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目前顯示第 1-10 項,共 28 項
1 個人認為這篇評論值得參考
1 個人認為這篇評論很有趣
總時數 5.4 小時
Vampires are dumb, lucky ♥♥♥♥♥♥♥♥, y'know? What We Do in the Shadows taught me that. But it's Fledgling Manor that definitely proved to me that you can be a relatable twenty-something deadbeat/burnout stoner, and still wind up being a dumb, lucky ♥♥♥♥♥♥♥.

Also, I love Eight. Viva la revolución.
張貼於 2024 年 12 月 17 日。
這篇評論值得參考嗎? 搞笑 獎勵
1 個人認為這篇評論值得參考
總時數 22.5 小時 (評論時已進行 13.2 小時)
Bow your heads low, all hail Shadow.
張貼於 2024 年 11 月 13 日。
這篇評論值得參考嗎? 搞笑 獎勵
67 個人認為這篇評論值得參考
2 個人認為這篇評論很有趣
總時數 17.1 小時 (評論時已進行 15.4 小時)
Dead Space as you remember it, not as it was. Visually, the Ishimura has evolved from "brutalist flying OSHA violation with a zombie problem" to "derelict from hell, even without all the zombies." By reintroducing Gunner Wright as Isaac, Dead Space's remake effectively supersedes the original text. Isaac in the original Dead Space was a voiceless protagonist, and him being suddenly voiced in Dead Space 2 meant that game had to take on the role of characterizing its protagonist in a way consistent to the original, voiceless incarnation. This somewhat-awkward transition is gone now; this is the same Isaac met in Dead Space 2, only now we get to hear his believable reactions to horrific and traumatic experiences.

On the gameplay side, dismemberment has evolved from "shoot off their limbs" to "strip flesh from bone, then bone from body", which is both disgusting and novel. This additional layer to combat (literally and figuratively speaking) creates a new problem for players to solve. You can lay into limbs with the plasma cutter and do just fine, but without upgrades it's gonna take a while. Why not use a flamethrower instead, melting necromorph flesh to expose a horrifying skeletal abomination with weakened shoulder ligaments?

Exploration-wise, the Ishimura has gone from being segmented into levels to being a freely-explorable space, not unlike the original Resident Evil and its remake. This alteration fundamentally changes progression in the game and incentivizes backtracking while also allowing for side missions to enter the narrative loop. I won't elaborate further besides saying they're worth doing, especially if you're a returning fan.

If you played Dead Space '08, this remake does it justice and you should play it.

If you didn't play Dead Space '08, give that one a shot first. Think of the remake as a remix of the original flavor and modern design.
張貼於 2023 年 6 月 2 日。 最後編輯於 2023 年 6 月 12 日。
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1 個人認為這篇評論值得參考
總時數 13.1 小時 (評論時已進行 6.7 小時)
It doesn't live up to the standard set by REmake 2 in 2019, and it's both incredibly short and linear, but if you enjoy a tightly paced action-horror experience, you can do a lot worse. For under $25, it's worth a gander, so long as you're prepared for the fact that the credits will roll in less than five hours.
張貼於 2020 年 11 月 29 日。
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1 個人認為這篇評論值得參考
1 個人認為這篇評論很有趣
總時數 2,155.5 小時 (評論時已進行 132.9 小時)
Guardian is a cool person who doesn't afraid of anything and kills all the aleins.
張貼於 2020 年 5 月 6 日。
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2 個人認為這篇評論值得參考
總時數 100.3 小時 (評論時已進行 8.0 小時)
I can't believe I'm saying this, but I think Bethesda finally made a good Fallout game that I don't feel the compulsive need to alter on a structural level with mods to be able to enjoy. I'm gonna keep this short, but the past few years of support FO76 have really turned this game around. If you enjoyed Fallout 3 or NV and despised Fallout 4 in regards to their opportunities for role playing and problem solving, this is a return to form. It also happens to have really fun buildcrafting; not Destiny 2 levels, but still pretty good.

Also, you can play it with your friends and watch them get mauled by Deathclaws, and that's funny.
張貼於 2020 年 4 月 18 日。 最後編輯於 2022 年 10 月 20 日。
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1 個人認為這篇評論值得參考
總時數 32.0 小時 (評論時已進行 14.8 小時)
Half-Life: Alyx is the VR killer app you've been waiting for. Hands-down one of the best games available on Steam right now, and undoubtedly the best VR game you'll ever play (as of right now).

