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A apresentar 1-10 de 21 entradas
Ainda ninguém achou esta análise útil
29.8 hrs em registo (17.1 horas no momento da análise)
Inscryption is a game that defies genre classification, and that's precisely what makes it so fascinating. This game is part deck-building, part puzzle-solving, and part horror, all wrapped up in a captivating and mysterious storyline. It's an experience that will keep you on the edge of your seat from start to finish.

The game begins with a simple card game, but quickly evolves into something much more complex. You'll need to build and manage your deck of cards, using them to defeat enemies and overcome obstacles. But as you progress through the game, you'll start to unravel a deeper mystery that goes far beyond the game's mechanics.

The storytelling in Inscryption is nothing short of brilliant. The game's narrative is layered and complex, full of twists and turns that will keep you guessing until the very end. The characters are all unique and memorable, each with their own motivations and secrets to uncover.

The graphics and sound design in Inscryption are equally impressive. The game's retro-style graphics are charming and atmospheric, and the sound effects and music perfectly complement the game's horror themes. The game's puzzles are challenging but fair, and they offer a refreshing change of pace from the card battles.

Overall, Inscryption is a must-play for anyone who loves a good mystery or a unique gaming experience. It's a game that defies classification and takes risks, and that's what makes it so special. If you're looking for a game that will keep you engaged and immersed from start to finish, then look no further than Inscryption. Highly recommended!
Publicado a 7 de Março de 2023.
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28.1 hrs em registo (27.3 horas no momento da análise)
Hollow Knight is an extraordinary masterpiece that will keep you captivated for hours on end. This beautifully crafted game is a perfect example of what an indie game can achieve. From the first moments of the game, you will be swept away into a beautifully crafted world full of mystery and intrigue.

The game features tight controls, responsive combat, and a huge variety of enemies and bosses to face off against. The art style is simply breathtaking, with intricate details and beautiful animations that bring the world to life. The music and sound design are equally impressive, with haunting melodies and atmospheric sound effects that perfectly complement the game's atmosphere.

One of the most impressive aspects of Hollow Knight is its vast and interconnected world. Every area is unique, with its own set of challenges and secrets to discover. You'll need to explore every nook and cranny to uncover the game's many hidden secrets, which include everything from new abilities to entirely new areas of the map.

The story of Hollow Knight is equally impressive, with a rich and complex lore that will keep you hooked from beginning to end. The game's characters are all unique and memorable, each with their own backstory and motivations.

Overall, Hollow Knight is an absolute must-play for anyone who loves a good action-adventure game. With its stunning visuals, engaging gameplay, and rich lore, it's a game that you won't want to put down.
Highly recommended!
Publicado a 7 de Março de 2023.
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1 pessoa achou esta análise útil
50.6 hrs em registo (4.3 horas no momento da análise)
Its worth the money, but the game is very short ; my friend and i beat it on our first run, (spoiler its pretty easy)
I hope the devs will come with updates, (new areas, bosses and items)
7/10
Publicado a 23 de Novembro de 2022.
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26.9 hrs em registo (22.5 horas no momento da análise)
cool
Publicado a 24 de Novembro de 2021.
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1 pessoa achou esta análise engraçada
131.4 hrs em registo (69.2 horas no momento da análise)
Análise de Acesso Antecipado
haha rad waste go brr
Publicado a 26 de Novembro de 2020.
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87.8 hrs em registo (73.0 horas no momento da análise)
Review
Progression is also something Enter the Gungeon nails. In Dodge Roll Games' "bullet hell mechanics [mixed] with the rogue-lite dungeon crawler genre" — in their words — there is always something to shoot for. You're dropped off a dark place called the Breach with little to no idea what's going on. A strange, ghostly man named Manuel will talk you through the basics, after which you'll enter the Gungeon on your own. There will be enemies. You'll shoot at them. They'll shoot back at you. You might get killed a few rooms in or perhaps by the first boss, after which you'll feel like a complete failure once you realize there are five floors to the Gungeon. But after a little exploration, you'll realize there is a lot more at play here.

