check this out.
05:50I've been impressed by how much personality and confidence the full game has.
05:54It's rough where it needs to be rough, beautiful where it needs to be beautiful and aggressive
05:58in all the right ways.
06:00For players tired of safe, predictable AAA shooters, this is the kind of game that reminds you what
06:05raw, grounded, violent first-person combat is supposed to feel like.
06:09And having played the full thing early, I can confidently say that it delivers far more
06:13than you think, especially if you only saw the trailers.
06:17And honestly, after finishing my early playthrough, what stands out most is how, again, confident
06:22this game feels.
06:23There's no identity crisis here, no trying to be everything at once, no weird system pulling
06:28the experience in 10 different directions.
06:30Ferocious knows exactly what it's want to be, a tight, vicious, atmospheric shooter,
06:35and it commits to that fully.
06:37That clarity alone is refreshing in 2025, and I think that's why it's the perfect game to
06:42jump into right now.
06:43It's releasing at a moment when players are desperate for shooters that actually feel like
06:48shooters again.
06:49Games built around tension, surprise, and raw mechanical satisfaction, not endless progression
06:54systems or checklists.
06:56Ferocious comes in with the kind of energy that says, here's a world worth getting lost
07:01in, here's combat that forces you to still lurk, here's a game made by someone who actually
07:06cares.
07:36Now small, Dion, Crite, where you're not vimos in, here's a game made by someone who
07:42were planning to kill the insurance Lim și scientist.
07:44See you later?
07:45I never did it anymore.
07:46Ah, do you want to oriental мой psi?
07:53I never did, could you turn around, of course?
07:56Oh, who's the only thing to absorb the SCP if I said before?
08:02I wouldn't wait to go PETER discipline in ou.
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