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Πρόσφατες κριτικές από τον constantcompile

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Εμφάνιση 181-190 από 236 καταχωρίσεις
1 άτομο βρήκε αυτήν την κριτική χρήσιμη
74.1 ώρες συνολικά (73.6 ώρες όταν γράφτηκε)
Great fun and a worthy sequel to Just Cause 2.

If you like the base-game wingsuit, consider holding off on the Season Pass DLC until you tire of it. If you find the base-game wingsuit too much hassle to use, try the "Sky Fortress" DLC as soon as you can.

This single piece of DLC fundamentally changes Just Cause 3. The addition of a jetpack to the wingsuit effectively transforms it from a glider into a rocket. Further adding unlimited missiles and a machine gun makes it one of your primary offensive tools.

Where before, Just Cause 3 was primarily a vehicles n' guns game with a wingsuit option, "Sky Fortress" changes it into primarily a superpowered jetpack wingsuit game with options for vehicles and guns. It's that radical of a change. This also gives the game a different "feel" from Just Cause 2, which in my mind is good.

Recommended.
Αναρτήθηκε 13 Σεπτεμβρίου 2018. Τελευταία επεξεργασία 13 Σεπτεμβρίου 2018.
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1.1 ώρες συνολικά
I requested a refund for this game. So why am I recommending it?

Because I think you'll know very well within the first hour whether you like this game, or you don't. I don't like it.

The constrained environment means that solutions rarely feel elegant, as most of the screenshots appear. More commonly, your track looks like a long strand of spaghetti made to fit flatly in a tiny bowl. The puzzles suffer from "read-my-mind-itis," where many tracks are less about looking at the situation and more about trying to predict how the creator is trying to subvert your expectation. There are two groups of aliens going to two groups of homes? Chances are, instead of cleanly picking up and dropping off each group, the only viable solutions involve a mish-mash of picking up one of each, dropping off one, picking up another, then dropping off the first, etc.

The puzzles are clever, but - to me - they aren't satisfying. If you like puzzles for puzzles' sake, definitely pick up this game. In my case, I thought "awesome, I'mma be a space train conductor for aliens!" And was disappointed to discover that this is MUCH more a puzzle game than it is a train game.

Aside from that, this game is objectively good. The art is well done, the music is atmospheric. It's never explained how your train "resets" or gains extra cars, but you'll only notice that stuff if, like me, you were looking for worldbuilding information about the universe that this game takes place in. This is not that kind of game.

Not for me, but recommended for others.
Αναρτήθηκε 13 Σεπτεμβρίου 2018.
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13 άτομα βρήκαν αυτήν την κριτική χρήσιμη
24.4 ώρες συνολικά (22.4 ώρες όταν γράφτηκε)
A minimalist puzzle game with simple mechanics. Its main problem is that it's so damn long - it took me over 20 hours to finish the core set of levels, which is far longer than a game like this can really be interesting or compelling.

I ended up playing the game during 5-minute breaks while listening to podcasts. Honestly, even after completing the game... I could take it or leave it.

If I could give a "middle thumb" I would, but since the game is so boring that I mainly played it as a means of giving myself something to do while idling... I have to err on the side of thumbs-down this time. Not recommended.
Αναρτήθηκε 9 Αυγούστου 2018.
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2.9 ώρες συνολικά
I feel bad giving a thumbs-down, because this game is only 99 cents.

That said, I completed the main set of levels in about three hours, I'm only a little more than halfway toward completing the more grindy achievements, and I have absolutely no desire to play any more of this game.

Each level has a gimmick to show off how pretty this game is, and it is pretty, but the gimmicks detract from the experience more often than they add to it. Making the blocks temporarily invulnerable does not improve the experience, nor does warping the ball through portals with unclear boundaries. Most of my deaths in this game did not feel "fair."

Plus - and this might be a little petty - upon completing the last level, there's a text box that says "more levels coming soon!" This game hasn't had an update in more than three years. Not recommended.
Αναρτήθηκε 8 Αυγούστου 2018.
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2 άτομα βρήκαν αυτήν την κριτική χρήσιμη
2.8 ώρες συνολικά (1.0 ώρες όταν γράφτηκε)
Hell yes, more Nickervision. Gimme that bite-sized gameplay, om nom nom.

