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Neue Rezensionen von Delfofthebla

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Ergebnisse 11–20 von 37
1 Person fand diese Rezension hilfreich
2 Personen fanden diese Rezension lustig
0.3 Std. insgesamt
Has the default unity settings window. Plays like you'd expect given that fact too.

I'm good.
Verfasst am 8. August 2023.
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Niemand hat diese Rezension als hilfreich bewertet
1.9 Std. insgesamt
This is about as deep as a flash game from the year 2007. It is not worth the currently discounted $9, let alone the $15 base price. Dev is actually insane for thinking he can get away with charging this much for this level of quality.
Verfasst am 8. Juli 2023.
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11 Personen fanden diese Rezension hilfreich
0.7 Std. insgesamt
This felt like a game that the original developers outsourced to an inexperienced studio to make something 'inspired' by the themes of darkest dungeon, but resemble it in name only.

Quite frankly this game sucks. It just isn't Darkest Dungeon.

Oh sure they copied the theme, they copied the abilities, they copied the characters...but then they threw them all into what feels like a slay the spire-esque mobile game. Everything about this game is below average. It's just boring. There's no tension, there's no sense of dread. The atmosphere of the original is just gone completely.

This game is not what I expect out of a 'sequel' and it's certainly not what I expected out of redhook. Do not buy this game unless you've never played Darkest Dungeon before.
Verfasst am 9. Mai 2023. Zuletzt bearbeitet am 9. Mai 2023.
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2 Personen fanden diese Rezension hilfreich
4.4 Std. insgesamt
The game feels like it should be a very casual experience where you are just leisurely trying to climb the ladder of capitalism via alchemy, but it's not. It's a time management game where failure is gameover. They also try and cram these characters and story down your throat while this is happening and I don't understand how they expect someone to enjoy both of these aspects together.

If you care about the characters (which is really hard for me to do personally) then you need to spend time segments hanging out with them and talking with them, but the everlooming competitions ***require*** you to be more efficient with your time.

The most recent patch where they nerfed the boss battles is also a really poor design decision. It was never hard to beat her, it was hard to *make it* to the boss fight, but once you got there it was easy as hell to win.

So with that patch, it's now a stressful, time management game with characters you don't have time for (and that I don't care about anyways) combined with an unsatisfying boss fight which chains into the same loop all over again.

Very poorly designed game loop, would not recommend.
Verfasst am 23. Oktober 2022.
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15 Personen fanden diese Rezension hilfreich
1 Person fand diese Rezension lustig
352.4 Std. insgesamt (27.8 Std. zum Zeitpunkt der Rezension)
Noita...is evil. It sounds hyperbolic, it sounds like an exaggeration, but there truly isn't a better word for it. This game is filled with malice. It does not respect your time, and it does not respect you. It inverts typical game design in such a way that it deliberately and purposely punishes you for just being a normal person.

You are punished for anything and everything, constantly. And when I say punished I don't mean the "oh no I lost some HP or this set me back a little". No. When I say punish, I mean that your run is over. It's done. 1 Hour in? Or 2? Perhaps 6? It doesn't care. It's gone. Punishment in Noita is death.

Early on, the biggest threat you will face isn't the enemies, or the bosses, or the bad RNG, or even the traps. It's you. And I'm not strictly talking about skill issues here.

No. I'm talking about your desire to learn. Your desire to explore. Your desire to optimize. Your defenses. Your offenses. Your strategies, and your tactics. The developers have designed this game in such a way that if you do not look anything up and you play entirely blind, you die. And then you die again. And again. By doing this they can expand what is essentially a 20~ hour game into several hundred, possibly over a thousand.

You'll die from looting chests. You'll die from using new wands you find. You'll die for fighting new enemies. You'll die for trying new spells. You'll die from mixing spells in new ways. You'll die from unexplained wand mechanics. You'll die from exploring new areas. You'll die from your defensive perks. You'll die from your offensive perks. You'll die from stepping on a SINGLE PIXEL (not an exaggeration).

The joy of discovery is a concept I love in games. I love tinkering and trying to figure out how things work, and the payoff that one receives when it finally clicks. I really don't like having to look stuff up or follow guides because it takes away that ever so sweet "joy of discovery". However, Noita despises the joy of discovery. No, it wants you to feel the joy of discovering its fist shoved up your ass.

When you die in Noita, it is always your fault, but it NEVER feels fair. After your death you'll (hopefully but not guaranteed) know how not to die the next time, but it just wasted 1-3 hours of your life to teach you that singular mechanic to avoid.

---

Dying isn't a big deal though, right? I mean, that's what you do in roguelikes. You die and try again. But there's a lot of very monotonous gameplay in the first hour of Noita. You're exploring with very slow movement speed praying to god that you find some useful resources without losing too much of your own, and this takes time.

With how many hours a single save can take up, It just doesn't seem fair to demand complete knowledge and perfect play the entire game. But it does.

This game is evil, and it hates you.

