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Reseñas recientes de Delfofthebla

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Mostrando 1-10 de 41 aportaciones
A 17 personas les pareció útil esta reseña
52.3 h registradas
I'm surprised that I'm leaving a negative review on this one. In theory it's right up my alley. It receives a ton of praise from the oldschool roguelike enthusiasts and supposedly has really good writing.

I like a lot about the game. I like the world, I like the music, I like the themes and I like the setting. It has a ton of really cool stuff and tons of ways to "break" it with clever thinking. You can swap bodies with creatures, bypass large quests to acquire early power, clone items and even yourself. There's dozens of hours of content with several different builds or playstyles for you to enjoy. But honestly?

It's just so incredibly boring and tedious
The constant Inventory management. The caves and ruins that overstay their welcome by nearly 10-20 floors, the never-ending interruptions on the worldmap that force you to wander around killing trivial enemies for 5 minutes at a time. It's all so incredibly tedious. I am perpetually in a state of doing things that I do not want to do just to actually accomplish my desired goal at any point in time.

Yes, a lot of what I just listed can be avoided or mitigated by just adjusting how you play the game. Don't like the loot management? Simply loot less stuff. You don't "need" money so the constant looting isn't necessary. Don't like how long ruins/caves are? Simply do not enter them. The worldmap? There's a skill and some items that can improve that.

However it just feels so incredibly backwards. The game presents me with things that I should want to do, and then makes them feel bad to actually interact with. Then it provides me with tools or realizations that solve those problems. I should want to explore ruins. I should want to loot items. But the game makes me hate doing that and essentially tells me to turn those features off.

Many of the endgame areas and enemies are also extremely unfun to fight against. The zones are a very clunky maze that requires tons of backtracking and circling around to actually progress in. There are almost no enemies either making the entire area a massive slog. You could try and dig through the walls but then you'll spawn evil clones of yourself that are essentially guaranteed to kill you. When you finally do see a normal enemy, it's something with an impenetrable forcefield that has infinite armor and can only be killed with a very specific strategy. What's that, your character doesn't want to use EMP grenades and disintegration tactics? Then you simply aren't going to be killing this enemy.

The game has Horrendous Pacing
Early game you are very weak and very easily killed. It takes a few runs to just get a character stable enough to survive to actually start the main story. Once you do though, you're almost guaranteed to succeed because power creep is out of control. By the time you reach the midgame you are likely already well on your way to being an unstoppable god, and have completed all of your desired character progression.

Then you get to the endgame and they're like, we need to you explore around the highest level areas and acquire components so that we can craft you an unstoppable companion that will be with you for the rest of the game! Like brother I don't need that just let me fight the big bad guy or whatever. This is the kind of quest that would have been perfect in the earlier stages of the game but are just so unnecessary by that point that it feels like an massive chore.

Qud just has too much "fluff" content that takes up your time--and when you finally get to the "good parts" you're already mostly checked out. As crazy as it sounds for a game like this, the experience would have been significantly better if it was linear and more railroaded.

There are almost no interesting encounters
Despite unique enemies and legendary creatures existing, there is almost nothing that feels like an actual "boss fight" or something that puts the culmination of all of your character progression on the line. There are no tense moments, no strategic use of your abilities to maximize your combat potential for a tough enemy.

You press the same buttons you always press, in the same order you always press them, and you win. Easily.
...unless it's the random pyramid enemy in a high level area. Then you throw your build in the trash and use the exact same character-agnostic "tactic" that everyone uses, get nothing for your trouble, and then move on with your day.

There's no special unique items that change how your character plays, and there isn't any need for them either because nothing actually challenges you. It's just not interesting.



I think caves of qud has the bones of something good. It has a ton of really solid mechanics and cool interactions between them. There's fun ways to break it and in theory there are fun ways for it to break you. The soundtrack is great and there's a palpable sense of wonder and mystery about nearly everything in the world. But the game is bogged down by poor pacing. It is bogged down by poor balance. It is bogged down by tedium.

