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Évaluations récentes de Wraith

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Affichage des entrées 1-10 sur 14
1 personne a trouvé cette évaluation utile
1 personne a trouvé cette évaluation amusante
60.2 h en tout (13.1 heure(s) lors de l'évaluation)
The game is awesome, but it takes a bit of commitment and time to uncover that fact. For me it was about 3 hours of "why am I playing this" until I got to the "wow it's 5:00 AM and I don't want to stop" stage.

Super fun, and if you go into it with lower expectations like I did, you might be pleasantly surprised. I think a lot of people made the mistake of assuming this would be like every-promise-Star-Citizen-made combined with No Man's Sky and a Bethesda RPG all at once, and that's just not a very realistic take. This is basically Fallout 4 in space in my opinion, and I like the setting much better than the Fallout series.
Évaluation publiée le 15 octobre 2023.
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786.4 h en tout (648.6 heure(s) lors de l'évaluation)
A paragon of modern game development.

I originally started playing Stellaris when it first came out. I went into it with low expectations, expecting a few hours of fun and then on to bigger of better things...

I was very wrong.

The game sucked me in before I even realized what was happening. I ended up being extremely impressed by the level of quality and creativity that shown throughout each session. Every little event seemed to capture my curiosity and sense of adventure. Each time I experienced the same anomaly, I would be surprised by different outcomes. No two play-throughs felt the same.

I played for about 150 hours and then shelved it, feeling satisfied that I had explored what it had to offer. Skip forward six years....

Unlike most games that get a few incremental improvements through DLC, this game has completely transformed. Every single mechanic has been thoughtfully expanded, improved, tweaked, and re-imagined from the ground up. In many ways Stellaris in 2022 is not the same game as Stellaris in 2016. It has been massively improved. They took a great game and consistently improved it and made it into a gem that stands out in a class of its own, with the perfect balance of depth and progression.

Each DLC comes as a compliment to the massive free updates they release. Other game developers today seem to release games and then shrink their development team to a skeleton crew to make DLC and patch bugs. By contrast, Paradox has been pumping out fresh content and changes at a rapid pace since the game released, and are still at it six years later.

Their DLC is fairly priced for the content and in multiplayer, only one person needs to own the DLC for everyone to enjoy playing with it.

This has been one of my best experiences in gaming, and I will continue to enjoy Stellaris for years to come by myself and with my friends.
Évaluation publiée le 24 mars 2022.
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1 personne a trouvé cette évaluation amusante
13.0 h en tout (1.7 heure(s) lors de l'évaluation)
Avis donné pendant l'accès anticipé
My friend and I both purchased Oculus Rift S's earlier in the week. I was like "Hey man, do you wanna try Phasmophobia?" and he's like "Sure let's do it."

According to my Fitbit, I have burned 600 calories during the 104 minutes that I played this game. Cumulatively, I have cursed more than I would in an entire week. I have also screamed and flailed at least twice.

If you are looking for something scary and funny and stupid to play with your friends - this is it. If you want to get all the benefits of cardio without the effort - this is it. Just remember that you don't need to outrun the ghost... just your friends.
Évaluation publiée le 2 octobre 2020. Dernière modification le 3 octobre 2020.
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5 personnes ont trouvé cette évaluation utile
1.8 h en tout
Avis donné pendant l'accès anticipé
I've played just under two hours and will be refunding. I knew the basic premise of the game going in and it sounded like something I would be really interested in, but it just didn't do it for me.

I played on one of the U.S. official servers which was maxed on population, and despite the high number of players, the island was desolate. In the two hours I played I starved to death 4 times. This is because the *only* way to get food as a carnivore (I played a Utahraptor) is to kill other players. And despite the large server population, the landscape is just too large for regular interaction. And that was the entirety of my gameplay. Searching for food as I starved to death. There are no small animals to eat. No bugs to kill. It's just.... boring?

