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Seneste anmeldelser af Jobko

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Viser 11-20 af 167 forekomster
1 person fandt denne anmeldelse brugbar
6.7 timer registreret i alt
One of the better Worms games. Too expensive for what it is.
Skrevet: 22. juli 2024.
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Ingen har vurderet denne anmeldelse som hjælpsom endnu
12.6 timer registreret i alt
Fun with friends.

If someone disconnects you have to restart the lobby.
Skrevet: 22. juli 2024.
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6 personer fandt denne anmeldelse brugbar
0.2 timer registreret i alt
Anmeldelse for emne med tidlig adgang
Permanent early access game. Feels like a bunch of bought assets and animations slapped together. Auto save feature doesn't work. Just go play Ark or Palworld instead.
Skrevet: 6. juli 2024.
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1 person fandt denne anmeldelse brugbar
0.2 timer registreret i alt
Extremely boring; you walk VERY slowly from one end of a 2D hallway to the other, and sometimes have the option to write about what you see. More of an art piece than a game.
Skrevet: 6. juli 2024.
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4 personer fandt denne anmeldelse brugbar
0.9 timer registreret i alt
Anmeldelse for emne med tidlig adgang
SpaceBourne 2 is an ambitious game considering it’s made by a single developer. The ability to run around, shoot enemies, loot their corpses, and then jump on your ship, fly from a planets surface into space, and get into a dogfight… This formula is extremely hard to replicate, and so far we’ve only seen a handful of games do it well. However in saying this, I have a lot of issues with this game currently, and wouldn’t recommend it.

If this is your first game like this, it might surprise you, but if you’ve played Star Citizen, it leaves a lot to be desired. I will say that what this game achieves is impressive, with space/atmosphere flight feeling a lot better than No Man Sky, but comparing to Star Citizen it does feel like a poor imitation of what that games achieves – which is understandable given the development time and development team size.

My key main issues that I immediately experienced: crashing on startup and crashing on settings change; extreme lag in city areas, and hitching in space areas; motion blur is over-the-top even at its lowest settings, with seemingly no way to turn it off; outside the cities the planet generation goes from flat to bumpy, with nothing to really explore/look at; the main tutorial stops you from using certain key binds, making you feel like the game doesn’t work properly; most voices are AI generated, and a lot of sounds are abrasive to the ears; mouse sensitivity is extremely high initially, and if a setting did exist to change it, I didn’t want to crash just to try adjust it; you have to double press space to skip dialogue, which is tedious/repetitive; there is a lot of doubling of UI elements, most likely due to some poor implementation of chromatic aberration, which turning down in the settings didn’t fix; in general there is just too many motion effects on screen, which when you add in the lag I was experiencing, I could easily see making people motion sick.

This game has a lot to work on, as you can see, and this is just within the first 52 minutes, which should realistically be the best part of the game with the most effort put into it. This review is more of a warning, that while it’s impressive what a single developer can accomplish, this game is early access, and at this price point, is not worth it - currently.

If the developer decided to push this game further by hiring people with the money he’s made from it, or even just putting together a Discord community, making it open source, and allowing people to help him with bug fixing, this could flourish into something truly amazing… However I can’t help but feel like this is another permanent early access game.
Skrevet: 4. juli 2024.
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9 personer fandt denne anmeldelse brugbar
1.6 timer registreret i alt
While Ultros’ visuals are beautiful and music outstanding, the gameplay didn’t hook me. The games combat is satisfying, but the lack of difficulty and enemy diversity doesn’t sell me on it. This issue compounds as the story requires you to loop over and over, going through the same areas and fighting the same enemies, and re-earning the same abilities/perks.

To try make up for this they have a farming activity, where you find seeds that grow various different plants, each plant opening up possibilities for shortcuts upon every repeat. However if you plant the wrong seed, you can’t dig it up until later in the game, meaning early game you’ll find yourself wasting these seeds over and over. The farming system feels tedious in design. You can also lock in a small portion of your abilities/perks (to keep them on reset), but neither this nor the farming system mitigates the tedium of restarting.

Backtracking/re-exploring feels even worse due to the movement system; there isn’t really any fast way to move through the map, with sprinting tied to continuous running, and all momentum being stopped as soon as you bump into anything, or roll. It’s not even strong as a platformer, with little to no environmental hazards (none that I’ve see so far).