There are a couple of mods that can drastically improve your experience with this game (namely anything that removes inventory weight and adds new content), but it's honestly just not enough. Caves of Qud just kind of sucks to play.
Publicada el 5 de enero. Última edición: 11 de enero.
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A 3 personas les pareció útil esta reseña
14.9 h registradas
Didn't like it
Publicada el 26 de diciembre de 2024. Última edición: 29 de diciembre de 2024.
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A 6 personas les pareció útil esta reseña
2 personas han encontrado divertida esta reseña
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148.7 h registradas
Reseña de Acceso anticipado
Path of Exile 2 is not a sequel. It is not a spinoff. It is not a reboot. It is not a tacked on campaign, nor anything else. Path of Exile 2 is Path of Exile 1, but less.

To be clear--this is exactly the same game that Path of Exile 1 is. It has the same skills. The same notable talents on the skill tree. The same unique items. The same defense mechanics. The same offensive mechanics. The same endgame grind avenues. The same healing and resource systems. They reused everything from the original game. Except now there's less skillgems. Less crafting methodologies. Less of a campaign. Less build diversity. Less ways to farm currency. Less ways to strengthen your build. Less ways to spend your time in the endgame.

Path of Exile 2 is less than Path of Exile 1.

In time, much of the "less" factor will be rectified. They'll finish the campaign, they'll add 6 more classes and with that, 6 large sets of skill gems and ascendencies (most of which will be direct copies from PoE 1). They'll beef up the endgame, add more mechanics to maps, and more I'm sure. By the end of Early Access, I suspect this game is going to be a lot beefier than it is now.

But it will always be less than Path of Exile 1.

The problem is that they just didn't change enough to make this a sequel. They tweaked how sockets / gems work for gear, and they added much more involved boss fights with interesting mechanics that should, in theory, require more thoughtful play to defeat.

But those two things genuinely meant nothing. they accomplished nothing. Players have already minmaxed bossing to obsolescence and delete them within a fraction of a second. The socket changes did nothing because the things you do with them are exactly the same as what you did in PoE 1. Except now it's even harder to pivot your build due to the rarity of greater and perfect jewelers orbs.

The rest of the game? Items are the same. Skills are the same. Uniques are the same. Elemental Ailments are the same. Damage scaling is the same. Defense scaling is the same (but worse). The league mechanics are the same. Mapping is the same. IT'S ALL THE SAME.

Everything is already solved because nothing has changed. The only possible way to rectify this would be for them to rework the types of rolls an item can get, every unique item, all notable passives on the skill tree, all skill gems, all support gems, all "league mechanics", and all item crafting. But they will never do that. They won't even do a fraction of that. Instead they will spend god knows how many hours porting over stuff from PoE 1 that they arbitrarily removed for the launch of PoE 2.

When the campaign is finished by the end of Early Access, PoE 2 will be a solid "campaign game". Something that you have your fun with and then put it on the shelf. Afterwards though? You're better off just going back to PoE 1. It has more content. More builds. More crafting. More ways to farm. More pinnacle bosses to chase. More. PoE 1 just has...more, and until they kill it completely--it always will.

So why should you bother playing this, when you could play more, for free? You probably shouldn't.

I wanted Path of Exile 2 to be a sequel. I wanted Path of Exile 2 to be a new game. I saw a lot of the early footage and I genuinely thought they were trying to make a sequel. Something different. Something fresh. I didn't need a new campaign, I just wanted something different. Instead I got less of Path of Exile 1, a game I've already been bored to death with for over 2 years. Path of Exile 2 is perhaps the greatest gaming disappointment of the year, and I do not recommend you play it.
Publicada el 25 de diciembre de 2024. Última edición: 31 de diciembre de 2024.
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A 1 persona le pareció útil esta reseña
38.5 h registradas
Overall I'd say I recommend this game. The story is super bad, and there's very cringy "weeb" vibes, but if you skip past all the dialogue and just look at the core gameplay--Magicraft is a really good roguelite.

It has a pretty standard roguelite structure. Start out with not much, collect permanent resources throughout your runs, and unlock stuff back in your main base. There's certainly some power-scaling unlocks but I appreciated how they were more about adding new spells for you to play around with. The first 2-4 hours of the game are mostly just learning the ropes, unlocking difficulty modes and new spells. The "real game" doesn't truly start until you start playing the Nightmare difficulties, which push you to actually learn the spell and wand systems to a level where you are creating some busted builds.