This is a shiny little game with good music that you can 100% in under an hour if you're skilled.

If you've got a buck to spare, go for it.
Αναρτήθηκε 6 Αυγούστου 2018. Τελευταία επεξεργασία 6 Αυγούστου 2018.
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39.8 ώρες συνολικά (37.1 ώρες όταν γράφτηκε)
Others have said it, but it bears repeating: It really is incredible how much "game" you get for $15 full price.

The art direction of Hollow Knight far outclasses most triple-A games, nevermind most indie titles. Each area has a specific and well-executed motif, each character has distinct animations and voice effects, and the difficulty and enemy behavior is polished to a mirror shine.

Highly recommended.
Αναρτήθηκε 29 Ιουλίου 2018.
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5 άτομα βρήκαν αυτήν την κριτική χρήσιμη
13.6 ώρες συνολικά
A little too rough

On the main menu of TTR: World Tour, there is a counter of how many stars you've earned out of all available stars in the game - as of writing I'm at 244/540. You can earn a maximum of 3 stars per event (180 events total), and getting 3/3 stars is generally very difficult. Time trials require near-perfect laps, drift events require longer and longer unbroken drift chains, and so forth.

The problem is, once you ratchet the difficulty past a certain point, and demand near-perfection from the player, any imperfections in your game become glaringly apparent - and incredibly irritating. Buggy collision physics bring you to a dead halt for grazing the wrong bit of wall, drift chains are broken by drifting over the wrong patch of track, any instance where your car is airborne becomes a complete roll of the dice, and sheer luck with which powerup you get can make or break an event attempt.

Looking through the reviews, I don't see anyone with more than 10-ish hours logged in this game, which isn't nearly enough for them to have completed all of the events. It seems like 10-ish hours is about how long it takes the average player to get burnt out and put down the game, never to pick it up again.

If you think the price seems right for 10-ish hours of a middling-quality buggy racer, have at it. If you're looking to pick up a racing game that you will enjoy from beginning to end, this is probably not that game. Not recommended.
Αναρτήθηκε 29 Ιουλίου 2018. Τελευταία επεξεργασία 29 Ιουλίου 2018.
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83.6 ώρες συνολικά (72.2 ώρες όταν γράφτηκε)
Core Gameplay Loop, perfected

The gameplay of EVERSPACE is like a highlight reel of space combat simulators: jump, fight, loot, repeat. The amount of downtime is very, very small, and can be made even smaller if you don't bother looting thoroughly.

It features possibly the best M+KB controls I have ever seen for spaceships. Precise enough to bullseye targets, but loose enough that you can quickly navigate tight environments.

There is a tangible sense of progression as you upgrade each ship. This does mean that your starting ship feels a bit weak - I'd advise upgrading to the Scout as soon as you have 10,000 credits, for its Teleporter. Equip the "Sensory Overload" enhancement as soon as you find it, too; it makes looting each sector much faster.

Highly recommended, in my all-time top 10.
Αναρτήθηκε 28 Ιουλίου 2018.
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26 άτομα βρήκαν αυτήν την κριτική χρήσιμη
17.4 ώρες συνολικά (17.3 ώρες όταν γράφτηκε)
Screwed on too tight

Let me be clear - there are MANY things about this game that I like. It clearly has a ton of love and attention poured into it, from the character designs to the level designs to the in-game lore text. The developers are STILL adding balancing tweaks nearly two years(!!!) after release. There is no doubt in my mind that its praise and rabid CORE fanbase are both well-earned.

That said, look at all of these reviews - see how most of them have a single-digit number of hours logged? Look at the achievements. 14.9% of people have beaten the game, 0.4% of people have attained S+ ranks on all levels. That means that of all of the people who have purchased this game, fewer than 1 in 5 people have found it compelling enough to beat (and more than half have made it past the first zone). Of those people - the ones who have beaten the game - fewer than 1 in 35 found the gameplay enjoyable enough to play the game to completion, earning S+ ranks on all levels.