And what is your reward, after you put in the time, make the mistakes, and gain the experience and skill necessary to complete the game? Less of a game.

You then do to enemies what they did to you. Cathartic in some ways, yes, but then a new problem emerges. All challenge is removed. All difficulty is removed. You explore and explore and you steamroll everything without even being able to see what you are destroying. Then you run around chasing pointless goals that don't actually pose any challenge or offer you any reward. Most long time players of this game simply make up their own goals due to the lack of anything remotely interesting within the game itself.

Quite frankly, It's boring. Some people like that sort of thing, but not me. Noita made me suffer for 60+ hours so that I could become a god and I don't find the god gameplay very interesting. Bosses either oneshot me, or I oneshot them. I've killed like 7 bosses and I don't even know what they do because the only way to make it to them alive was to become an unkillable god. How is that interesting...?

If any of this sounded good to you, then well, power to you friend. But it isn't for me. This was a waste of my time, and a waste of my money.

---

EDIT: Chiming in at 212~ hours to say that I still stand by everything I have said here. Noita triggers your sunk cost fallacy pretty hard and I've found that I am continuously pulled back to it, despite only actually managing to enjoy a small slice of the mid-game. I hate this. It hurts. Help.

---
Verfasst am 30. Juni 2022. Zuletzt bearbeitet am 18. März.
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8 Personen fanden diese Rezension hilfreich
1 Person fand diese Rezension lustig
7.1 Std. insgesamt
Teardown is a neat concept that unfortunately wears thin pretty fast. Initially you're playing around with the destructible environments and your tools; finding secret cash stored in the walls, and completing the objectives in relatively quick fashion that's still novel and fun.

I've seen this game described as a destruction game, a heist game, and I've seen complaints such as "timer is too restrictive, not enough destruction." These complaints are close, but not quite accurate. This game DOES have a lot of destruction, you ARE stealing ♥♥♥♥, but those are merely the means and the "skin" of your objective.

Teardown is actually just a very tedious puzzle game. You are given several objectives and while you aren't forced to, you are encouraged to complete all objectives for every single stage, but doing so requires copious amounts of planning, copious amounts of destruction, and then a perfect execution. You will fail, and you will fail a lot, and as soon as you finally complete your goal and succeed, the game throws a set of even harder objectives for you to complete.

It's very exhausting. What was initially a neat and fun little voxel game where you set simple goals and smashed your way through them, transforms into a checklist of ♥♥♥♥♥♥♥♥ that you gotta slowly grind away at the terrain to accomplish. I kept pushing through hoping it would get better, but it only got worse as my tools expanded and the story progressed.

I'm not really a puzzle game guy, I'm not really a "speedrunner" kind of guy, and eventually I just gave up. Teardown was not for me.
Verfasst am 29. Juni 2022. Zuletzt bearbeitet am 29. Juni 2022.
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2 Personen fanden diese Rezension hilfreich
6.4 Std. insgesamt (5.7 Std. zum Zeitpunkt der Rezension)
The screenshots and video are all of the "tutorial". It is a lengthy tutorial, and it is honestly a very enjoyable game for that first bit. If they had expanded on that and fleshed it out more it could have been an amazing game. But that's not what this is.

It's a bait and switch. I got through the "good part" in about 4 hours, and I think I was being somewhat slow. The rest of the game is a pixel based traditional card game with terrible atmosphere, terrible graphics, and terrible gameplay. This is an actual scam. Read the negative reviews before you buy.
Verfasst am 17. Dezember 2021.
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2 Personen fanden diese Rezension hilfreich
3 Personen fanden diese Rezension lustig
0.3 Std. insgesamt
I literally cannot remember anything about this game, but I don't own it so there's that.
Verfasst am 18. April 2021.
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Ein Entwickler hat am 18. Apr. 2021 um 20:30 geantwortet (Antwort anzeigen)
1 Person fand diese Rezension hilfreich
124.2 Std. insgesamt (85.5 Std. zum Zeitpunkt der Rezension)
Oblivion, at its heart, is a good game. It does some things better than Morrowind/Skyrim, and some things worse (namely, non stealth-archer combat). Overall, it is a pretty fun Elder Scrolls game.

The problem, is that the engine for Oblivion is absolute trash, to put it mildly. Even if you are wanting a pure "vanilla" experience with no mods, you are not going to have a good time. You need many mods, 3rd party tools, and unofficial patches just to get a SEMI stable experience. No matter what you do though, you will be besieged by crashes that increase over time.

The pros tell you not to use autosaves or quicksaves. They'll tell you to never overwrite a previous save. They'll say to restart the game after every death. They'll tell you a hundred other tips and tricks that ultimately decrease the enjoyment of your gaming experience.

I cannot count how many times I had to re-do a quest because I kept forgetting to "save manually", and then had a crash right before I thought about saving, or times where I died and just decided not to re-open the game. It's exhausting just how much you have to go through just to play the game.

