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77.7 óra a nyilvántartásban (73.0 óra az értékeléskor)
Deep Rock Galactic (DRG) is a heartfelt, deep, detailed, performant and most importantly fun successor to the Left 4 Dead cooperative horde fighting FPS formula. Four (or up to 24 with mods!) friends team up to do jobs as alcoholic, belligerent space dwarves who toil within the caves of the Hoxxes IV asteroid while cursing out management and their sub-par equipment. They may show up to the mission drunk, they may get left behind, but they'll (and you'll) probably have fun no matter how it ends.

The gameplay is excellent if *slightly* formulaic in the year 2024. You have a team of four dwarves, four classes, each one brings different weapon and traversal skills to bear for the team, and these dwarves can be dragged across a variety of exploration, combat, and escort missions. Up to five difficulties allow for variety in the experience with different enemies that appear only as the difficulties go up. The procedural level generation tech is fantastic and tends to offer enough gameplay challenges for every class to contribute (open spaces where the gunner's zipline can shine, cliff faces and disconnected cavers where the driller's drills can punch through, etc). By comparison, Helldivers 2's similar concept provides some breathing room by bringing similar action outside and increasing the scale of the combat and explosions, but you can't help but look at Helldivers 2 today and not notice the dotted line coming from the standards of excellence that DRG set years before. Helldivers ups the movement tech with sliding and diving, mainstays of recent FPS franchises, and aliens/bugs are also highly maneuverable as well. DRG's bugs won't pounce or leap in the way that some FPS/TPS games will, but their ability to crawl over ceilings and down walls is impressive nonetheless.

Developer support in DRG is essentially the gold standard for what the industry can do when talented and passionate people stand behind their games. Outside of 100% optional cosmetic DLC offered as supporter packs on Steam, all continuing content is FREE. "Seasons" is the term here instead of battle passes and there is NO premium currency to chase. If you miss out on seasonal content you can't replay the season afterward like in HALO Infinite or Helldivers' warbond system, but they do roll all seasonal content into random drops within the levels themselves. Can't ask for better.

From a technology standpoint it is smooth as butter, an absurdly small download, its graphics arguably pioneered the low-poly, clean texture era of games, and supports all the latest features (DX12, DLSS, HDR, and possibly ray tracing as well). Caves can be strikingly alien in form and function and it's a joy to look at, if a little dark and claustrophobic.

The community is one of the nicest in the PvE shooter space. Mods are abundant and easy to download with well-maintained modding support. Max player mods are always welcomed for games like this and it's obvious that the community stands behind the game as much as Ghost Ship Games does when reviewing official mod site drg.mod.io.

In terms of grind and progression DRG offers a robust character build system with a prestige ("promotion" here) system, offering weapon tweaking and overclocks (endgame weapon modifiers), and reasons to keep coming back. It may feel a bit slow at first, but given the 100% free progression system it's hard to complain. Offering a variety of primary and seconday weapons plus the aforementioned overclocks means that there are numerous ways to play the game. As Driller I first had a flamethrower, then I worked to unlock a sludge gun, and now I hear I can unlock an overclock that turns the sludge gun's charged fire into a shotgun? More reasons to keep playing!

Long story short, the game is so good that it's in the top 10 or 20 on Steam all-time in terms of ratings and it inspired the song "Rock and Stone" by dwarven metal band Wind Rose. If you're a fan of FPS games, what's not to like?
Közzétéve: november 27. Legutóbb szerkesztve: november 28.
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5.6 óra a nyilvántartásban (0.8 óra az értékeléskor)
This game is Totally Accurate Blair Witch Simulator and I'm here for it.
Közzétéve: április 2.
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174.3 óra a nyilvántartásban (18.2 óra az értékeléskor)
People who review bomb a game in hour 1 for matchmaking issues the dev hotfixed by hour 2 are soft. Gamers who preorder and then complain over an avoidable crash the dev offers a day 1 workaround for on Discord are weak. If you don't like or want to support preordering, good! Don't. If you do preorder, accept there will be lows and highs from participating in the zeitgeist. Most online games suffer bumps on day one with Helldivers 2 faring far better than most. What will ultimately matter after day 1 is if a game is good and fun at its core, and if it has legs. Everything else is the mewling of kittens, the cry of babies, the hot takes of filthy casuals.

So, is Helldivers 2 (HD2) good? I own thousands of Steam games and have been gaming since my Atari 2600, I have been playing this nonstop since release day, and my vote is yes. The game is very, *very* good on both the quality and fun scale. Does it have legs? Yes, for those who like this style of game.

