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Nedávné recenze uživatele Turret Mom

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31 osob ohodnotilo tuto recenzi jako užitečnou
7 osob ohodnotilo tuto recenzi jako vtipnou
6
0.3 hodin celkem
Game contains really bad AI art. Refunded until this is fixed.
Odesláno 15. srpna 2024.
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2 osob ohodnotilo tuto recenzi jako užitečnou
2,563.6 hodin celkem (1,968.8 hodin v době psaní recenze)
Great movement shooter. Small selection of highly customisable weapons. No ♥♥♥♥♥♥♥♥ grinding resources rolling over and over for the best possible gun like happens in other games, everything's an upgrade that goes onto the base weapon. Some of them completely change how the weapon works, and they're all worth trying out. The different traversal tools of the four classes completely change how they play, each class has its value to the team, the balance is pretty freakin good. Rock and stone.
Odesláno 22. dubna 2023.
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Nikdo dosud neohodnotil tuto recenzi jako užitečnou
10.0 hodin celkem (10.0 hodin v době psaní recenze)
A game developed by three dedicated staff members and a team of volunteers manages to have a tighter story, more unpredictable twists, more satisfying platforming, better combat, better dialogue, better art, better graphics, and a far more heartfelt ending than the AAA game the original mod was made for. This game is beautiful, touching, thrilling, and I cannot say anything specific about it because every single moment is a new twist. Just play it. I'd pay higher than the full stated price for a game of this quality. I only hope the devs come out with more off-the-wall puzzle adventures like this one.
Odesláno 29. července 2021.
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Nikdo dosud neohodnotil tuto recenzi jako užitečnou
3.8 hodin celkem (3.6 hodin v době psaní recenze)
A tightly-crafted but short fighter/strategy game which is absolutely worth buying on sale. If you like flight sim games, this is worth picking up. If you don't, it's easy enough and cheap enough to get into that you might enjoy it anyway.
Odesláno 6. července 2021. Naposledy upraveno 8. července 2021.
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443 osob ohodnotilo tuto recenzi jako užitečnou
105 osob ohodnotilo tuto recenzi jako vtipnou
5
4
3
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11
306.6 hodin celkem (34.7 hodin v době psaní recenze)
Number go up make monkey brain happy. Don't play if you have an addictive personality.
Odesláno 1. března 2021.
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Nikdo dosud neohodnotil tuto recenzi jako užitečnou
70.1 hodin celkem (53.7 hodin v době psaní recenze)
DOOM (2016)

I love this game. I’ve never played a shooter so intuitively, intelligently constructed, fast-paced without being overwhelming, feature-rich without being clunky, with a small collection of well-balanced weapons that each (with a couple of exceptions) have their time and place to use. Every aspect of this game comes together to create something wonderful on balance, but I’ll still go over the silver linings and the clouds attached to them below.

1) Mood, tone and setting. This game has sleek, well-polished graphics that even on lower-end machines look pretty good. The designers knew what DOOM was when they were getting into development, and they’ve done that techno-occult vibe perfectly. The opening sequence is incredible; you wake up in a stone sarcophagus in a sleek, futuristic bunker surrounded by zombies in the tattered remains of hazmat suits, you’re handed a pistol and you start right off ripping and tearing. The pentagrams daubed in blood on the walls, viscera hanging from the ceiling, and the corpses piled by the wayside all come together to produce a very effective reminder that you’re fighting through the apocalypse. The decision not to characterise the Doomslayer as anything other than a furious arbiter of doom was a good one, and allows you to get right into demonslaying without having to worry about frivolous, contrived personal backstory. Samuel Hayden, Olivia Pierce and VEGA have superb voice acting, both in terms of their script work and the actual performance of that script. The UAC Spokesperson is a funny little addition that ties the corporate culture of the UAC into the horrifically occult nature of what they’re actually doing on Mars. When you get to Hell, the setting is orthodox but well-executed - red lightning clouds, demonic screaming, piles of human remains, we’ve got them all. Throughout, Mick Gordon’s soundtrack is fantastic, and the combat music especially is unironically some of my favorite music to listen to, let alone play with. Despite the incredible music, it doesn’t stand out while you’re focusing on other things or take you out of the game, and is as effective in the background as it is on its own.

On the flipside: The possessed and unwilling don’t look like the former humans of the original DOOM, having weird holes in their heads and a lack of faces, which takes you away from the human scale of the tragedy (I would kill the possessed anyway, obviously, but it’s easy to forget they were supposed to have once been human). Towards the end of the game, there is a synthwave track which is completely unlike anything else in the soundtrack and which doesn’t really fit with the tone of the situation at the time it plays. It’s kind of like if you were listening to a Slipknot album and about three-quarters of the way through they threw in something by Macintosh Plus, just to mess with you. The Dark Lord’s voice is a bit cliche gravelly evil-man, but whatever. Echo logs can be a bit wooden, with the use of the same human model over and over for Olivia’s minions standing out especially.