I read forums and tried to use tactics to find food, but the "punishing and unforgiving nature of the game" is really just a farce. It isn't something truly challenging but a coin toss as to whether or not your hour of wandering around the landscape will be rewarded with another hour, or if you'll die and start again.
Évaluation publiée le 13 juin 2020.
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1 personne a trouvé cette évaluation utile
335.9 h en tout (4.3 heure(s) lors de l'évaluation)
Avis donné pendant l'accès anticipé
Played it for a few hours immediately after launch. So far it's fantastic - basically Warband but better in every way. I didn't run into too many bugs when playing (most of them were just like "Huh... that's a bug." and I moved on) and they haven't been game breaking. That said, the game has crashed on me a few times, and a friend of mine has horrible FPS despite having a similar system.

I'd recommend this game but give it a couple weeks to let the kinks get ironed out.

Will update this review after more playtime.

Update: I've sunk quite a few hours into this game since release and I have some additional thoughts. Firstly, Taleworlds has been doing very well with the hot patches. Most of the initial crashes and performance issues have been ironed out. As for the gameplay and content...

Combat: I'm going to be honest. I was fairly frustrated when I first started playing at the combat changes. I've never been great at directional-based combat games (Chivalry, Mount & Blade, For Honor, etc) as something about blocking in them just doesn't click right in my brain. This game made it worse than Warband since it took away the auto-directional blocking. That said, since I've been doing more battles I've gotten used to it and I feel competent in tournaments now. The variety of weapons and tactics lend well to the AI changes and it makes it feel like a challenging and intense encounter when you with your life on the line. If I can do it you can too.

AI: Basically the AI is good now. It's not perfect, but it's about as close as I could imagine a game like this can get. I played the multiplayer beta for a few days solid before the main game released, and I can say that I would have some trouble distinguishing the AI ingame from player-controlled avatars. The military planning isn't bad either - the AI is very responsive. They don't simply run or attack based on troop numbers like in previous games. They seem to take into account your troop type and level, and other factors. Lastly, when you enter a battlefield, the AI uses the terrain to their advantage. Archers will often move to a good vantage point, and infantry will form shield walls to defend them while calvary charges their flanks to break up their formations. It's great. It's not always the same either - they change up the tactics a fair bit depending on the troop type and match up.

Quests: About the same as Warband. There's a few less quests overall but they have higher quality to them and a couple different ways you can choose to do them. And gods be praised - cattle are an item that fits in your inventory like horses. There's a lot of complaining on the forums... but I don't think those people actually played Warband, or if they did, I want the version from whatever alternative reality they came from. I played Warband literally the day before Bannerlord, and I can confirm the quests are just as solid. The main storyline is a bonus but it's currently unfinished. I'll admit the voice acting scared me after living in a world of silent voices and grunts for hours prior.

Management: This is the side of Bannerlord that is currently underdeveloped. There are management mechanics you can use, like productive workshops for instance, but they tend to be a little lightly done. Productive enterprises are identical to Warband with the exception that the goods economy is more fluid and dynamic, so profits/losses aren't always solid. Town and castle management seems to use an... almost Civilization style approach. It looks like it's going to be good, but currently it's "click desired upgrade, apply X days of <Production Currency>, repeat until desired upgrade is max level, move to next upgrade.". You have the capability of assigning a governor, but it doesn't do anything yet, and it looks like there are other features that are going to be implemented that will be great, but they just aren't in yet. It's bare bones, but it's still Warband level at this stage.

All in all, this game is what I would consider superior to Warband in its current state. Extra features and improvements will only make this gem shine more.
Évaluation publiée le 30 mars 2020. Dernière modification le 4 avril 2020.
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6 personnes ont trouvé cette évaluation utile
0.0 h en tout
Worst DLC Wildcard has release to date. Frankly, I suspect they're outsourcing the game's development at this point. It would explain the horrendous communication and terrible QA.

The world is too small and the new content is too lazy. It's also heavily unbalanced. I could see this being a $10 DLC, or even a free addition. $35? No way.

