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Entity 351 最近的評論

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總時數 661.1 小時 (評論時已進行 37.8 小時)
搶先體驗版評論
Noita is the game every kid imagined playing in the early or mid 2000s while they messed around with the various falling sand/liquid games during lunch break or hw club. The simulation these guys have created makes for some extremely compelling gameplay where you're one chain reaction away from obliterating a group of difficult enemies, or ending your run with a bang. The sound design and soundtrack fit the game very nicely as the muffled sound and screenshake of distant explosions lets you know that things are constantly happening to reshape the level, and the way the combat music smoothly shifts to ambient and exploratory tracks make for an immersive time.

My only issues so far is that the physics can be a bit inconsistent, especially when kicking oddly shaped objects like carts, or even more standard ones like crates or barrels. Sometimes a kick will have the desired effect, sometimes it either won't move or fly in an odd direction. The jump in difficulty when you start encountering the flying enemies with guns, turrets, and snipers is a bit extreme even for a roguelike in my opinion, but that may just be my taste.
張貼於 2020 年 1 月 13 日。
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總時數 0.6 小時
Game takes a while to really ramp up to get consistantly funny/creepy with it's jumpscares. Expect nearly nothing to happen until rooms 175-200.

I also felt that they revealed the whole 'cabin in the woods' storyline far too early, as it is quite a while before you see any spooky scary ghosts
張貼於 2015 年 7 月 28 日。
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58 個人認為這篇評論值得參考
5 個人認為這篇評論很有趣
總時數 60.8 小時 (評論時已進行 14.7 小時)
My feelings are mixed on this game. However, if I were asked by someone drawn to this game by the X-COM comparison in the description whether it was a good buy or not, I would tell them to pass. Why?

Combat in Enemy feels like a conglomoration of stripped down mechanics from XCOM. There is no surpression mechanic, but there is 'Morale'. For some reason important, information such as telling the player exactly what they are improving when they level a character is also absent. For example: A player wants to increase the ranged skill of a character. Telling the player that every point they put into said skill increases their chance to hit by a "moderate" amount is totally worthless. What is "moderate"? 10%? 50%? It's like this for every skill and every weapon.

It is impossible to telll how skills and weapons synergize with one another and how much damage you're going to be putting out at your level. The same goes for armor. There is an entire shop dedicated to armor and there are is only two types of armor that seems to actually offer protection despite dozens of options to choose from.

Combat itself is extremely bland. There doesn't seem to be any sort of critical hit chance, nor are there any abilities that are unique to any class or character. The Platformer class plays identically to the Action class if you put points into the correct skill. Not to mention that there really isn't a whole lot to do in combat itself. You either can attack or you move, like checkers. There is no flanking mechanic, no 'real' cover mechanic, no surpression, no interesting abilities that allow you to control enemies, no nothing.

There is a poorly implemented version of 'overwatch', however it's pretty much worthless.

This is all really dissapointing because at it's core ENEMY has some really cool ideas. It's totally bizzarre to me why the devs didn't design some sort of cover mechanic in a game with voxel based destruction. It's totally bizzare to me how they have something like fire propagation but don't have something equally cool for the other elements.

I get that this is sort of supposed to be a Tactical Turn Based Roguelike and it's supposed to be touch. However, Roguelikes are also supposed to offer opportunity, choice and encourage experimentation. There should be at least 3 or 4 ways around every enemy in a roguelike, the cost and avaliability of those choices combined with limited resources make roguelikes fun to play. You may lose horribly, but at least you learned something.

Not so with Enemy. It all boils down to playing the Line of Sight game from a FPS mentality rather than a TBS one and hoping something doesn't pop out of the fog of war and kill you instantly.

So to wrap this review up: If playing roguelikes and games with a cut down version of the XCOM's combat than Enemy is sure to meet you about 1/3rd of the way there.
張貼於 2015 年 3 月 18 日。
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總時數 20.1 小時 (評論時已進行 18.0 小時)
If you liked FC3, then you will probably like FC4. Ubi really upped their game to bring life to the world as there are always things happening around you which can get flat out ridiculous at times. The sound design is a spectacular step up from FC2 and 3 and it's quite refreshing. There are tons of things to do and explore in Kyrat (sp?) and I already have 13 hours in and have not even gotten past the first 'boss'. Coop is fun but a little jittery, lots of opportunities to have fun and set awesome traps. The game offers much in the way of exploration and has some really awesome side missions to keep you going if you don't want to get through the main campaign too quickly.

