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Análises recentes de Lord Animal Chin

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Exibindo entradas 1–10 de 22
1 pessoa achou esta análise útil
4.8 horas registradas
POV youre unfit and have to wait 30 seconds after doing anything
Publicada em 28 de novembro de 2023.
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3 pessoas acharam esta análise útil
0.0 horas registradas
why did i even buy this
Publicada em 26 de maio de 2023.
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2 pessoas acharam esta análise útil
0.6 horas registradas
BAD
Publicada em 14 de dezembro de 2022.
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Ninguém achou esta análise útil até agora
1 pessoa achou esta análise engraçada
1.1 horas registradas
what (and i cannot stress this enough) the ♥♥♥♥.
Who ever is reviewing this is a nonco
Publicada em 16 de setembro de 2022. Última edição em 16 de setembro de 2022.
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1 pessoa achou esta análise útil
46.8 horas registradas (18.6 horas no momento da análise)
Making players wait for hazards is not good game play. As someone that played alot of the original abes oddworld, the level designers for this iteration have completely misunderstood their assignment.
for now, lets ignore all the bugs (some game breaking), lazy environment work and ugly texturing, the only salvageable aspect of this for me was the story.
Its like the developers thought hard = waiting for things.

I came into this with low expectations after the recent abe titles and thats the only reason i was able to slug through this waiting simulator.

The level designers need to replay the original abes oddworld, analyse the types of challenges used there and adapt.
The bugs just makes certain sections frustrating and some just sequence breaking.. Ie the 3D aspect not properly implemented with slig detection cones, chant suppressors not registering chants and sometimes the Mudokon AI having less IQ then fingers. (the aggression / passive modes for followers is less than useless)
ALL of which could of been fixed with some bug testing or atleast some updates / patches by now.

In saying all that, the developers did maintain some things that made abe unique and fun while introducing some new aspects that i can see working for the Abe series.
I enjoyed the crafting although the constant looting was more a chore than something i found my self saying "ooo another locker".
I like the aspect of the aggressive and passive follower mode and loot sharing, it was just implemented by throwing a dart onto a sheet of code and using what ever it hit.
and why did you have to dumb down the communication?? could of made it more complex with mudokon directions to use switches, levers giving alot of gameplay opportunity

all in all, id give this a go and go back to playing oddworld. 4/10
Publicada em 16 de setembro de 2022. Última edição em 16 de setembro de 2022.
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2 pessoas acharam esta análise útil
7.2 horas registradas (1.7 horas no momento da análise)
BAD GAME
Publicada em 2 de junho de 2021.
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Ninguém achou esta análise útil até agora
0.0 horas registradas
Google Chrome cast has less latency and lag. Dont buy this pos
Publicada em 15 de abril de 2021.
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1 pessoa achou esta análise útil
623.4 horas registradas (492.9 horas no momento da análise)
i played this everyday. such a good game, fun, fast paced, easy to pick up but hard to get really good at. have sunk many hours into it but alas, im disapointed. No more australain players/servers.

BIG OOF
RIP dirty bum, youll be missed
Publicada em 13 de janeiro de 2019.
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1 pessoa achou esta análise útil
381.0 horas registradas (328.2 horas no momento da análise)
Broken. It was fun but with the little effort the devs are putting in to fix it, i think its time to put this game to rest.. Its been fun
Publicada em 7 de outubro de 2018.
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1.0 horas registradas
Análise de acesso antecipado
not bad so far, more players would be nice but cant write that as an issue. keybindings are whack, ive changed most of them. directive after entering your first couple of games would be nice but still relatively easy to understand. More guns would be good but the base mechanics of melee combat are fun enough. UI is a bit clunky, especially changing between items, suggest adding a passive weapon upgrade system rather than encorperating it into the items slots.
servers should have more players, 20-30 would be good. Objectives that encourage PVP teamwork would be an interesting dynamic, so far the only teamwork ive seen is working to take down a juggernaut but even then it was still focusing on PVP more.
Keeps the basic concept of dying light and blends it well into a PVP game.
Looking forward to seeing where this goes
Publicada em 14 de setembro de 2018.
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Exibindo entradas 1–10 de 22