Helldivers 2 is a 4-player PVE coop third person shooter (3PS) with a solid gameplay loop (pick planet, pick gear and infil, drop in, do missions, get out alive), strong shooting, movement and damage mechanics, attention to detail, comically big bombs, organically hilarious moments, and player and playerbase-wide progression via moving warfront. Our premade teams played all of day one in US East with 30 minutes of downtime, tops. Arrowhead Games released two hotfixes in the first 24 hours and we kept playing, even with version mismatches between players (some exited to patch, some did not). The devs already had a well-earned reputation given Magicka, the Gauntlet remake, and HD1, three definitive couch coop titles. They have nailed the transition to third person in a way that may surpass Risk of Rain 2.

What Helldivers 2 does right
  • Chaos as a driver of gameplay and fun: Missions can be 10-40 minutes long with huge explosions, roving patrols that call in backup, effortless accidental friendly fire, and moments that will make you laugh. You will die, often, and at the hands of your teammates. The "strategem" mechanic of calling in a coded message and popping a beacon to deliver a weapon or orbital ordinance is unique, funny when it fails, and a gameplay challenge in itself that can be mastered in time. Running from bugs or bots to call in player respawns ("reinforcements"), having to stop to punch in the code, throwing the beacon and players dropping in to crush your pursuers is an adrenaline rush that will leave you and others cheering if you all pull it off.
  • Quality of shooting mechanics: Controller and MnK are both treated well with raw mouse input and press-hold-long press keybind options. For MnK players you have a fixed center crosshair along with a waving, bobbing circle that reflects the gun's actual and current position. This can be affected by sway, recoil, weapon weight (spinning a heavy MG takes a moment even if you snap to aim), or obstruction. The mechanic adds additional challenge for MnK players while feeling fair, creating another layer of skills to develop. Visualizing recoil for example is easier in HD2 but more satisfying to handle than in other games that simply increase fire cone over time.
  • Quality and density of experience: I also own Starship Troopers but the difference in quality from this veteran dev studio is palpable. Players can dive, crawl, crouch, resupply each other, heal others, operate 2-man weapons, and all with very smooth and synced animations. There are reasons to do all these things. The environment is full of cover and concealment opportunities. Stealth matters. Firing position matters. Loadout choices matter. Enemies can lose limbs and crawl toward you. Calling in ordinance feels stupidly good. Weapons are meaty. Sustained fire makes your soldiers throw out lines that are said only when holding the trigger down. Supports drop-in, drop-out coop, PS5 crossplay, and integrates well with Steam. The care and attention to detail is very high for a "AA" $40 price.
  • A high skill ceiling: There are 9-10 difficulty levels that scale in interesting ways. Easier modes feel right with high enemy counts that have low health, making you feel like a Starship Troopers main character. Higher difficulties don't juice enemy health, they introduce entirely new enemies and retrofit older enemies to have new behaviors. In my experience, few shooters do difficulty levels smoother and better than the Helldivers series.
  • Randomness: Procedural maps that scale in size and objective count based on difficulty, random and changing weather and time, choosing where to drop, roving enemy patrols and diversity of builds provide a huge combination of things that can happen in rounds.
  • A sense of purpose: HD2's bite-sized missions that include infil and exfil, and whose results feed into a larger war all players participate in, provide a better sense of purpose and continuity than endless wave survival shooters.
  • The community: Players committing to the bit of the game's theme add a layer of fun to all encounters. Players knowing that mistakes are going to happen makes things less serious and toxic. There's real depth here if you want it and take the time to scale the difficulty ladder. If not, it's still fun to fool around with friends.

What Helldivers 2 might do wrong
  • Transition from a $5 game on sale with DLCs to a live service game: It remains to be seen how the 'warbond' battle pass system will hold up but it's started more fairly than most shooters. Premium currency is earnable just by playing (like Hunt) and the non-expiring BPs are similar to DRG and HALO Infinite. For veteran HD1 players this is an improvement over paid DLC that was required to handle certain mission and difficulty combos.
  • More content: It's already been promised by Arrowhead but more biomes, introducing mechs and vehicles, more mission types and leaning even more into the story and humor of Super Earth will only help the game grow and remain interesting for hardcore players.

