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BossaNova 最近的評論

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目前顯示第 51-60 項,共 87 項
目前尚未有人將此評論標記為值得參考
總時數 82.1 小時 (評論時已進行 63.3 小時)
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張貼於 2021 年 1 月 23 日。
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總時數 35.2 小時 (評論時已進行 16.9 小時)
If this game ever restricts it's workshop community by forcing you to pay the original makers of whatever board game you are trying to use, it won't be worth the buy.

Luckily, that is not the case. There are a ton of popular board games that you can download off the workshop with no problems or restrictions. Feels like a thin line though. I can easily imagine a greedy company filing a lawsuit that would force the developers of this game to take all variations of whatever board game they own off of the workshop, which would inevitably cause all other aware companies to follow suite. Hopefully this never happens.

VR controls are wack. Could use some work. Not intolerable though.
張貼於 2021 年 1 月 16 日。
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17 個人認為這篇評論值得參考
3
總時數 6.4 小時 (評論時已進行 4.6 小時)
after I take off my headset, I'll get the sensation at random that I'm doing a flip

thanks for the vertigo


This game is a 6/10. You think you have good enough VR legs? I thought so too. Turning on flips was the one of the coolest and most sicking things I've experienced in a VR game. For a while.

The campaign is unneeded, but it wasn't the worst thing I've had to play through, although some missions were annoying in that they didn't seem to be working right. Train Bomb defusal level specifically, though I loved the final level, not so much the ending.

You will absolutely NEED to do a thorough check of the control and accessibility options on starting. Mainly: sticky grips, large weapon holsters, quick swapping, auto-reload, and FLIPS. You absolutely must turn on flips to really experience what this game is trying to give you.

Experimenting with all the different types of equipment, skills, and relics is the meat of this game. Unfortunately you will eventually discover that the majority of the weapons are either extremely awkward to handle or very weak compared to the simpler ones. The skill trees are fun to experiment with and being able to respec your points at any time is exactly how things should be. I was surprised to find that the Relics rarity tiers are structured perfectly, with having the legendary relics not necessarily being the best choice and instead making them open up specific build niches to your build. Looking at you Gearbox.

Early and Mid game are the best experiences this game has to offer. Like I said this will be the time you will experiment with all the equipment, skills, and relics. Late game is where you really start to notice how repetitive and pigeon-holed you are in your playstyle. Late game is way too focused around being accelerated at all times. A single Bushido slash-wave thing will one shot you at a little less than 1000 HP at the hardest difficulty.

Strange buggy movement is the absolute worst aspect of this game, and it's a big problem for a game like Sairento, where this is a core element. Needing such precise movement to stay alive is where you really feel just how awkward and unintuitive the entire control scheme is. The whole game you are learning how to best move around and how to move smoothly, but you will eventually find due to the poor control scheme and the straight-up bad level design, it's impossible to play the way your want to and expect. Of course early on you are fumbling about and just assume, "Ah, I'm just constantly bumping into things because I'm still learning". But this is not the case. The most annoying thing in the game is tiny bits of level geometry that stick out and stop you dead in your tracks while sliding, wall-riding, jumping, f**king walking around on the ground like a peasant. Sometimes, mid jump, you will suddenly lose all momentum and fall straight down, a death sentence in the late game.

Level geometry's COLLISION in this game should be simple and smooth to allow for free flowing movement, yet there are oddly complex collision boxes that break the flow much too often. You can keep all your nice looking level objects, but for gods sake please make the collision a simple, flat-as-possible cube or ramp for EVERYTHING. The floor, the signs, the window ACs, the little dips and hills in the floor. I cannot remember a single mission where I didn't encounter some f**kery in the movement. This could be fixed with a patch or mod; I'm hopeful that happens.

Labs should not be a level in Sairento. I actually refuse to play on that level.

Specific combat grips:

Getting too into swing your sword swings will lead to phasing through your target without applying damage. Best to just twirl the tip of your sword inside whatever you are trying to kill.

Bullet deflection is a crap-shoot. It's cool when it works, frustrating when it gets you killed. I think there's a "bullet deflection "chance"" that literally decides if the bullet will be deflected away when your sword hits a bullet. Of course, you can just hold the sword in the bullet's trajectory until it rolls to be deflected. Sometimes they are deflected the second you touch them, sometimes you have to hold your sword on them. It's a strange way to do things. If the sword touches the bullet, is should be deflected. Now chance to REFLECT IT BACK would be appropriate, which already does exist. Also, you cannot deflect the Ninja's kunai, Geisha's fans, Boss man's rockets, or (most importantly) bushido sword slashes. Extremely annoying, I don't know why this is the case. It's dangerous enough to try to use swords offensively in the late game. And with the deflection exceptions, I'm of the opinion it's impossible to use only swords.

I stuck to pistols, smgs, and swords for my playthrough. I tried everything out, but besides the latter mentions, they all felt awkward, weak, or bulky. One of the shotguns has the option to change firing modes and ammo types by interacting with objects on the gun model. A very cool idea, but I didn't see it anywhere else. I would of liked to have to PUMP the PUMP shotgun. For how bulky some of the models are I would of expected to have the same interactions on some of them after that one shotgun.