Within two days of finishing it, I went back and started a second playthrough. It's an incredible experience.
張貼於 2020 年 3 月 29 日。
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4 個人認為這篇評論值得參考
總時數 0.3 小時
搶先體驗版評論
I play a lot of first person shooters, and while this one shows potential by mixing the flavor of a character action game and FPS together, it doesn't quite work out. If you've played Devil May Cry or Bayonetta, you know what to expect: a story you're not going to pay attention to that exists to drag you through combat arenas where you'll fill enemies with bullets and dice them up with blades of light.

Oh, and there's a LOT of broken English in this game. Next time, hire a professional translator instead of Google Translate.

Right off the bat, the shooting in Bright Memory is bad. Guns don't have any real kinetic impact, lack audible "punch", and the arsenal itself is so generic (rifle, shotgun, pistol) that I was kind of underwhelmed, especially given how unique the powers are.

That's another thing: the powers themselves. You've got an air dash that feels nice, except you can't dash forward for whatever reason (even though Advanced Warfare, which the game's mobility is clearly aping, offered a forward dash option), the double jump only works if you hold the jump button while your feet are on the ground (so if you're airborne and decide to double jump, you can't), and sprinting itself feels off. I can't really describe that bit very well. There's just something to how the game handles sprinting in combat that makes it feel bad.

Other powers include things like an "EMP" (which it absolutely is not), which functions kind of like a radial version of the boot kick from Bulletstorm, knocking enemies in its cone of effect into the air and slowing them down for easy kills. That's really cool, but the windup on it is awkwardly long, leading to a frustrating period where you're unable to do anything but walk around while your character raises their hand to prop up the enemies in front of you. The light sword is a cool weapon that allows for juggling enemies (or even keeping yourself afloat if used midair), and is probably the best feeling ability in the entire game, if not for the fact that its upswing and downswing have really odd animations to represent them in-game, leading to a weird floaty feeling to what should be a devastating ground slam.

There's also a Bulletstorm-style tether that drags you to enemies, but it doesn't work quite so well. Often I found the visual feedback from the attack actually indicated I was taking damage immediately after impacting enemies with it, which is just plain silly. The game's lack of a clear UI for things like health and such is also confusing. There's a bunch of circles around my gun, but all they seem to be good for is obstructing subtitles, which are colored white. This means that subtitles contrast poorly with UI and viewmodel elements, making them hard to read. That's not a huge problem, however, considering the story is an afterthought and all the subtitles (translated from Chinese into broken English) are basically unintelligible.

"What is?fly snake it looks like it's flying towards teh beam." - A line written verbatim from this game. This is one of the more easily understsood lines of dialogue in Bright Memory.

There's also a lot of basic options that aren't available, such as an FOV slider and remappable keybinds. Some might say, "aren't you being harsh on a game that's released on Early Access? It was made by one person." I'll respond in kind: if they're going to ask me for money, then I'm not going to hold back on the criticism. Is the point of Early Access not to offer critique to help a product succeed?

Bright Memory has impressive post-processing effects, but janky animations, awkward controls, poor feedback in combat, a nonsense story with a literal nonsense script, and basically no explanation for anything happening ever (even in a bad story, I expect something to justify why I'm in a jungle crawling through ancient ruins filled with undead) leave a bad taste in my mouth. There's worse games on Steam that ask for $7, but there's better ones, too. I've played too many shooters to spend much more time with this one.
張貼於 2019 年 1 月 14 日。
這篇評論值得參考嗎? 搞笑 獎勵
2 個人認為這篇評論值得參考
總時數 16.0 小時 (評論時已進行 13.1 小時)
Simply put, Killing Floor 2 is a very violent, very gory cooperative survival shooter. It has loud, powerful guns and squishy zombies ("zeds") to blast to chunks. Enemy dismemberment is visceral and entirely determined by the means of how an enemy died (whether it was shot, cut, or crushed, and where on its body that happened).

In short, it's Catharsis: The Game.

Pair it up with a powerful PC and you can really amp up the gore to include liquid physics for blood and vomit, as well as entrails that'll be strung up all over the map. Throw a grenade into a crowd of zeds and watch their intestines line the ceiling like streamers. Meaty, drippy streamers.
張貼於 2016 年 11 月 18 日。
這篇評論值得參考嗎? 搞笑 獎勵
目前尚未有人將此評論標記為值得參考
總時數 59.7 小時 (評論時已進行 21.9 小時)
A lot more fun, a lot more accessible, and a much better pricing model. In the Stage 2 beta, there's not actually a way to spend money, so as it stands, you're getting the Evolve experience for zero dollars.
張貼於 2016 年 7 月 7 日。
這篇評論值得參考嗎? 搞笑 獎勵
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目前顯示第 1-10 項,共 28 項