Games Helldivers 2 reminds me of
You may be interested in Helldivers 2 if you know and enjoyed any of these titles:
  • SEAL Team (EA, 1993): HD2 is reminiscent of a seminal and forgotten 3PS simulator. SEAL Team similarly brought a small squad into an open map where proning and calling in air support to fight AI was a key feature of the game, and a fond memory.
  • Mass Effect 3 (BioWare, 2012): Mass Effect 3 featured one of the earliest third person wave survival shooters that attempted to tie the mode into the game's story and had an "end" (surviving and extracting).
  • Deep Rock Galactic (Ghost Ship Games, 2020): DRG's fun-focused horde shooter credentials are legendary and players who enjoy that should enjoy HD2.
  • Killing Floor 2 (Tripwire Interactive, 2016): KF2's gameplay loop of an escalating risk over enemy waves and fighting to manage ammo and resources feels similar.
  • Hunt: Showdown (Crytek, 2019): While HD2 lacks the PvPvE player fighting component of Hunt, the idea that a mission starts and ends with escalating risk centered around an objective, moving through an open outdoor map while other groups roam the same map, choosing to go loud or stay hidden, and making a plan to extract after (or before) doing what you set out to do is very much here in HD2 as well. Hunt can often end in you limping home in failure. HD2 doesn't offer the same risk of failure in losing your hunter, but let's be honest - Hunt doesn't anymore either, at least during the Tide of Shadows winter 2023 event.
Közzétéve: február 10. Legutóbb szerkesztve: május 6.
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30.6 óra a nyilvántartásban (3.7 óra az értékeléskor)
Korai hozzáférési értékelés
Lethal Company is a newer and more complete vision of the hilarious hijinks promised by Phasmophobia. Paired with excellent proximity VOIP, it's a unique experience and great value at $10. I would argue it's a better game overall if you're looking to spend/waste some time with friends on a co-op horror experience.

The differences:

  • Instead of trying to invoke or provoke an encounter with a monster or ghost, you're doing a job that brings you into contact with them.
  • There are limited ways to fight back.
  • Running and hiding doesn't feel so sluggish compared to Phasmo.
Közzétéve: 2023. november 22.
Hasznos volt ez az értékelés? Igen Nem Vicces Díjazás
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30.6 óra a nyilvántartásban (13.4 óra az értékeléskor)
Posting now after 10+ hours of learning the game, but before I try for a refund.

This game is 10% satisfying core 4-player PvE FPS heist gameplay (better stealth, perhaps better AI, randomness within maps, interesting gameplay limitations with higher difficulties) and combat (better gunplay) in a better engine than PAYDAY 2, and 90% frustration and worse metagame fundamentals (progression, items, etc) than any of the prior titles. Overkill had ten years of developing PAYDAY 2 to use as lessons while building this game, and seems to have applied none of them. It's baffling that the game would launch in this incompetent of a state unless you consider it an EA title marked as a full release to get an emergency cash flow into the company, or if you remember how bad PAYDAY 2 was at launch. Somehow, for all the jank of PAYDAY 2 this manages to be far worse.