Magicraft is most comparable to Noita, as the wand/spell system is a direct rip from that game. Unlike Noita however, Magicraft is actually worth your time. Both games have an incredibly deep wand building system that has insanely high levels of customization and power scaling potential. You can snap both games in half like a twig by simply having a strong understanding of the wand mechanics. Every run is filled to the brim with on the fly theorycrafting and experimentation. Every time you pick up a spell your mind will be racing with the possibilities of a new build.

Where Noita fails to actually encourage unique builds, Magicraft excels at it. Every wand slot matters, every spell matters. There is no one build that is vastly superior to others and each run is less about reaching some arbitrary objective and more about just trying to get your damage as high as humanly possible for the final stretch boss rush.

This game handles wand mechanics so much better than Noita that I think even less of that garbage game than I did before. God Noita is such a terrible game. Good work Magicraft. You put those finnish losers to shame.
Publicada el 28 de noviembre de 2024.
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A 4 personas les pareció útil esta reseña
486.2 h registradas (480.6 h cuando escribió la reseña)
Reseña de Acceso anticipado
There are few developers in the world that know less about game development. A studio of devs that kinda knew how to code stole an idea from what is highly regarded as a very evil company and then proceeded to mess it up in every conceivable way. They might even get away with the theft, but unfortunately they don't have the skill to maintain what they stole.

They buy unreal assets, flip them into the laziest and lowest effort implementation they can, and then wait 6 weeks to do anything else substantial. The devs work at a snails pace and seem to always do the exact opposite of what the community asks them to do. Not that I think community whining should dictate game development or anything, players don't always know what's best for a game even if they think they do.

However Ironmace is as shortsighted and ignorant as the average low skill player. They constantly make drastic and crazy decisions that have very immediate and obvious consequences--then seem to be surprised at the negative reception. They then fail to follow up with any sort of "master plan" that ties those changes into new or enjoyable gameplay. The game is always in a constant cycle of repeating the same mistakes over and over and over.

Sometimes they will drop a patch that surprises the community. It's amazing! Everyone is having a great time! Then paradoxically, they work faster than they ever have before and they revert that patch the very next day because it doesn't line up with "the vision". The absolute maximum amount of time you can enjoy this game is one week, because they will inevitably ruin any enjoyable changes on the following hotfix. Then they will wait 6 or more weeks to do anything substantial, let alone an actual good change.

I have had a lot of fun with this game. I really have. The steam launch wipe was easily the best state this game has ever been in, and I've been playing since the first playtest. Unfortunately they then spent that entire wipe (and a few weeks of the next one) working on a feature that nobody asked for (Arena) and a gear matchmaking system that they turned off the literal very next day.

They spent several months on two things that weren't necessary and that did not improve the core gameplay loop at all--then took a 3 week vacation. Upon returning, they normalized all gear, lowered TTK to instantaneous (everyone oneshots now) and essentially deleted the entire reason to play the game.

It's just exhausting to constantly be flipping from enjoyment to utter disappointment every time they try to implement their vision. I want something very different than the lead developer (SDF) does. I want more skill expression, I want longer time to kill, and I want PvE to be both fun and engaging. SDF wants a battle arena where everyone pokes at range and hangs around doors until someone gets oneshot. It's so unbelievably stupid.

Do not pay for this game. You can try the free to play mode for a week or two, get bored, and then quit. It's the most effective way to consume the game. Do not get baited into hoping things will improve. Do not get excited for new features. Do not give them the benefit of the doubt.

They will fail you. They always have, and always will. Ironmace deserves to lose their lawsuit, and they deserve to lose this game. They don't have what it takes to develop it.
Publicada el 25 de octubre de 2024. Última edición: 25 de octubre de 2024.
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A 40 personas les pareció útil esta reseña
6.8 h registradas
Man what the hell happened between the demo dropping and the release? It feels like a completely different game. Some of the changes are good, but in other ways not so much.