While things seem rough at first, you're always making progress, even if that first boss showed you who's, well, boss. You'll get a good sense of development from noticing your own improvements — for example, making it to floor two or floor three for the first time — as well as within the game. Defeating a boss will earn you "hegemony credits," currency that carries through death, and it can be used to unlock new guns and items from the Black Market. Once you unlock a new gun or item, it has the possibility to show up during your run. Better guns and items equals the potential for a better run and getting further than ever before. So even though that second boss killed you, it wasn't a total loss because you still earned some cash from the first boss that can be used to unlock more goodies.

Not to mention Enter the Gungeon is a rogue-lite, so the environments and items are randomly generated and different every time. There are NPCs to rescue, mini games that will randomly show up, shrines at which to pray, chests to unlock, and more. In fact, your objectives will often be counter-intuitive to actually "beating the game," which makes it varied and more interesting. Helping out the elevator man will have you hoarding your keys and money, when normally you'd be using these items to open chests or purchase the best weaponry from the shop. Even if you get killed on the fourth floor, you may call it a successful run if you unlocked a new item, rescued an NPC along the way or won big at the shooting range.

As far as the other elements of a rogue-lite, that's all intact too. The most important feature is the huge variety of guns, items, and weapon modifiers. As you might guess from the game's name, guns are the big theme here. At the beginning of each run you'll start with your character's starting gun, but will slowly start to pack a bigger punch thanks to the weapons that will be dropped from chests and bosses or purchased at the store. The weapons are all different and make each drop exciting — you may carry yourself through one run with explosives, the next with lasers, or how about a banana that doubles as a weapon? Things will get even spicier when you pick up some Angry Bullets or Bouncing Bullets. Even after 30 hours, you'll have yet to see every weapon the game has to offer, and the game's arsenal has a multitude of surprises in store.

Gungeon has also employed a handful of features that stand out from others in the genre. Instead of backtracking through dozens of rooms to collect a health pack you didn't need earlier but now do, there is a teleporter every few rooms that can be accessed from the map. All you need to do to unlock the teleporter is void the room of enemies. This makes traversing a large map less of a hassle, as there's no point backtracking through empty rooms after all. Your character is also able to reload while dodge rolling — this part of the game is so integral the developers even named their studio after it — a small touch, but Gungeon would be an entirely different game without it. Lastly, all the money dropped from fallen enemies is automatically collected once the room clears, a convenient touch that lets you run through rooms at the speed at which you can clear them.

There is also a fair amount of skill and a learning curve involved in Enter the Gungeon. To compare it to what has become probably the most popular rogue-lite, The Binding of Isaac, it is easily plausible in Isaac to get lucky with items and drops, make yourself overpowered and mow through every enemy and boss with ease, completing a run with no effort whatsoever. This is far less likely to happen in Gungeon — the bosses are still tanky even with your beefed-up weapons. You're not going to be one-shotting anybody here. They'll also spit out bullets encompassing your entire screen and it will take some time to learn the dodge patterns. While this isn't necessarily a bad thing, it might be a turnoff to some players. There will be moments where you feel like you've hit a brick wall with the game and it can take a while to get into the swing of things.

While the list of praiseworthy elements from Gungeon could go on, where it fails is the quality of the Xbox One port. The game is plagued by serious performance issues that only seem to get worse the further into the Gungeon you go, meaning that the more successful your run, the worse the technical issues will be. The frame rate is prone to dropping multiple times per room. It does this for some noticeable reasons — when new enemies spawn or an explosion goes off — but can also take a turn for the worst with no obvious cause. While these issues aren't as prevalent on the first couple floors, though they are present, they're rampant anywhere from the third floor and beyond. While gamers can sometime forgive performance issues, this isn't a Telltale point-and-click. This is a game where you're dancing around dozens or even hundreds of bullets at any given time and the smallest mistake will cost you your life, of which you only get one.


In the above clip, after finishing up the first room, the game nearly halts for a moment upon entering the second room, which is filled with enemies. This caused a bullet to hit that otherwise would have been simple to evade. After getting behind cover near the top of the room just a moment later, there is another noticeable dip when the circular enemy burst into flames. That was just a 30-second clip of one room; the entire game is plagued by this same problem. While performance issues often get a pass in otherwise enjoyable games, this hinders the core gameplay of Enter the Gungeon too much for this to be acceptable. After a little research, it's easy to see this isn't present in other versions of the game. This is a bad port.