  • Let's not even get into the fact that this online-only game has mostly been inaccessible for 4 out of the first 5 days since launch. There is no offline mode which I'm sure is a response to the DLC unlockers from PAYDAY 2, with 3's changes all made in the name of securing profitability. If you work past that as a coop PvE shooter or PAYDAY fan, there is so much more to complain about.
  • The launch UI is 'streamlined' with clean lines and fonts and yet possesses none of the features you need. No pre-heist voice chat, no pre-heist text chat, no pre-heist maps or planning, no indicators of what buyable helper packs do. Once you ready up, you can't unready. You can't see gun attachments ("do I have a silencer?") from the ready screen and can't buy new attachments, guns or modify loadouts from this screen, despite the UI appearing nearly the same as the main menu. Can't nickname guns or loadouts. Lobby searching is divided by map (only 8 at launch) and difficulty (x4 = 32 lobby queues) with no visibility into how many people are playing what. Searching for crossplay friends with the new "Nebula" account system is hitchy sometimes, hilariously broken the rest of the time. Search is poorly implemented with irrelevant search results. Textual player name search breaks being able to see your friend screen to send invites. Sending Invites scrolls you to the bottom of your friends list, or restores the broken search results. The net effect are groups of friends on Discord performing cargo cult maneuvers and dances to get the game to work.
  • Progression is aggressively antagonistic. Liking a gun and using it too much reduces your character and weapon XP gain to near zero or actual zero. XP gain is how you get more skill points to become stronger to take on new maps and new difficulty levels, which is also where more challenges for more XP are located. This means the only way to progress is to grind maps and buy and use guns and tactics in ways you may not enjoy. Prepare to see whole teams speedrunning the jewelry heist map, using pistols or guns that don't suit the situation just to grind their weapon's XP, or sprint-sliding and vaulting everywhere to farm movement XP. This does not equal satisfying gameplay or a desire to progress.
  • Skills are underwhelming at best and again are trapped within an inscrutable UI. EDGE = 10% damage boost. GRIT = 10% damage reduction. RUSH = 10% speed boost. Most skills are variations on ways to gain or spend these bonuses. There are hints of hints of interesting character building choices in there, but I'm not sure you'll find them or I will either.
  • Progressing in skill trees is done by 'researching' the first skill, which is simply something you pick once and play the game. You can only research one tree at a time. Once the first skill is unlocked, you make zero progress in the tree unless you put a point into the starting skill. This implies that players who do not spend all their points on the first skill across all trees (and are trying to actually make useful or helpful builds) will have a more difficult late-game progression than players who blindly push all trees at once with the starter skills.
  • Equipment is underwhelming, slow to obtain, nonsensical in unlock order and timing, and barely makes a difference in some cases. For instance, armor choice is hardly implemented and not visually reinforced. Regardless of armor choice, armor packs and armor skills are a must. Stealth detection rates are not implemented (which I don't mind but don't think was intentional, just feels like more missing game componens). OVERKILL weapons which have their very own button (!!!1one) are ... pointless. Can't customize them. You have a slow-loading grenade launcher for the first dozens of hours and then a sniper rifle. By then, you already have a sniper rifle and sniper skills if you want them.
  • Equipment customization is underwhelming. Sliders barely move up or down, no damage numbers, no precision. There are some tantalizing hints of equipment tying into skill bonuses, such as sharpshooters gaining EDGE while ADS, and spending EDGE to 'increase damage' based on their scope's magnification. How much does said damage increase? Linear? Geometric? F you, who knows!
  • Again, some gameplay elements are much improved over 2 (no ziptie limitations, better stealth play between mask vs no mask, partial progress rewards if stealth fails), while other gameplay elements puzzle the brain. Nearly half the maps feature a 'boost Wi-Fi signal' mechanic where your team has to run to random map spots and stand in place. Remember that from GTFO? It's now in PAYDAY as well, except it sucks here.

This game may be worth it in 2 years, if Overkill Software survives this debacle and Deep Silver's obsession with monetization. Best of luck in the meantime.

As Bain might have said: "GUYS, THE GAME, GO GET IT."
Közzétéve: 2023. szeptember 25. Legutóbb szerkesztve: 2023. szeptember 25.
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9.1 óra a nyilvántartásban
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Core Keeper is a shameless mix of Stardew Valley, Don't Starve, Terraria and Minecraft, and it is delightful... Just so long as you're into those games.
Közzétéve: 2022. november 22.
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1,253.9 óra a nyilvántartásban (34.9 óra az értékeléskor)
Supernatural. Cowboys. Hunt is a game about supernatural cowboys, killing monsters and surviving against other bounty hunters in the bayou. If that doesn't immediately tickle your fancy, hang up yer ♥♥♥♥♥♥♥ hat, you lily-livered coward, because the rest of us are Men of Taste who root, toot and sometimes shoot.

Hunt Showdown is at its core a battle royale, but in many respects the polar opposite of Fortnite. You can play as a solo character or in teams of two or three. You're given a contract - eliminate the abominations that have taken over this part of the swamp. Which abominations? What time of day? What weather conditions? How many other hunters have been given the same contract (each map has up to 12 players)? Who knows?

The game is steeped in mystery and danger. There's no scoreboard, no way to tell how many other players are on a map, split into however many teams. No way to tell how many might be hunting your target. How many might be hunting you. Each 1895-era gun is plodding, heavy, and deadly, usually dropping a zombie grunt or fellow bounty hunter in the first few bullets. All you have is a map and your Dark Sight - an ability to find clues scattered randomly through the compounds of the maps, which further whittles down the location of the boss monsters with each clue obtained. Zombies, hellhounds, and special infected roam the map. Your choices and your fate are up to you. Kill the boss. Hunt the hunters. Grab the bounties. Or just escape under a hail of bullets, succeeding at nothing except saving your sorry hide for another day.

Do you charge in? Games last up to an hour while time to kill (TTK) is shockingly low. Rounds can be complete in 10 minutes or 59. Players who are downed can be revived but lose a chunk (25 or 50) of their 150 health pool on each revive, until all that's left is a limping liability able to be dropped by a surprise zombie swipe or pack of dogs or stray bullet. There is value in speed, and in surprising players not expecting the aggression. However, smart teams will entrap areas with concertina wire bombs, trip mines, and other hazards. Those who use lanterns or firebombs to burn the bodies of your teammates will kill them for good, and dead hunters are gone forever.