And even if you follow every instruction and every best practice, you will still, inevitably, lose your savefile to corruption. I've tried on multiple occasions to get a solid "stable" experience going. I've dumped hundreds of hours into Morrowind, Skyrim, and even Oblivion back in the old days. I had hoped that with all my newfound knowledge and experience of these engines, combined with over a decade of community support, that it would be easy to "not screw it up" and get another hundred hours out of from Oblivion.

Attempt #1: Complete and total Savefile corruption after 35 hours.
Attempt #2: Complete and total Savefile corruption after 50 hours.

At the moment of this review, I have 85 hours in Oblivion. I have easily spent more than that trying to research and stabilize a mod list that would maximize the performance, stability, and gameplay aspects of Oblivion. I am feeling very burnt out and disappointed with the end result. I may try and go back to an older save to recover it, but I've done this several times already and I don't have high hopes.
Verfasst am 16. März 2021. Zuletzt bearbeitet am 30. September 2023.
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10 Personen fanden diese Rezension hilfreich
262.6 Std. insgesamt (248.1 Std. zum Zeitpunkt der Rezension)
Early-Access-Rezension
Project Gorgon is a very unique game and a breath of fresh air into the MMO genre. It's very much an indie title, but I'd say it's properly scoped for that fact. The world is anything but massive, but it still plays like a proper MMO.

It's very rare that you can roll around as a such things as a Spider Druid, Werewolf Martial artist, or a knife fighting battle chemist. There are tons of combinations, tons of unique skills (that are ultimately just mini classes), and it's very fun to play with combos and craft your own "Build". The loot in this game is very ARPG-esque and if you're familiar with those games and like to make cool builds in them, Project Gorgon can definitely scratch that itch.

But I struggle to recommend this game for one very simple reason. Your entire gameplay experience ultimately amounts to nothing other than the mindless pursuit of money.

Now, I've played this game way beyond my steam hours show. I got on the train very early, when the max level for most skills was only 50. I've seen this game go from that core game to what it is now, and the experience has only degraded with time. Much in the same way that a typical MMO expansion transforms the game.

Up until you hit level 50 in everything that suits your fancy, you get a nice solid MMO experience on a smaller scale. Fun writing, a decent amount of exploration in various dungeons and wide open zones, interesting classes with fun combo potential, and even a sense of desire for "perfecting" your character via the (very RNG) loot system.

But it's short. Very short. Level 50 is very easily obtainable with a normal work life schedule and an hour or two of time each day. I'd say within a week or two of playtime you can hit 50 with anything that interests you. In doing so, you get a taste of what this game could have been.

And once you hit level 50, all the fun stops. No more exploration. No more experimentation. No more class swapping just for the sake of trying something new. No. All of that ends at 50. Because in order to proceed beyond level 50 (up to level 60), you need gold. You probably need more than you have farmed in all of your time leveling. What's more is that you need this exact same amount of cash for EVERY SINGLE SKILL that you wish to level beyond 50.

And after you work so hard and farm so much to obtain the money needed to unlock the ability to progress, what are you greeted with? More money sinks. You need to dump money to obtain all of your new abilities in the 50's, when you previously did not have to do this.

Hmmm? What's that? You want to do harvesting or crafting professions beyond 50 as well? You best farm more money, because it's the exact same price, and the crafting recipes are going to cost just as much as your abilities (if not more so), and there's a lot more of them than there are of your combat abilities.

To make matters worse, there aren't really any new or major dungeons in the 50-70 bracket, and the dungeons you do at level 50 you often enter in as soon as level 45. So from level 45 to level 70, you will be mindlessly grinding the same 4 dungeons over and over and over and over. Day after day you will do nothing except beat these dungeons into a pulp, farm thousands of gold, and then watch as you piss it away on unlocking progress. That is to say--acquiring nothing of value.

And this will continue until max level. A level that is constantly increasing with each major patch. This game is still in early access and the true "max level" does not exist. It's supposed to be 100 last I heard but I'm sure that will just be the new starting line for a post-release launch schedule, However you can get up to level 80 right now, and it is EXPENSIVE. In the hundreds of hours I have played, I have likely never even spent the amount of currency that is required to unlock the 70-80 bracket for a single skill.

And there are tons of skills! Some are for combat, some are for harvesting, and some are for crafting. They're ALL expensive!

And I haven't even touched on how you make money, which is one of the most convoluted unfun experiences I've ever had in gaming. It's tedious. It's busywork, and it tends to force your character into a "master of all trades" kind of character, which I don't personally enjoy in RPGs. I'd go into more depth on how it works but that could be its own review on its own.

Suffice to say, there are many issues with this game, and there are many things that make it awesome. It's a tough blend but ultimately, I've found that this fact alone is enough to focus on. There is a game here, but it is buried under an endless repetitive grind that seeks to destroy all potential enjoyment the game could (or did) have.

Do not buy project gorgon unless grinding money is your entire reason to live.
Verfasst am 26. Februar 2020. Zuletzt bearbeitet am 30. April 2023.
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Ergebnisse 11–20 von 37