I'm dating myself here, but I think Assault Android Cactus suffers from Rogue Leader Syndrome. No one seems to want to talk about how brutally, unforgivingly hard this game is. Many have praised it, but so few have found it a good enough game to actually suffer through completing. You'll have enemies drop on top of you and kill you with less than two seconds' warning, or surround you so quickly that you can't dish out DPS quickly enough to make a safe escape route. You'll have a stray enemy get lost in a corner of the screen amidst the chaos, and the next wave won't spawn because it hasn't been destroyed, which ends your chances of an S+ rank. You'll have powerups emerge at profoundly inconvenient places and times.

I'm not saying this as a scrub or a casual who needs to "git gud." At time of writing, I'm in the top 25 of the global leaderboard for the Zone 4 boss and the top 100 for several other levels. I am telling you that it is possible to develop your skills in this game to a point where your failure is caused by factors wholly outside your control. Not only are you expected to grit your teeth and bear the burden of developing your skills enough to actually, y'know, git gud, but you're also expected to accept that failure will frequently be forced upon you and there's absolutely nothing you can do about it. Luck features too prominently.

I very much appreciate all of the time and effort that the developers have clearly put into this game. However, if you play this game, you will experience the frustration of putting up with failure after failure and learning from increasingly minor mistakes, only to reach a point where there was nothing you could have done to avoid failure, only to experience it anyway.

The core enthusiast base for this game may have come to accept that. I don't. In my mind, the catharsis of victory in this game is not worth the absurd challenge and the sacrifice of hours upon hours to find a lucky run.

Not recommended.

EDIT:
As a postscript to my review, I've received input about my grievances from a developer as well as a member of the community. It appears that, with a deeper understanding of how the game spawns powerups and enemies, it is possible to reduce the likelihood of either of these factors causing failure.

So the bolded text is my review above is inaccurate, so long as you assume that a player is ready and willing to research meta-strategies that rely on deep knowledge of the game's mechanics. Knowledge that would not be feasible for a single player to glean from within the game itself.

For anyone reading this that is ready and willing to research this game's mechanics to such an extent: To you, I say thumbs-up. For the other 99.6% of you, my review stands.
Αναρτήθηκε 9 Ιουλίου 2018. Τελευταία επεξεργασία 1 Αυγούστου 2018.
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24 άτομα βρήκαν αυτήν την κριτική χρήσιμη
1.3 ώρες συνολικά
An otherwise likable puzzle game ruined by trial-and-error "secrets"

Forestation appeared to be a simple little puzzle game about drawing a continuous line. Unfortunately, the added element of "secret trees" turns what should be a logic puzzle into a trial-and-error test of your patience.

At about 20 seconds into the trailer, you'll see the mechanic in action - white tiles appear out of thin air as the cursor is dragged over them. What the trailer doesn't show is that there is no way to know where these invisible tiles are. This means that unless you consult a guide, you are clicking and dragging every single edge tile in every direction until you find the "magic tiles," and irritatingly moving around the mouse until you find the exact path you're supposed to take (complete with dead ends, for added frustration). Unless you find these "secret" solutions, the level is not considered fully completed.

That would be bad enough, but some puzzles don't even incorporate the invisible tiles - they are wholly unsolvable unless you click and drag from one specific tile to a second specific tile directly adjacent. Go to the Community Guide for this game and look at Level 20 part 3 and Level 21 part 1. There is absolutely no information given to you in the game itself for how to solve these levels; you are forced to consult a guide.

Who thought that this was a good idea? I'm reminded of "moon logic" solutions in old point-and-click adventure games, which would force players to call overpriced toll numbers. It doesn't add any charm, it doesn't even net the publisher any money. All it does is force players to rely on the guide - and if players can't find the solution to a puzzle unguided, the puzzle creator has failed.

These inane, unknowable "secrets" ruin the experience of Forestation. Not recommended.
Αναρτήθηκε 2 Ιουλίου 2018.
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Εμφάνιση 181-190 από 236 καταχωρίσεις