Additionally this is NOT a Season Pass. This is a single DLC broken into two parts. Not like two massive pieces of content - I mean like it's half developed now and has placeholder stuff. And later I expect that Part 2 will just finish what they started. This is a *single* DLC. You CANNOT buy it outside of the "season pass."

Buyer beware. This is not the same quality as Scorched Earth, Aberration, or Extinction.
Évaluation publiée le 28 février 2020.
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42.6 h en tout (21.4 heure(s) lors de l'évaluation)
I've had a Zoo Tycoon craving for several years now. This is the only thing that's satisfied that particular itch. The game is absolutely excellent and accomplishes what it's trying to do where plenty of other games have failed.

I'm hoping for lots of DLC.
Évaluation publiée le 9 novembre 2019.
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2 personnes ont trouvé cette évaluation utile
91.9 h en tout (36.0 heure(s) lors de l'évaluation)
I bought this game on launch but I've been giving it time before writing a proper review.

I was looking forward to Jurassic World Evolution coming out since the first announcement. Finally, I thought, a modern park management game with dinosaurs. I waited and waited and waited for the game to come out, and finally, it was time. I pre-ordered it two days in advance and bought the Deluxe Edition DLC. I normally never pre-order but I wanted to show support for the continued development of this game.

Well... launch day came and I fired it up. I enjoyed myself. It was pretty, but it seemed to miss all the great management aspects that prior games had pulled off. Guests in your park have no names, no preferences, no thoughts. They exist purely as a walking liability to be eaten or stomped on when a dinosaur inevitably smashes its face through your best planned enclosure (because you know, Jurassic Park/World). All in all, the management aspect of this game is abysmal and I don't recommend it if you're going into it with the goal of achieving Zoo Tycoon styles of gameplay.

As for the animals themselves, they were initially pretty poor AI wise. Forgetting to eat, having different enclosure habitability ratings on different sides of their enclosure, unrealistic murder-mode for all well-fed carnivores against all herbivores, no pack forming, etc. Frontier has fortunately fixed most of these AI issues since release. The only qualm I have left is how shallow the needs aspect is to most dinosaurs. Privacy/shelter, enrichment, etc are not implimented. As long as you have the right grassland/forest ratio, and food/water availability, and you don't put them with too few or many of their own kind, they're basically set. In my opinion, adding more customization options to the exhibits and allowing the fine-tuning of an enviroment to the animals needs would have made this game a lot more fun. It's just too shallow as it currently stands.

Lastly, the mission and progression system. These were not my favorite. The mission penalties were... ha... abysmally designed. Take a mission with faction A, and factions B & C will get petty and unhappy. If they get a little unhappy or jealous, they'll sabatoge your park in pesky and annoying ways that usually involve your guests getting eaten. And somehow you can't fire them for that! Or prosecute them! Or you know, anything. Oh, and you have to get their reps high on each island to unlock buildings/etc that you need to manage your parks. It's just an annoying system that doesn't add much to gameplay in my opinion. If the entertainment division wants more guests to visit the park, the science and "security" (read: cage-fighting division) will dislike you for accepting that mission, even though your job is to manage the park.

To unlock new dinosaurs/buildings/etc you need to complete goals on each of the different islands (which usually involve reputation with a particular faction as stated above). These aren't really my style of missions since I prefer a more sandbox progression rather than linear campaign filler that makes me jump around islands and restart a lot, but your mileage may vary. I know some people really enjoy how this is done in the game.

This would be a neutral review is Steam allowed it. The reason I'm marking it as negative rather than positive is because I feel like Frontier could have put more effort into the game. The updates they've added since the game released have been very minimal in my opinion. Aside from AI and QOL fixes, there hasn't been any real content added to the game outside of paid DLC. On a game that feels this shallow and unfinished, I don't consider that acceptable. I have had a bit of fun playing it, and if you weren't dissuaded by my review, I would suggest that you buy it for yourself on sale.
Évaluation publiée le 19 janvier 2019.
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1 personne a trouvé cette évaluation utile
580.6 h en tout (241.2 heure(s) lors de l'évaluation)
Avis donné pendant l'accès anticipé
I've been playing this game for years now. I shelf it and come back to it every 6-12 months to see what's new. I feel like it's probably time to write a review, since as far as I can tell, the game is reaching the end of its development lifespan.