None of this is to say Ultros is a bad game, just that it’s not for me. If you’re going in expecting something akin to Blasphemous or Hollow Knight, you’d be sorely disappointed. The movement/combat in those games feels a lot tighter, and there is more emphasis on platforming. Ultros feels more akin to an experience, as you take in the music, atmosphere, world and its unique visuals, and is best treated as a casual game. If that appeals to you, I heavily recommend it, it’s just not for me.
Skrevet: 1. juli 2024. Sidst redigeret: 3. juli 2024.
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4 personer fandt denne anmeldelse brugbar
1.0 timer registreret i alt
Loved the first game; this just isn't it.

I have currently defeated two bosses, both forgettable and easy. I have found no secrets despite hitting every wall. The dodge rolls further past the enemy than my attacks reach, and there’s usually not enough time to catch back up to them before they start swinging again. The parry is gone, and now you just have a timed block that acts as a stagger, rather than the original system of block + attack, which just feels awful paired with the dodge roll. None of this was an issue in the first game.

As well as this, the hub is super confusing to traverse, and is way too big. You have to go back to the hub to level up as well as do various other things, splitting the original camp in the first game into multiple areas. To travel back to the camp you have to teleport back, and upon reaching it, travel up to level up, then travel down through caves towards the portal, which you then have to put 5 specific runes in each time to unlock the ability to teleport back to your original location. This issue gets worse when you realize that there are two functionally different save points, one that you can travel to, and one you can travel from, meaning if you haven’t unlocked the former you have to carry on until you do, or lose progress in the map. This is functionally similar to Dark Souls 2/3, but made even more tedious, while the first game was functionally similar to Dark Souls 1. This whole system is just made unnecessarily inconvenient, and adds nothing to the experience.

While I haven’t got much hours, I do not want to go over 2 hours and lose my refund period, and I don’t see myself enjoying this game after reading the other reviews describing more flaws than I’ve experienced so far. If I had to compliment this game, I do enjoy the grappling hook + wall jump. If I had to nit pick, I prefer the jump + dodge = fling yourself far bug in the first game, even though it wasn’t intended, making for some fun/fast movement.

I just don’t see the appeal of this game. The combat isn’t anything special either compared to other games like Blasphemous 2/Hollow Knight. While Salt and Sanctuary was my first 2D souls-like game, and holds a special place in my heart, it’s been long enough that the standards for games like these have raised so much that this just feels out of place.
Skrevet: 30. juni 2024. Sidst redigeret: 30. juni 2024.
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1 person fandt denne anmeldelse brugbar
0.2 timer registreret i alt
2 player doesn't allow you to add bots and doesn't let you start due to "not enough players".
Skrevet: 30. juni 2024.
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6.8 timer registreret i alt
Best Battleship game on Steam
Skrevet: 3. juni 2024.
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1 person fandt denne anmeldelse brugbar
5.1 timer registreret i alt
The First Game

2017’s ‘Hellblade: Senua’s Sacrifice’ was an emotionally impactful story, told through the psychosis of the main character Senua. The story while simple, was told in a way that was extremely artistic, dark, and at times beautiful. While the games combat and puzzles got repetitive, and didn’t offer much compared to other titles, they didn’t detract too much from the game. The games graphics, audio design, story-telling, music, art direction, acting, and cinematic direction, made it one of my favorite story games, and one that I’ve replayed multiple times, despite its flaws.

Introduction

With the sequel taking this long to release, and Ninja Theory under Microsofts ownership, giving the studio a bigger budget and much more staff, you’d expect the game to reach new heights… I’m sorry to say, this is not necessarily the case.

Hellblade II’s biggest strengths are still the same as the original. The game is beautiful, and geniunely one of the best looking games I’ve played, up there with Star Citizen and Forbidden West. The audio design is impactful, using high-end ASMR equipment, and amazing mixing, to create a terrifying audio landscape. The music is beautiful and intense. Every scene and shot is expertly crafted to be as cinematic and movie-esque as possible. The acting is phenomanal. If you want to play the most cinematic game to date, one that rivals movie level quality, that in general feels like a playable movie, this is it. However as a game, it leaves a lot to be desired, just like the original.

Combat

The combat was talked about a lot before the game released, with lots of discussion about how many days they spent acting out scenes in mocap suits, and I got to say, it looks amazing. I mean every motion in combat feels incredibly cinematic, dynamic, with lots of different camera angle trickery that makes it again, feel like a playable movie. Compared to the first game the combat just looks and feels more intense and entertaining, with a lot more dynamic shots, animations, and finishers. When fully immersed I found myself on the edge of my seat, which I can’t say for a lot of action combat games. However when boiled down, the combat is much simpler than the first game, which was already quite simple.