As for the achievements, don't expect to be getting many without a serious time commitment. Enter the Gungeon is a classic example of a game you'll dump hours into in one sitting but come up empty-handed on gamerscore. None of the gamers who have completed it have less than 80 hours played, with some having upwards of 100 or even more. There are a lot of hard achievements, considering you only have one life per run, but solutions recommend abusing the save system for a simpler method to get these, if you're so inclined. There can also be a bit of frustration due to the trademark randomness of rogue-lites — it's a little hard to ace Winchester's mini game three times if you haven't seen him for 20 runs.


Summary
Enter the Gungeon's excellent concept gets bogged down by serious performance issues. There is a lot to like here: the armory of unique and fun weapons and items, a variety of objectives to work toward, and convenient features like teleportation, automatic money collection, and the ability to reload while dive rolling. Every run can be worthwhile, which is a good feeling in a genre that is often so punishing. Unfortunately, the poor performance hinders the core gameplay too much for the Xbox One edition to be anything more than the worst version of an otherwise great game.
Publicado a 4 de Agosto de 2020.
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1 pessoa achou esta análise engraçada
0.7 hrs em registo
Let’s face it, for the majority of people, knowledge of Norse mythology is likely limited to Marvel’s Thor films. It’s a setting not often explored in mainstream media, unlike the overabundance of films and games based on Greek mythology, but may soon be thrust into the gaming limelight thanks to Sony’s new God of War game and the re-release of Skyrim. Before those, there is Jotun, finding its way to consoles nearly a year after its PC release.

After an inglorious death at sea, Thora finds herself in Norse Purgatory, given a second chance to fight for her place in Valhalla. Wielding her mighty battleaxe, you will aid the warrior as she tracks down the elemental Jotun – giant godlike beings that must be slain so Thora can earn her place among her ancestors.

Ginnungagap serves as the main hub for the game, leading out into the five areas you’ll need to visit in order to find and kill the Jotun. You can actually play the levels in any order, but that’s only for those seeking an even tougher challenge than is already provided. A pair of crows will rest at the entrance to the currently suggested level, offering a subtle clue instead of flat out telling you where to go next. This is probably the best way to direct the player, especially in a game as artistic as this.

The art direction is beyond stunning; its hand-drawn style evokes memories of both Bastion and Samurai Jack, and gives every area and creature a real personality. The animation is just as fantastic too, feeling almost like you’re taking control of a high quality movie as you explore the various levels. Each area has its own look, representing each elemental being, from the beautiful Yggdrasil to the frozen realm of Niflheim, and every one looks absolutely gorgeous. The high quality of presentation isn’t restricted to visuals either, as the sound design is just as dazzling. With a score that wouldn’t be out of place in a multi-million dollar epic, Jotun’s music adds extra weight and atmosphere to every part of the game, and is genuinely a delight to hear. It perfectly compliments the setting, alongside the Icelandic dialogue that further immerses you in this Norse tale.

But how does the game play? Incredibly fluidly, it has to be said. Viewed from a top-down(ish) perspective, Jotun is a game mostly about exploration, and can essentially be billed as a cross between Bastion and Shadow of the Colossus. In order to gain access to an area’s Jotun, you must first journey through two levels in order to find their runes and unlock the door to the boss arena. Most of these levels offer little to no combat, instead focusing on environmental perils such as Niflheim’s deadly, freezing blasts of wind; others are even puzzle-based, tasking you with finding the correct route through the area. Within these levels are various collectibles, but they aren’t just meaningless statistics here, they are golden apples from the goddess Ithunn that increase your maximum health. There are other bonuses to be discovered as well, in the form of statues of various gods that bestow their powers upon Thora. These range from Thor’s hammer or Frigg’s healing warmth, all the way to Loki’s ability to create illusions of yourself in order to confuse and damage the few enemies you encounter.