Do you wait things out? The world of Hunt is littered with vegetation and sufficient graphics for 2021. Players benefit from dark buildings on bright days, blinding lights at night, and tree lines and forests make for deadly playgrounds. Zombies and their body-horror special companions are disturbing and unsettling to new players. Lack of ragdolls may feel an anachronism but helps to prevent scenarios where your teammates might tumble down into unrecoverable areas.

Wait, what was that noise? The sound design works in perfect concert with the spirit of the gameplay. Guns are loud, distinctive, and your primary way of discover and identify how many players you're up against (or the primary way to conceal yourself, when silenced). That said, the ability of CryEngine to muffle and echo sounds over distance makes the guessing game an intense part of the core experience. It sounds amazing and demands good headphones.

Let's get going, partner: The Hunt experience and community is always growing while remaining impressively devoid of toxicity. With no scoreboard until after the round ends, win or lose, you'll never even learn the names of people you didn't see, or didn't kill. The most you get afterward is a vague sense of team compositions. Players die, they die often, and most guns are equally able to kill in their intended ranges and scenarios. If you're mad, it's at you for not retiring your leveled-up hunter and banking the full XP, not at the whiteshirt who outplayed you. Proximity chat in game is well-rendered and the devs not only keep the game updated, but police bad behavior when it does rarely occur. "Legendary" hunters and weapons can be bought as DLC or with premium currency, but are cosmetic differences only.

To sum it up, Hunt is a 2018 game that continues to shamble in 2021 and provides a unique, thrilling, intense and rewarding multiplayer shooter experience for its fanbase that is not really covered by any other BR. The closest things to this are Escape from Tarkov and ArmA, and this in my humble view improves on both.

Buy this at $20 on sale, and play the new F2P HALO, and you've got both ends of the spectrum covered.
Közzétéve: 2021. november 25.
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5.0 óra a nyilvántartásban
This is a title developed by people who clearly revere Castle Crashers, and understand the general concepts behind why that game is so good and timeless, but have no idea how to replicate it beyond the general forms and shapes of a good and deep beat 'em up.

  • Game is surprisingly difficult, but not in a good way. Attacks are hard to hit due to hitbox issues. Failing a level gives barely any XP causing you to get stuck, sort of feeling like a mobile game trying to sell you XP boosts. The "best" method to ensure surviving a level in order to gather more XP happens to be the most boring - which is to jump and attack with a 2H weapon to cause a guaranteed one-hit knockdown after which you curb stomp enemies to prevent chance of OHKs from them. It's stupid and it sucks and it's dumb.
  • Leveling up is grindy and unsatisfying, though the number of playable characters and hidden details and skill trees gives the impression it would be fun and replayable.
  • The art almost strikes a nice tone with brush stroked backgrounds, but the characters and animations fail to impress.
  • The story is ridiculous, even for a beat 'em up.
  • You get trapped in dialogue sequences often, during which pick up items and health potions will time out and disappear.
  • Music is awful and completely forgettable with maybe 2-4 recognizable tracks.
  • The game defaults to vsync on every single time you launch, never remembering to keep it off, and this causes framrate and frame skip issues on the excellent LG CX freesync/G-Sync compatible TV every time. I suspect it's querying the TV's variable refresh rate tolerances and throttling down to the 45 FPS bottom threshold for G-Sync. This makes the game even more painful by causing inputs to be skipped and lost. Disabling vsync is possible even after starting the game but is insult to injury in this case.

I've played a ♥♥♥♥ ton of side scrolling co-op brawlers since the 80s and can generally find value in most. This is a boring, frustrating grindfest that gives the initial impression of depth and value, but is poorly executed and ultimately not worth the time. Streets of Rage Remake for free or Battletoads on sale for $5 or Castle Crashers at any price is absolutely the way to go here instead of this shlock.
Közzétéve: 2021. július 28. Legutóbb szerkesztve: 2021. július 28.
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15.8 óra a nyilvántartásban
The Walking Dead: Saints & Sinners is a game that reminds me of Arizona Sunshine, though in a far gentler and memorable way. You see, what I mean is I think it's a game that in time will be regarded as critical in the development of VR, a cornerstone sort of VR title to help set directions and minimum thresholds for experience, but one that may years from now be viewed as limited and ultimately be eclipsed by its successors, many of which won't exist without this one's influence. This is buoyed by the quality of the experience, not the quantity, though the quantity compares very favorably to smaller budget VR titles. It's unfair, but the game is so good I naturally compare it to Alyx, and that makes it a solid #2.

