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Noire 最近的評論

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目前顯示第 41-50 項,共 60 項
目前尚未有人將此評論標記為值得參考
總時數 455.3 小時 (評論時已進行 303.0 小時)
cool
張貼於 2019 年 11 月 4 日。
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總時數 243.6 小時 (評論時已進行 141.8 小時)
cool
張貼於 2019 年 11 月 2 日。
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總時數 3,504.1 小時 (評論時已進行 325.2 小時)
搶先體驗版評論
haven't completed the game but it looks good so far
張貼於 2018 年 10 月 14 日。 最後編輯於 2022 年 9 月 27 日。
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總時數 5.9 小時 (評論時已進行 5.8 小時)
had this game before shutdown.
/e dab
張貼於 2018 年 5 月 29 日。
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總時數 6.8 小時 (評論時已進行 6.6 小時)
This game was fantastic. Although most of the methods of hacking were automatic (excluding analyze/solve), it was still fun to play.

The story could use a little bit more work, but otherwise, it's fairly good.

This game is a hard 9.7/10 for me.
張貼於 2018 年 5 月 28 日。
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總時數 4.9 小時
搶先體驗版評論
highly unoptimized. it runs better on ♥♥♥♥♥♥♥ high lmao
張貼於 2018 年 1 月 6 日。
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1 個人認為這篇評論值得參考
總時數 20.0 小時 (評論時已進行 12.5 小時)
Freedom planet, my new favorite game of ALL time.
I'm not kissing the game developer's ass over here, but I honestly can't see the reason of people disliking the game, other than them saying something baseless, such as "Worst sonic fangame of all time." or, "Sonic copies deserve to be removed from steam."

The two-dimensional aspect with a parallax background, is actually really nice, the design style of all the characters are amazing for my standards. And sometimes they're really high, too. I'm a big fan of games like these, and I'm trying to get the most I can, whether bad or good. The soundtrack is amazing, and the voice acting is great, too. Some games sound like they were recorded inside of a bathtub, some sound like they were recorded in an actual studio. In my opinion, this sounds like it was recorded in a studio, but that's just me. Some people would probably disagree with this statement. The storyline, I think it's one of a kind, and the idea of an 'oversized battery' according to LORD BREVON. that powers the kingdoms might be a bit cliche, but that's probably just me. I still like the concept, though.

To end this review, what I'm saying is, they did an amazing job on this. Oh, and I just finished the game today. I still need to finish everything EXCEPT Lilac. :^)

TL;DR
10/10 would play for 6 hours each character again.
張貼於 2017 年 8 月 26 日。
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總時數 3.7 小時 (評論時已進行 2.2 小時)
Got hit by a plane. I didn't die.




COME AT ME HUEHUEHUEHUEUEHUHEUHEHUHUEHUE
張貼於 2017 年 8 月 9 日。
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總時數 357.5 小時 (評論時已進行 61.3 小時)
If you came from any 2DFG or 2.5DFG, be weary that this is NOT a fighting game; it is not a classic platform-fighter either.

When playing this slop, understand that this game does not have an input buffer, nor does it have hurtboxes that you would expect it to have. You could ask yourself: "Why would this take away from my gaming experience?"

Without static (or semi-static) hurtboxes, your enemy can make micro-movements that might not even be perceivable on your screen due to a lower refresh rate. This could be the reason that your move whiffed. When you have a mechanic so minute deciding a game due to its mostly unintentional use, it becomes confusing and frustrating. Just because it can lead to down-to-the-pixel intense matches doesn't mean it should be present and encouraged. It would be much more plausible as a gimmick, but here we are.

In a high-pace action game like this, you have to make a compromise between having stylistic moves and a strict input system. When you take both like Slophalla does, you end up with skills that have frames similar to a neutral pose (see: orb, katar, bow) but are very not neutral. An input buffer solves this.

An input buffer compensates for these kinds of animations by giving the user (on average) four frames to attack, which generally is the amount of time it would take for these animations to ease into neutral. This makes playing off of visuals much more viable compared to hitting what could be a 8ms window of animation overlap between end-lag and idle.

To those crying about "mah game difficulty, nooee!" - it does not make the game easier, it makes the game feel smoother and flow better. In a character mirror, it would still boil down to who pressed the button first because they have an equal input buffer. The skill floor and ceiling are pushed higher together.

It also helps people with moderate internet disparities. If rollback occurs and the rollback isn't ungodly, you only lose (at worst with stable internet connection) two of your four buffer frames, guaranteeing your input through difficult connections and lessening the chances of an unfair combo drop.

To clarify: this game does have an input buffer, but that is solely for movement options (jumps and dodges and.. greatsword somehow?) but not skills.

In short, I don't like Brawlhalla because it seems as though the developers reached for all of the low-hanging fruit to make a platform fighter game - as if it assisted via tutorial - and then completely neglected the rest of the components to make the fighting game actually feel good. This game is such a stripped down version of what is expected of an average platform fighter, heck, even of whats expected at the time of its creation and release, that it could have its own genre.

This game is quality through character design (mostly) and skill design and nothing more. If you enjoy testing combos in the lab for example, expect yourself to be frustrated when you drop a combo by one frame or when you use a new character's skill and it turns out your character standing still was part of the end lag.

Not for me. Rivals of Aether is better.
張貼於 2017 年 5 月 5 日。 最後編輯於 8 月 24 日。
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6 個人認為這篇評論很有趣
總時數 0.0 小時
this game gives me a shape of an L on my forehead
張貼於 2017 年 3 月 30 日。
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目前顯示第 41-50 項,共 60 項