In Senua’s Sacrifice you would have to listen out to voices that would tell you an enemies behind you, making you turn just in time. You’d have shield enemies you’d have to kick or attack right after dodging to deal with. Wave after wave of enemies left for extremely intense situations. There were multiple bosses, each with their own moveset and gimmick. You’d have times where you’d charge enemy after enemy, rotating between multiple moves depending on who you were fighting, similar to Shadow of Mordor’s combat, just from a different perspective. However in Hellblade II you have a heavy and light attack, parry, and dodge… And that’s it. You always magnet towards enemies, and each encounter is a forced perspective that you can’t move out of. You can’t switch targets, and when you do switch targets it’s because the game forced you to. While the combat is more visceral, cinematic, with a lot less repetitiveness to animations, with each move feeling unique throughout the fight… It’s too simple, and I’ve yet to find anything remotely challenging. The parry and dodge windows feel a bit tighter, but without feeling overwhelmed as you’re forced to fight one enemy at a time, it’s not all that difficult.

The combat is a let down, and if it was a combination of the first games moveset, and this games cinematic array of animations, I wouldn’t complain, as it geniuenly does feel less repetitive than the first, but there’s not enough to make the combat challenging. In general it feels streamlined to a fault.

Puzzles

The puzzles… Well there’s not much to talk about. They are okay, and there was maybe one puzzle I found myself spending extra time on, but overall they feel very linear; the game leads you to where you need to go, and which order to complete most puzzles. The first game had a bit of this, but I found the puzzles a lot more endearing in the first game, with a lot more illusions and confusion throughout.

Menus and UI

The in-game settings and menu page is great. You can pause in-game, and manually tweak settings to see what the current pause looks like on different settings, with no need to apply. You also have a graph going over statistics like VRAM usage, fps, and other negative/positive effects each setting change is doing. You have chapters for each level, as well as each level breaking down what you’ve missed in terms of collectables. Compared to the first game, and a lot of other games, the menu/pause screen/settings is streamlined to an extremely high quality, and it geniunely makes the product feel a lot more premium.

As for UI, there is none. Like seriously, not a single bit of UI ever. No prompts, mash x button, arrows, compass, mini-map, inventory, or anything. The game is made to be a cinematic playable movie, so if you want to know how to do anything, just pause and look at the on-screen controls. Everything feels intuitive however, being a good showcase that gamers don’t need long-winded tutorials or to be told exactly what to do at any given moment.

The Price

For me the price is fine. It’s not necessarily good, but I value the effort put into making the game the most beautiful and cinematic game I’ve played. It doesn’t feel too lacking in combat and puzzles compared to a game like ‘Scorn’, which was another “expensive” short game, and this is a lot higher budget than that game. I mean even ‘Stray’ was extremely popular at a price point to hour ratio I wouldn’t say is great, with gameplay that was okay at best. You’re not getting the same amount of hours you would a long RPG, but nowadays you’re paying $70 USD + more if you’re getting microtransactions or deluxe editions for most RPGs, and most of the gameplay boils down to repetitive grinding. So it’s hard for me to say the price is necessarily bad, but the game is short, and you have to take that into account. It’s also on Game Pass, so if budget is a problem, get it there, or if you want it on Steam, wait for a sale.

Conclusion

Hellblade II is a great game if you want a playable movie. However if you want in-depth action combat and brain altering puzzles, this game does not offer that. A good comparison would be ‘Ryse: Son of Rome’, however in this case the games even more cinematic, and I personally enjoy it a lot more than that game which I really didn’t like. Hellblade II is an important showcase of what the future of gaming is going to look like, and how to expertly handle a story within the gaming landscape. While it didn’t necessarily evolve much from its predecessor, if you enjoyed the previous game, you will enjoy this one, and if you haven’t played the first game, I’d go play that first before even thinking of picking this up.

Overall my main takeaway is that this game was never going to have the same impact the first did. The natural progression of Senua’s story wouldn’t allow for that. So while I am not as deeply enthralled with this title, I still thoroughly enjoyed my time with it. Nothing overstayed its welcome, and what you’re left with is an expertly crafted piece of cinema.

Expect anywhere between 5-10 hours.
Skrevet: 21. maj 2024.
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Viser 11-20 af 167 forekomster