The main problem is, it's endless with no meta progression system. There's no bosses, and no goals. By 15 floors of grinding you're ready for it to be over, but there's no way to end it aside from taking off your gear and letting mobs kill you. Nor is there a reason to end the run. Once you let it go on long enough you sort of "absorb" a lot of the traits of other build types, so the desire to experiment with other builds fades the more you play a single character.

At least with games like Risk of Rain 2 you can end it by going for a specific permanent currency farm, or by choosing to fight a final boss, or doing a specific thing for an unlock. There's nothing like that here. You're just endlessly grinding for...no reason at all.

I've only done 2 runs and they both went on for way longer than I was happy with. After my last run I just closed the game because I could see I was never going to lose and I had gotten everything I wanted to.

There should have been bosses. There should have been character unlocks. There should have been gearset unlocks. Every itemset should have an item for each slot. It should not have been infinite. I could go on and on, but ultimately this is just a very mediocre game that traps you in a perpetual skinnerbox loop.

EDIT: Sidenote: steam says I played primarily on my steamdeck but I literally didn't even install it on my steamdeck lol.
Publicada el 30 de agosto de 2024. Última edición: 30 de agosto de 2024.
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A 6 personas les pareció útil esta reseña
4 personas han encontrado divertida esta reseña
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6.6 h registradas
This is what the first VR tech demo that the world should have seen upon purchasing a VR headset. The kind of game you expect to see on a demo disk. "Included free with the system" kind of vibes. That's not to say that it's bad, but it's certainly nothing to write home about.

It's the kind of experience you'd expect people to gawk at and say "Wow! This is pretty great! I can't wait to see what kind of VR games I can play that actually cost money!"

Except it wasn't the included free game. It wasn't the starting line for a revolution in technology. It was the "peak" of an industry that was, quite frankly, dead on arrival.

Half Life:Alyx is fine. But I wouldn't recommend anyone actually buy hardware to play it. I wouldn't recommend someone pay money to own it. I wouldn't recommend anyone download a mod to play it without VR. I wouldn't even recommend watching a youtube summary of the story. HL:A simply exists, and should be treated as something you'd play if it was free.

Except it's not free. It costs $60 lol.
Publicada el 11 de agosto de 2024. Última edición: 11 de agosto de 2024.
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A 4 personas les pareció útil esta reseña
1 persona ha encontrado divertida esta reseña
1.8 h registradas
It's missing the actual spark that makes games like this worth playing. Sure the art is great and there's theoretically a lot to explore, but it just wasn't doing it for me. I didn't feel like there was any point to my character, or his build. Enemies are about as dumb as they can get and can be defeated with no investment and no equipment.

I picked a mage start and dumped all of my stat points into that. I started my character and all they gave me was a rusty sword. I wasn't happy about that but I figured they'd ween me into the magic eventually. I did eventually get a spell, but it wasn't anything super interesting, and the reality was, my rusty starter sword was just better. I used both for a bit but it didn't change how I played or make my character feel any more interesting.

Some other nitpicks would be that the soundtrack gets really repetitive very quickly, the font for the game was kind of hard to read and was kind of distracting, The game is made in unity so the whole thing just felt sluggish and clunky, as almost every 3d unity game does.

I wanted to like this game, I did. And perhaps I could have given it a bit more time. But I felt like I saw the "bones" of how the game worked enough to see the writing on the wall. I could tell that my character progression was going to be very basic and boring, and that the game was not going to even need that meager progression. It really bummed me out.
Publicada el 18 de mayo de 2024. Última edición: 18 de mayo de 2024.
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Nadie ha calificado este análisis como útil todavía
39.4 h registradas
Don't feel like writing a review atm. It's bad tho
Publicada el 10 de mayo de 2024.
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A 8 personas les pareció útil esta reseña
10.1 h registradas
Way too much inventory slot management, durability management, weight management, and just general "slog" gameplay activities. You spend more of your time in menus and doing survival-esque gameplay than you do actual interesting activities. I've tried to enjoy this game on several occasions but I just can't do it.

Incentivising people to build their caster characters around a melee stat just so they don't have to drop as much stuff on the ground is just terrible gameplay design.
Publicada el 17 de marzo de 2024.
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