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尚未有人觉得这篇评测有价值
总时数 59.7 小时 (评测时 53.0 小时)
Wow... totally forgot to give this game the positive review it deserves..
发布于 2019 年 10 月 30 日。
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总时数 231.8 小时 (评测时 67.9 小时)
A very good game :3
发布于 2019 年 1 月 26 日。
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有 2 人觉得这篇评测有价值
总时数 375.0 小时 (评测时 290.4 小时)
One of the most emotionally moving games I've played in quite a bit. Oh, and it's a technical masterpiece for its price range! I still dislike the binary logic used for projectile/weapon collision and stuff (which if avoided would make bullets and lasers going through the walls and cliff faces and create a natural chaos of weapons smacking into targets you weren't even targeting).

The game is also quite moddable, and you can tweak the game to suit your tastes (more realistic physics, less realistic physics, drop cost depending on mech tonnage, pilot panic mechanics, rebalanced and resized mechs/vehicles to make more sense, etc.) But whatever - HIGHLY RECOMMENDED.

Edit: I should mention that although the narrative and storytelling is amazing, it is very linear. Still, it didn't stop me from playing my fourth playthrough.
发布于 2018 年 9 月 19 日。 最后编辑于 2018 年 9 月 19 日。
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总时数 1,116.4 小时 (评测时 567.4 小时)
Could use an AC100, otherwise love the game lol
发布于 2017 年 11 月 19 日。
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总时数 154.5 小时 (评测时 40.8 小时)
SO SATISFIED WITH THIS GAME. NO, TYPING IN CAPS IS NOT RUDE BECAUSE ALIEN ISOLATION.
发布于 2016 年 3 月 14 日。
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总时数 2.0 小时
GOOD.
发布于 2016 年 1 月 27 日。
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有 9 人觉得这篇评测有价值
有 3 人觉得这篇评测很欢乐
总时数 17.8 小时 (评测时 17.0 小时)
I don't care for gamer politics. This game isn't as bad as they say it is...
发布于 2015 年 10 月 21 日。
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总时数 256.9 小时 (评测时 119.1 小时)
<3

Dragonfall - <33
发布于 2014 年 3 月 1 日。 最后编辑于 2014 年 3 月 1 日。
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1 人觉得这篇评测有价值
总时数 414.2 小时 (评测时 388.1 小时)
Recommending this game is a hard decision to make for someone who loved and played the original XCOM games to bits. To say that this game has been simplified is a gross understatement: it's been totally ruined. I would go into the details on how terribly dumbed-down it is from the original but there are just too many - it'd become a rant.

Well, OK, I'll list those that come to mind.

Taking the 'tactical' out of tactical scenarios. No stamina, bravery/self-control, strength, morale stats or inventory management for soldiers. Shots taken follow a binary logic of pure numbers to determine if something is hit or not. Entire bursts of automatic fire (six rounds?) are counted as 'one' shot, and shots that miss can't hit an enemy that's graphically represented as hitting. You may, by law, only hit the target you announced you wanted hit. And, if the magical numbers pop up, a shot can also ignore all obstacles in the way. Shot and line-of-sight obstructed by a building block? Not a problem, as long as the magical numbers come alive. And yeah, targets coming out of cover to take a shot cannot be countered before or after. Also, characters can no longer lose consciousness if they've lost too much blood or from impact trauma, who gained consciousness if given a chance to recover. Even the way panicking/berserking doesn't feel right anymore. Uh, no blowing down walls or buildings (except with the extremely limited explosives that soldiers can carry, which also ignore cover for damage calculation).

You also cannot target ground in the remake. So, no blind firing/suppressive fire onto a location where an enemy is suspected to be. Ugh, and rifles that have an effective combat range of 30 meters? What? And not only does unlimited ammo boggle my mind to no end, but not being able to suppress fire without the suppress fire *ability* is ... stupid.