After discovering the two runes within an area, you return to Ginnungagap to unlock the magical door to whichever Jotun you’re currently hunting. You may have already spied the giant during your travels, as they are often seen in the distant background, their sheer size evident even from such a huge distance. It’s a great way to convey scale and to unnerve you before you’ve even reached the boss. Much like Dark Souls, each boss starts out relatively slowly, using a few set attacks before reaching a second and third phase as you whittle down their health. Every battle is a challenge, as your attacks knock millimeters off their health bar, while a single hit from them can take half your life or more. Some may find this unfair, but these beings are the size of buildings, of course they’re going to hurt you a lot. It’s a good job Thora is as gloriously strong as she is, otherwise you’d be squished in seconds.

That said, a couple of the bosses do seem overly harsh at times. Most will take multiple attempts as you learn their patterns and find their weaknesses, but in one particular battle the camera adds an extra layer of challenge that just isn’t very fun. It zooms out so far that even on a large TV Thora is difficult to see, and then it adds mobs of enemies whose bodies stick around indefinitely, creating a sea of jumbled colours that makes it difficult to determine what exactly is happening down at ground level, all while you’re trying to avoid the attacks of the towering Jotun. While it is impressive that so many sprites remain on screen without affecting the buttery smooth framerate, it turns what should be an epic battle into a bit of a frustrating mess.

The combat does flow nicely though, even during the more frustrating moments, and is as simple as it should be.

A stunning soundtrack and generally beautiful presentation combine with thoughtful exploration of both the environments and Norse mythology, and its intense battles with towering bosses make Jotun an adventure well worth playing. It’s challenging, rewarding and absolutely amazing in-motion, and at around four or five hours long, it never outstays its welcome.
Publicado a 4 de Agosto de 2020.
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1 pessoa achou esta análise útil
78.9 hrs em registo (57.4 horas no momento da análise)
Preamble
I’ve played some iteration or another of Bloons TD dating back as long as I can remember. In fact, I’ve probably played pretty much every version of Bloons there has been. When Bloons TD 5 was released on Steam a friend of mine and I promptly picked it up and enjoyed the multiplayer mode for many months. We were attempting to unlock every possible achievement but as things will happen, circumstances changed and we both got too busy to reach our goals. Bloons TD 6 was recently released on Steam which naturally prompted me to want to revisit the Bloons Universe. It currently lacks the Multiplayer component so I just might be able to get 100% achievements this time around.

Review
When first looking at Bloons TD 6 it looks like both a step up and down from Bloons TD 5 and I suppose in some ways it is both. Some of my favourite towers are absent this time around, for example, the Bloonchipper (a wood chipper that chips balloons), but that just means I have to explore the other towers a little more. This is perfectly fine with me since, as you know, variety is the spice of life, plus you never know, maybe they will add them back in at a later date. Something that is new though is that the background isn’t just there for show anymore. There are objects on the map that will obstruct the view of your towers, meaning they will be unable to target something that is within their range, but not within their line of sight. This adds a somewhat welcome new level of challenge when playing the game.

Bloons TD 6 is a Tower Defense game. You build towers to prevent the enemy from reaching the exit of the map. There are a number of different types of enemies that will try to make it through your lines as well as a number of different types of towers you can stop them with. My first encounter with Tower Defense games was in the custom maps of Warcraft 3. Those were the good old days!

As for the simian side, there are quite a number of units you can deploy as well. Each one fits a certain role or has a unique attack in comparison to the other towers. I won’t go into great detail on them because that would take quite some time and is likely something better suited to a Wiki than a review. I will say this though, each one has multiple skill paths. You are able to choose one primary and one secondary skill path. This allows you to have multiple of the same tower on the field, but with each of them having its own set of abilities. For example, Metal Bloons are a problem near the start of a map, but typically are already popped and spilt their cargo before it reaches the midpoint of the map. Now you are more in need of speed to clear out the remainder before they escape than you are of having fire attacks. So, you could build a monkey with a flame/heat based primary and build another of that same monkey further down your track that is now a multi-shot based primary rather than heat. This allows you to have a much wider variety of tower types than what it may appear at first glance. A really nice feature is the fact that each upgrade you buy for the tower changes its appearance in some way so that you can easily get to know how each tower is upgraded just by looking at it briefly.