At it's core, Space Engineers is a game about designing various ships and stations. I'll be the first to admit that I have the creative capacity of brick. My imagination just isn't there when it comes to making things asthetically pleasing, but while nothing I make looks remotely as good as the ships you see in the screenshots and trailers, I have an incredible amount of fun putting all the pieces together to create advanced subsystems within my ships.

That all sounds a bit vague, but let me try to give you some perspective by telling you what I did today in Space Engineers. Today I got to work on designing a ship to serve as my home for a new game. I started by making two refineries and two assemblers. I placed them so that their conveyer ports lined up (so materials can be transferred through the system without requirnig me to gofer backpacks of ore). I then built the modification modules for the two structures. The refinery got two Speed modules (each +100% refining speed) and two yield modules (each +25% yield efficiency from raw to processed elements). The assembler got two speed modules to make it worth ~3 assemblers in terms of effective speed. After building those hunks of metal, I had to build in an 02/H2 Generator for generting the oxygen that I'll need to pressurize my rooms and...well, breathe. I built a couple oxygen tanks to store a good surplus incase I end up running into a piece of space debre that compromises the air-tightness of one of my rooms. I built a basic outline of a hangar base, and then ran the conveyer piping and air ventilation. I placed down a gravity generator to make it a bit easier on myself while building (that way I could set down some of the bulkier materials that I was building with without bumping them and watching them fly into oblivion). I then focused on creating the reactors (I didn't have materials for a large reactor, so I focused on making three smaller reactors and networking them together). One reactor would have probably supplied what I had built so far without any problem, but I knew I would need more power for the ion thrusters when I got to that part. Those things suck a lot of power, but it still beats trying to maintain fuel for the hydrogen thrusters by constantly mining ice to convert. I added some large storage containers and networked them into the mass of piping that comprised everything I'd built so far, and then I added some conveyer sorters to whitelist and pull certain items (like tools/etc) into that storage container if it detects those items in the grid - and I also wanted it to pull the ore into the refinery.

I still need to build the actual ship, put in lighting, fully seal it before pressurizing it, install magnetic locks for my smaller mining ship so it doesn't smash into something in the hangar if I stop short, etc. I need thrusters, a control station, some gyroscopes so I can actually turn the thing, and all that jazz. I also plan to add a large-scale ore detector on board so that I can scan a bit farther away than my little mining ship can. I also plan to add an atenna so that I pilot my mining ship remotely (I built it in such a way that that's possible via camera/etc). On top of all that I've said so far, there's so much more to do. What I described was just my *starter* ship, which is very simple compared to something larger.

If this type of gameplay intrigues you, buy this game. It has a lot of content to enjoy either by yourself or with a couple friends. The developers are decent - they've supported the game for a long time even after the initial sales have fallen off, and they're very friendly and involved with the community.
Évaluation publiée le 1 juillet 2018.
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2 personnes ont trouvé cette évaluation utile
13.7 h en tout (8.5 heure(s) lors de l'évaluation)
I was having a particularly slow day at work when I bought this game. I needed something my work PC could handle with integrated graphics, I could jump in and out of quickly, and above all, something to make time pass faster. It turns out it was a pretty good purchase and it served the main purpose very well.

This isn't a serious game, but it has enough depth to keep it interesting. The only "complaint" I have is that it follows console history rather to the point, which made it very easy to know what consoles would sell well and which ones wouldn't, so I was able to adjust my marketshare appropriately. I think the younger you are the more exciting this game will be, while the older you are the most nostaligic it will be. Gameplay is super simple to understand, and if the concept intrigues you, you won't be upset with your purchase.
Évaluation publiée le 10 juin 2018.
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