Abilities like Run and Gun also look absolutely wrong with the vanilla movemend speed and bonus accuracy from distance. For example, run and gun is activated - soldier comes out of cover at 30 tiles away. Reaction fire is taken at target that's 30 tiles away and misses because of the range/accuracy disadvantage. Soldier then covers the entire 30 tiles not only to ridiculously close-range accuracy advantage, but also has flanked and gets a direct shot at the target without cover - all the while closing that distance unchallenged by the target.

No option to have one soldier carry nothing but rockets in his backpack to support another with a rocket launcher. No timed grenades or using grenades to create smoke (even the smoke from the smoke grenads do not work like how smoke should work, that is, to hinder line-of-sight of anyone looking at it - instead it gives a 'dodge' bonus to anyone inside the smoke, while letting them see crystal clear anything outside...). No more picking up of dropped weapons or swapping weapons between soldiers when the need arises. No more

Reaction fire being replaced by an active "Overwatch" mode that I find hard to make sense of too often. Compared to the original, where reaction fire is taken based on a soldier's/character's reaction stat and how long their target remains in their line of sight and how many time units they have, the "overwatch" system makes a shot whenever a target makes 1/2 movement units in the sight radius of the character making the reaction shot, regardless of whether the target came from in front OR behind, line-of-sight be damned. ALSO, all soldiers/characters make the reaction shot AT THE SAME TIME, regardless of range, direction and angle of the target, leaving the entire team without anymore chance to get in reaction shots later that turn. Lightning Reflexes, anyone?

I won't get started on how retarded smoke works in the game (again completely ignores line-of-sight logic).

*DEEP BREATH*

No base management: UGH, where to begin? You can't build multiple bases (see below regarding intel gathering and deciding where, when and how to build a base). There's no need to manage supplies of ammo, medical supplies, weapons, vehicles, personnel, living space, etc. You cannot prioritize the role of these bases, either; whether you want a base to be research specific (where alien corpses, items and stuff needs to be manually transferred, with a cost), or whether as an interception base, or a multi-role base. You can't decide how many soldiers or scientists or engineers to station in each base or how to arm the stationed soldiers based on your budget. No more clever base layouts to thwart alien assaults.

Gone also are the reports and graphs of detected and suspected alien activity by zones, or the need to send out aircraft to survey suspected areas for alien activity or bases. You can't decide if you want to have more radars built at a certain base either to increase the chances of detecting UFO activity in range of the base, at the cost of higher base maintenance or using that space for somethign else, like a general storage for all items (YES, you need space to store all that stuff you buy and loot from dead aliens).

I ... will ... stop my griefing here.

THAT aside, however, the new XCOM game is graphically gorgeous. Environments ARE completely destructible - poorly utilized, but destructible nontheless (think rocket launcher making a hole in the wall and giving your troops another entry point). Personally, I find the game completely unplayable without modifications but you will be hard-pressed to find another comtemporary tactical/strategy title that comes close to the budget that this game was made with. The graphics, voice-acting, soldier customization and look of the UI are top-notch albeit a little over-dramatic at times when compared to the dark and gloomy original UFO Defense. The air-combat mechanics and UI are completely unforgivable, though. lol...

Also, I didn't like some of the changes to the storyline that made the aliens seem more technologically superior compared to the original XCOM but instead of clearing up the more iffy bits up has made it even less believable. I would've preferred if the aliens in XCOM were still Martian and although technologically superior to Earthlings were actually trying to escape their dying planet. Once the benefactors of mankind the downfall of Mars left them bitter and cruel and, mustering their remaining resources, planned and executed their invasion of Earth which, I think, is more plausible why the aliens would proceed so cautiously rather than a full-scale, overwhelming invasion. Also, they aren't that VASTLY superior in technology. Otherwise the fight on Earth would never take place because they'd have sterilized our rock we call home to a freshly autoclaved petri dish from a light-year away.

Nevertheless, XCOM: Enemy Unknown is a fun game by itself and (with mods) has been very enjoyable. I just hope that the remake of XCOM 2: Terror from the Deep will be made with more original XCOM in mind.
发布于 2014 年 2 月 8 日。 最后编辑于 2016 年 2 月 5 日。
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正在显示第 41 - 49 项,共 49 项条目