This game is worth your time and money but unfortunately will not be a game I'll be coming back to often. If the movement issues were ironed out I might change my mind.
張貼於 2021 年 1 月 4 日。 最後編輯於 2021 年 1 月 8 日。
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一位開發者在 2021 年 1 月 4 日 下午 8:45 作出回覆 (查看回覆)
37 個人認為這篇評論值得參考
總時數 31.0 小時 (評論時已進行 16.9 小時)
Imagine if all these "VR supported" games had the simulated cockpit of VTOL. Life would be good.
張貼於 2020 年 12 月 16 日。
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4 個人認為這篇評論值得參考
總時數 0.4 小時
搶先體驗版評論
I would say that H3VR has raised my expectations to extraordinary heights, but I can deal with Pavlov's and Alyx's comparatively simple weapons handling just fine. In this game, the guns feel like stiff cardboard cutouts that operate on three strict buttons. Your hands snap to the correct highlighted position, and do the whatever task it is you are doing nearly automatically.

Your left hip weapon holster is stupidly close to your infinite magazine pouch.

I was expecting some Payday 2 style mission selection, but instead was very sad to see this game follows a more Call of Duty Campaign route, with some ♥♥♥♥ I don't care about constantly droning on in my ear about some lore I don't care about. I just want to shoot the bad men and climb the stuff.

Speaking of, the climbing was very simple but it worked just fine. I did enjoy seeing the crocodiles in the tutorial pit below me after I starting monkeying across it, twas bit spooky. There's a line between Boneworks "everything must collide" and this game's "magical phasing hands" that works best for VR, where my hands are slapping against game objects with haptic feedback but the rest of my VR body is pretty loose. The massive meaty forearms don't go where your real forearms are at all.

Getting shot fills your vision with jelly and red tint. You thought that ♥♥♥♥ was annoying in COD? Try VR. Jesus Christ what were you thinking?

The maps felt like they were ripped out of some asset store and pasted directly onto them with minimal customization. The little bit I did play did the "walk here, spawn some baddies, kill the baddies, repeat" formula. You could see that areas were clear of enemies until you hit that magical waypoint, where they would then pop into existence.

A good try but no thank you.
張貼於 2020 年 11 月 30 日。 最後編輯於 2020 年 12 月 2 日。
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總時數 0.9 小時 (評論時已進行 0.2 小時)
You have to use ubisoft's game launcher to start it, and of ♥♥♥♥♥♥♥ course that ♥♥♥♥ doesn't work. If you try to play UNO with someone using the same internet connection as you, it doesn't work. You have to use a VPN to trick the stupid application into thinking you are in a different household. Apex had this problem for a while, siege had this problem for a while, but no steam games I can think of have ever had this problem. I love how people destroy the simpliest things. It's ♥♥♥♥♥♥♥ UNO, ubisoft. Jesus christ. You guys suck.
張貼於 2020 年 11 月 27 日。
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總時數 443.0 小時 (評論時已進行 115.5 小時)
Imagine if this studio ran Borderlands instead of Gear-♥♥♥♥♥. Gods of ARPGs.
張貼於 2020 年 11 月 15 日。
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1 個人認為這篇評論值得參考
總時數 39.1 小時 (評論時已進行 4.0 小時)
Can't recommend, the merging of EA account to steam account is a ♥♥♥♥♥♥♥ disaster. Unbelievably frustrating to try and get these two ♥♥♥♥♥♥♥ accounts to recognize each other, and it's ALL EA's fault. Everything they touch just turns to a pile of human diarrhea. Unreal.
張貼於 2020 年 11 月 13 日。
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總時數 69.5 小時 (評論時已進行 7.6 小時)
搶先體驗版評論
Proving that jump scares don't make a game scary.
張貼於 2020 年 11 月 1 日。
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總時數 21.3 小時 (評論時已進行 0.4 小時)
This ♥♥♥♥ ain't no joke. It really does work you out. The enemy boxers are shockingly durable. Usually with these games even the enemies are just punching bags for you to style on, but I swear the old guy in the second fight was learning my patterns. On the first round after landing a hit on him, he'd go to guard that spot, and leave his body or face open. I knocked him down by exploiting this in the second round, but in the third round, he would stop reflexively guarding where I'd hit, and instead counter attack. Barely won, even with the knock down in the 2nd. When I knocked him down I felt a legitimate rush and started taunting my empty living room, and when the fight ended I caught myself feeling respect for this old fart and his endurance. Now THAT'S immersive. I'm scared to get to the higher levels.

The collision detection is excellent, gloves always went where I'd expect them too and guarding felt right. The game is very considerate of the play space and never puts you in a spot where you need to readjust due to something in the game. It always oriented me where I'd have the most space in front of me. Very goodo.

Apparently I've played not even 30 minutes of this game Probably only 6-9 minutes of those 25 were actually in the ring boxing. What fantastic game, this will be very useful for the winter months.
張貼於 2020 年 10 月 28 日。
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目前顯示第 51-60 項,共 87 項