On the down side, it feels like Ubisoft is really trying to streamline FarCry in a negative way geared more towards casual gamers. In FC2 and FC3 you would frequently stumble upon some really cool emergent event that would unfold and escalate and generally feel like it was YOU, the player that discovered it and made it happen. In FC4 things don't really happen because you did something. They happen because you are there. After a couple hours into the game, you begin to realize that the soldier you saw pushing a captive through the woods didn't actually "come" from anywhere but had spawned within a 100-150m radius of you.

While understandable from a technical perspective, this type of "random event" becomes very predictable and sort of ruins the immersion. I have literally been in scenarios where six+ karma missions happen consecutively, or simultaneous to eachother. Of couse animals and civillians are also running through the mix screaming and roaring as well.

After a while I sort of feel like the game is trying to shake me out of the narrative slapping me, and saying "HEY YOU'RE DOING REAL WELL THERE BUD LETS SCALE UP THE DIFFICULTY OF THE GAME AT THIS ONE PARTICULAR POINT IN THE WORLD AND SEE WHERE IT GOES FROM THERE!!"

I hope Ubisoft tones the director down a bit because at the moment it clashes very harshly with the story and characters they created.
張貼於 2014 年 11 月 23 日。
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總時數 0.6 小時
搶先體驗版評論
Dizzel the name speaks to the confused, scattered direction of this game. On the surface it seems like a poor-quality GoW mod, minus the intuitive cover system that GoW had, but keeping the lumbering clunkyness of regular movement.

The game never really tells you why you are dressed like a flamboyant halloween stripper or why you are carrying a ridiculous axe that you clumsily flail wildly with or who the factions are or why you are fighting in the first place.

Overall instead we get, an all around poor game with exceedingly bland, unresponsive gunplay, horrible movement and visuals that hearken back to 2007. Throw in a preditably aweful Pay 2 Win mocrotransaction model, god aweful player skins, terrible voice acting and poor level design and you have the summation of Dizzle.

The game is a collection of half inplemented ideas. It has a cover system that only serves to reduce your accuracy. It has a melee system that is entirely useless and unrewarding. It has an optional 'execution' method that only really serves to put you in an uncancellable animation that will get you killed more often than not. And it has the 'groggy' bleed-out system. Why does that even exist? More often than not, you will stay groggy for about 2 additional seconds. This is also effected by players shooting you while you are down, so shortening that timer to about a half second tops. Also why the hell does being shot or slashed to incpacitation make you 'groggy'? I feel groggy when I don't get enough sleep. Not when I get shot in the chest with a shotgun.
張貼於 2014 年 8 月 27 日。 最後編輯於 2014 年 11 月 12 日。
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1 個人認為這篇評論值得參考
總時數 1.2 小時 (評論時已進行 0.9 小時)
Consortium is a really wierd game. It has enough going for it to warrant a reccomendation, but it comes with some warnings.
Both the writing, and the graphical fidelity are pretty decent; from what I've seen so far there isn't anything that stands out too starkly as cheap looking or terrible sounding. The characters, while overly perky to the point of mild irritation are voiced well and move smoothly more or less.

If you don't like stories where the game talks freely about it being a game and breaks the 4th wall while attempting to work such breaches into the lore itself, then this isnt for you. It's quirky and funny but it can come off as a bit trying and boring at times.

The UI, on the other hand looks like it was made in flash, or paint or something and isn't all that great and is fairly confusing to navigate, especially in combat. Equipment is also sort of oddly priced. For some reason your basic armor you get at the beginning of the game costs 72 MILLION dollars yet your helmet - of equal technical complexity- costs a mere 75k.

Combat feels wierdly tacked on. Your suit is essentially this big vaccum cleaner that just sucks up EVEYRTHING and converts it into 'utility energy' This is then used for healing and weapons, but has modes where you can just passively heal/repair or repair/heal specific parts of your body. It's just unecessarily complicated and does not really translate well to the general flow of combat.

Enemies have a similar system although here the complexity is welcomed and you can maim them in a variety of ways rather than just killing them outright. I personally like this because it makes combat more interesting and engaging than simply pointing and clicking.