2) Pacing and balance. Every weapon handles well, not too floaty or chunky, with satisfying sound design and a weapon mod system that isn’t over- or under-complicated. Most weapons have a time and place throughout the game, remaining relevant from when you pick them up to the very final boss. The chainsaw and BFG are powerful and fun, but ammo scarcity keeps you from relying too much on them as a way to kill enemies. Even when you’re in a resource-sparse area, you can chainsaw a random mook and refill your ammo, keeping the action going. Glory kills are a fantastic addition to the series, adding a way to regain health on the fly and a way to kill demons in spectacularly gratuitous fashion. Runes let you tweak your playstyle - like glory kills? You can make demons stagger easier, for longer, and you can get them from much farther away. Prefer gunplay? Go for an armor build and lategame you will literally never run out of ammo. The combat is fast-paced and acrobatic, with the ability to quickly vault and climb over things proving just as effective in staying alive as sticking to cover, if not more so. Combat is fun and intuitive and almost never frustrating. The exploration isn’t too gratuitous and you can choose to do it or ignore it - if you’re thorough, you’ll get a full arsenal of weaponry about halfway through the game and have it all upgraded by the third- or fourth-to-last level. If not, you’ll pick it up eventually anyway.

However: The equipment (frag/siphon grenades and holograms) feel like something that wasn’t really intended for this game. Perhaps on nightmare difficulty the hologram would be of use, but on Ultraviolence (the centremost difficulty) they never felt relevant. Enemies either move too fast or are too tanky to get with a frag grenade, and the siphon grenade is unnecessary when you have glory kills to rip health straight from an enemy’s corpse. If I was going to use a frag grenade, I’d probably use one of the multiple other explosive options at my disposal - like, for example, the rocket launcher, or the grenade launcher that comes with the combat shotgun. The pistol was unnecessary, underpowered to the point of uselessness amongst a roster of guns so diverse and well-loaded that you rarely run out of ammo and have to resort to the pistol anyway. I won’t talk about Eternal much here, but one thing they did right was removing the pistol. Ideally, you would’ve started off with the combat shotgun and gone from there - and, in fact, you do end the tutorial with the combat shotgun. So why was the pistol included? In the end, there are some weapons that are clear upgrades to others. The enemy-piercing upgrade for the super shotgun makes it ultimately better at both damage and crowd control than the combat shotgun, which has no usecase once you’ve upgraded its big brother. They share the same ammo pool, so even running out of ammo doesn’t really make sense as a reason to use the combat shotgun. The fully-upgraded mini missile mod for the assault rifle is fun (full-auto rockets never isn’t), but ultimately the assault rifle becomes obsolete too, which a few situational long-range engagements made a bit easier by its scope if you ever don’t want to use gauss cannon ammo or whatever. The rocket launcher is overpowered when you pick it up for the first time but quickly fades into complete obscurity as a middle-power weapon with a slow-moving projectile that can splash damage you at close range, and it just isn’t as good as any of the other heavy weapons. There are a few weapons which have one clearly-better weapon mod with the other just tacked on as an afterthought; turret mode for the chaingun and siege mode for the gauss cannon both spring to mind as the objectively superior weapon mod to use for their respective weapons. At some points there are sequences which should've been made skippable; the several-minutes walking simulator in Hayden's office springs to mind. This is a long paragraph, but none of these things really stop me from enjoying the game; they’re just ways in which it could’ve been improved.

3) Other things. There’s a couple of other ♥♥♥♥♥♥♥ that I’ll talk about here. Multiplayer is dead outside of a sale, which I don’t have a problem with as the singleplayer is what you’re paying for and it’s fantastic. However, if you’re achievement hunting, buy it on sale and get the multiplayer achievements as fast as you can. Snapmap is boring and uninspired, a level editor used to make Doom 3-style blocky, boring maps that all look the same and lack any of the flair that the curated, professional single-player experience has. This game is published by Bethesda, who I hate and usually oppose giving money to, but that’s my personal neurosis.

In short, I’d pay full price for this game - on any kind of sale it’s an absolute bargain for what you get.
Odesláno 5. července 2020.
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1,336.0 hodin celkem (633.8 hodin v době psaní recenze)
it's alright
Odesláno 27. dubna 2020.
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2,351.7 hodin celkem (1,732.4 hodin v době psaní recenze)
Stellaris is an excellent concept, with a strong development team that definitely knows how to balance the experience. The game is never built in an unfair way, though some approaches are definitely stronger than others (science rush rules all, basically, but can be beaten by a skilful player using other methods).

The problem lies in the back-end. The AI is abysmal and will fail to approach the power level of the most basic player. The way the game runs its processes means that most games will slow to a crawl (going from a month every 30 seconds or so to a month every few minutes) by the lategame, as population grows and the AI starts floundering while it completely fails to deal with the game's economy. Multiplayer is fun but has a clear meta, so the game in its current state has extremely limited replayability. This is a shame because in previous builds I've had enormous fun, but right now I just can't be bothered. Furthermore, like with most Paradox games, quality-of-life updates and features that completely transform gameplay in very necessary ways are locked behind paywalls.

This is one of those games that is saved by its modding community, but I can't recommend a game based on its modding scene alone. Buy it on sale if you really have to.
Odesláno 19. listopadu 2019.
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2 osob ohodnotilo tuto recenzi jako užitečnou
711.8 hodin celkem (481.0 hodin v době psaní recenze)
Any company that prolifically practices anti-consumerist policies has lost my business. I'll never buy another Rockstar game unless OpenIV is allowed to continue.
Odesláno 15. června 2017.
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1 osoba ohodnotila tuto recenzi jako užitečnou
426.2 hodin celkem (254.9 hodin v době psaní recenze)
A lot of people complain that this entry in the series is too simplified and dumbed-down to really be called a Paradox game. It's my first Paradox game, so lemme tell you, thank God for that. It's not so much got an interface learning curve as an interface learning cliff, and the tutorial is awful, but it's one of the most addicting games I've ever played and I'd absolutely recommend it if you don't plan on doing anything else with your life this month and have someone who can teach you to play.
Odesláno 24. listopadu 2016.
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