You've heard about this game by now, and you don't need my review. You're a survivor in New Orleans, "The Tourist", who enters town and is immediately set upon by competing factions, interests, and needs for survival. You have a hub map that is surprisingly large and opens over the course of the game, a hub map that is surprisingly unsafe to boot, along with maybe 8 areas or maps to explore. The main quest unfolds over these maps and for every in-game day, the drop rate of good supplies goes down. So, the power curve of your character and his unlocked skills and ability to craft goes up while the freebie supplies go down. One issue is that this dynamic isn't incredibly well described - "day 3: supplies dwindle, the dead grow in number" sounds ominous and fits the thematic tone, but it's really "more zombies spawn and you have less chance of finding medicine".

What's good about this game? The DENSITY. These maps are a few city blocks, maybe 3-6 accessible structures per map. That's it. It would not work in VR. In VR, though? You move at a snail's pace, and need to, because the zombies are deadly. Every corner, every drawer, every surface is riddled with secrets and random drops. Sifting through these while listening for the stomach churning musical cue of a warbled bass note, the sign that a zombie has taken notice of you, is an experience even 5 years into VR gaming and is a sound I won't soon forget. The dread and horror are just there. The timer on these maps is also a neat touch to keep pressure on the player; only so long before the predominant faction rings church bells to "stir the horde" and force you to flee as they keep their grip on territory and supplies around the city. Human-on-human fights feel desperate and challenging. Zombie combat is visceral and violent with a wound hitbox versus kill hitbox if you plunge your blades deep enough. Few VR games surpass the feel of this one from a combat standpoint, though the systems are fairly simple (grab zombie head > stab > repeat).

On the downside, it's a bit short on variety and length once you learn the systems, but I'm not sure I'd want longer. I got maybe 10 hours out it and enjoyed it thoroughly.
Közzétéve: 2020. november 25.
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0.6 óra a nyilvántartásban
As a fan of Pony Island and meta narratives, I should have had no issues liking this game. I just can't get there. I've refunded it, for perhaps my 3rd refund all-time in 15+ years of Steam presence.

This game takes everything Pony Island did well, misunderstands it, and retreads it poorly. The tone is uneven; the Steam store page says lite horror, the unsettling missives aimed at the player in the first minute of gameplay hint horror, and ultimately melt away to happy royalty-free music and OMG squees from offscreen characters. The dialogue is childish, plodding, heavy, laced with grammatical and spelling errors, and is also unskippable. Every letter writes too slowly to the screen. Every attempt at humor is a touch behind, the camera a bit less agile than it should be to meet the attempts at comedic timing. If you've heard that good stories "show, don't tell", this game is all tell. "I'm breaking out of the game!" says the main character, literally, in the first few beats, while you outrun the tutorial and try to get through it quickly to see if it gets better. Why are you breaking out, Main Character? Is it because it underwhelms?

The gameplay itself is basic. Pony Island's gameplay served the narrative but also evolved and eventually became clever all on its own. This madness consists of jumping over boxes while cringing at quips from the characters and unlocking moves and guns. Yes, the main character square gets a weapon wheel. Is this meant as a commentary on modern gaming, that every game requires guns? Or is it just that without it, you'd be double jumping squares until the end?

Controls are wonky - D-pad and analog stick work natively for movement on an XBox One controller, but some menus seem to require a mouse (great for a couch), and when you suddenly and unexpectedly acquire weapons, I guess you're supposed to figure weapons out on your own because I got a big UNKNOWN_BUTTON on my screen. Oh, but is that more clever meta-narrative? Did we Break The Game already? How quaint! Except now I have to sit here fiddling to see if - wait, ok, yes, of course, the right analog stick and right trigger shoot. I definitely broke the game, guys. I had to guess that the right trigger, the universal button to shoot things, makes a SQUARE shoot a GUN.

I wanted to like it. I tried to like it. Ultimately, I'm disappointed. If you want funny, there are far better games out there. If you want meta weirdness and discomfort and commentaries on gaming, there are much better titles that came before and still lead this niche. Pony Island, Evoland, The Hex, IMSCARED immediately come to mind as better choices for less cash.
Közzétéve: 2020. június 26. Legutóbb szerkesztve: 2020. június 26.
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