Those small nitpicks aside, I would say that this game is certainly worth it with a 10 buck price tag, so wait for it to go on sale.
張貼於 2014 年 1 月 9 日。
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1 個人認為這篇評論值得參考
總時數 909.8 小時 (評論時已進行 602.1 小時)
Planetside 2: A game that promises massive open battles that veterans of the FPS genre would die for, only just barely falls short of fulfilling it. It's a difficult game to rate or reccomend succinctly with complete confidence. Having put a considerable amount of time into this game, I feel like in order to provide a fair reccomendation I need to address how the game was at launch, and how it is now. This I feel is the best way of illustrating how this game plays during its boom and bust periods.

At launch, there was no shortage of combat; people everywhere and plenty of fights for everyone. The game looks stunning during large fights, and you really feel like you were part of an organized ARMY. Not a squad with a dozen of players or so, but the feeling of taking part in a fight with 100 or more on each side simply cannot be beat. Players were welcoming and actually enthusiastic about following orders and carrying out specific roles.

However, the lack of a real metagame and the performance issues really hurt player interest and numbers started to decline. With this decline, outfits started falling apart and becomming dysfunctional and for a long time, PS2 was at a loss in terms of competing with other interesting titles and offering endgame content to the more dedicated players.

As it is now, Planetside 2 has undergone a significant metagame and optimization pass that will hopefully spark some more interest to being back a portion of the "boom" population without the cloying issues of poor netcode, lackluster metagame and terrible optimization.

Mechanically I'm a little on the fence. Weapons as the game went on felt like they were actually becomming more difficult to control, and sporadic, rather than predictable, accurate or fun to use. Due to the game's 300 meter draw distance for infantry, the weapon stats are all wierdly skewed and difficult to get used to. Bullets and other bullet-like projectiles feel as if they move quite slowly, requiring a heavy lead on moving targets (on top of any latency or graphical stuttering you may get).

Right now, there is no mid or endgame content. There are no infantry weapons that make any faction really stand out (aside form rocket launchers and some max weapons). It feels as if each factions weapons are equally balanced with one another so that they all have comprable ttk, and they all have weapons for each niche so that for the time being it feels like Empire traits have taken a back seat.

For me, this leads to a very boring game. There is no reason to play another faction because for all intents and purposes their weapons are identical to the ones I have already unlocked. I have all the class unlocks I need, as well as all the weapons and attachments I care to use. Don't get me wrong though; this game isn't going to die with a wimper. Once SOE starts working on content again I feel like interest will grow once more. Another continet, fully integrated lattice system and new weapons, gadgets and gear are all what this game desperately needs. Until then, all this game can offer is a serene and peaceful tour of the interesting Auraxian landscapes because there just isn't enough people on during prime hours.
張貼於 2013 年 12 月 29 日。
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總時數 68.2 小時 (評論時已進行 36.1 小時)
To sum up this game in a word: unforgiving.

It is essentially a team based point capture game that encourages teamwork, not through planning or thinking tactically about an objective, but more along the lines of what area the team is weakest in at that given point.

The frustration of the individual team members helps create a coherent fighting force, that can at least hold the critical point just long enough to win.

Communication is generally lax, but as with a public server in counterstrike, you can bet on the over ambitous, bloodthirsty nature of your fellow gamers to see you through.

The level design of the official maps clearly lean towards the highly competitive side, resulting in both fast paced rounds lasting 30 seconds, to meat grinder matches where you spend the next 30 minutes on one side of a chokepoint.

The mod community makes the game up though, and there are plenty of map types for all kinds of playstyles.

It's a good game, just utterly butal when starting.
張貼於 2012 年 1 月 2 日。
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總時數 238.9 小時 (評論時已進行 238.8 小時)
A Fantastic game all around with the only areas of improvement being mediocre hit detection (something that was addresssed in bc2:V) and poor matchmaking. The class weapon and specialization pool is wide and general enough to accomodate multiple styles of play. I've put almost 200 hours into the game and I'm still finding new ways to use the classes with the variety of equipment, specs, and weapons to choose from.
張貼於 2011 年 8 月 17 日。
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總時數 512.8 小時 (評論時已進行 413.5 小時)
This is a fun game. Just look at that baseball bat.
張貼於 2010 年 12 月 22 日。
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