One thing that is a bit frustrating with the main game is the fact that even with fast forward on it can take a while to progress through the levels. It becomes even more frustrating that after you waited your way through countless waves of Bloons you end up losing nearer to the end of the level because the game threw a curve ball at you that your monkeys were just not prepared for. In earlier Bloon TD games, you could launch waves early if you felt like your towers were up for the challenge. While that feature still exists in Bloons TD 6, it appears to be isolated to just the racing mode. Hopefully one day that feature will be extended to all Bloons TD modes again.

In this game there are two kinds of currency. The in-level coins that stay confined to that singular play of that level and Monkey Money that is earned for completing levels or challenges. I tend to be a bit of hoarder when it comes to the Monkey Money and only spend it on things I really want/need first. For example, I saved up and bought all the heroes before I started spending the Monkey Money on Insta-Monkeys or other one-off use specials that once used are gone forever (unless you buy it again that is!).

Graphically the game sure has come a long way since Bloons TD 1 was released over a decade ago. Back then it was a two-dimensional simple browser game without much in the way of gameplay variety. Through the years the game has evolved into a rather good looking albeit cartoonish game. The brightly coloured cartoon feel really helps enhance the visual effect for the game and I can’t imagine the game in any other art style. The costume changing monkeys help keep the game interesting as you place around your favourite towers and upgrade them to your needs. Even the backdrops for each map come in a wide variety of styles, patterns, and themes to keep the game feeling fresh as you progress through it.

The controls in the game are very simple and straightforward to use. There is nothing complicated about this game. The monkey selection and placement couldn’t be easier and the menus are easy to navigate. The only possible gripe I could make against the user interface is that everything is a little bigger than it needs to be. Most likely due to scaling it up for a larger screen rather than the small phone screen it was intended for. If you don’t mind having to scroll down a menu rather than having it all at a glance then there really isn’t anything wrong with the UI scaling in the game.

Verdict
So, should you pick up Bloons TD 6? If you were a fan of Bloons TD 5 you might be a bit disappointed that some of your favourite towers are now missing and that double coins mode is now locked behind a very steep paywall rather than being provided like it was previously. Bloons TD 6 definitely feels more challenging than Bloons TD 5 but that could just be that I am rusty at Tower Defense games due to not having played one since Bloons TD 5 came out. There is enough new content in Bloons TD 6 to make it worth picking up and playing even if you have Bloons TD 5, but I think if you are new to the series and want to pick up a Bloons game, I would probably suggest you buy Bloons TD 5 instead of Bloons TD 6. Bloons TD 5 offered visual only DLC as a way to help support the game after you purchased it. I have to say I am much more receptive to that way of reaping additional cash from fans than I am by pay walling previously included features or making it harder than it needs to be to purchase consumable items and abilities. It sort of feels like Bloons TD 6 was originally intended to be like Bloons TD Battles, a freemium game that lets you play and enjoy it without any purchase, but to get the most out of the game you need to purchase the DLC and/or in-app purchases.

Ignoring the contention about the high priced in-app purchases and the pay-to-win feel I got from the game, Bloons TD 6 is more refined than Bloons TD 5 was in terms of map terrain and I have to say it is a welcome change to the formula. While Bloons TD 5 did have tunnels, it never really had anything else that could impede your ability to hit in-range Bloons. Having debris and other things getting in your way adds an extra layer of strategy to your tower placement. Even with the Engineer, Bloonchiper and other tower being missing, Bloons TD 6 offers enough towers and variations on those towers to keep you quite busy planning out how you are going to build and tailor your ultimate defense against the Bloons. I have enjoyed my time with Bloons TD 6 so far and intend to keep playing but it doesn’t have the same draw and pull for me to gravitate towards that Bloons TD 5 had for me.
Publicado a 4 de Agosto de 2020.
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1 pessoa achou esta análise útil
2,471.0 hrs em registo (614.7 horas no momento da análise)
Análise do CS:GO
Valve please fix
Publicado a 25 de Julho de 2020. Última alteração: 25 de Setembro de 2020.
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Ainda ninguém achou esta análise útil
7.5 hrs em registo (5.1 horas no momento da análise)
Análise de Acesso Antecipado
Good Game.
Publicado a 26 de Novembro de 2019.
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