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Πρόσφατες κριτικές από τον Saint

Εμφάνιση 1-4 από 4 καταχωρίσεις
Κανένας δεν έχει αξιολογήσει ακόμη αυτή την κριτική ως χρήσιμη
51.9 ώρες συνολικά (36.6 ώρες όταν γράφτηκε)
Κριτική Πρόωρης Πρόσβασης
I'm riding around on the beach on a wolf while shooting and stabbing pokemon-esque creatures with my spear and capturing turtles so I can take them back to my base to force them to mine ore for me. Why is the concept of fun so hard for Triple A western game developers to understand?
Αναρτήθηκε 24 Ιανουαρίου 2024.
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1 άτομο βρήκε αυτήν την κριτική χρήσιμη
77.1 ώρες συνολικά (31.6 ώρες όταν γράφτηκε)
its okay
Αναρτήθηκε 5 Οκτωβρίου 2021.
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6 άτομα βρήκαν αυτήν την κριτική χρήσιμη
100.6 ώρες συνολικά (16.9 ώρες όταν γράφτηκε)
[TLDR]
Pros:
A few new fun characters.
Eye pleasing artstyle and themes.
Gameplay is fun and easily accessible to anyone, even new fighting game players.

Cons:
No quick match option for online play.
Not enough new characters at release to justify a new game.
Questionable balance.
Terrible netcode and lobby system as of launch.

BBCTB Is a fun idea. The idea of BB characters being integrated with other anime fighters such as Persona or UNIEL was very appealing to someone like myself who enjoys these types of games. However, if that is your thought process right now reading this review and trying to decide whether or not to pay $50 for this game, I would suggest not. Not yet at least.

Ill start with the core of the game. The button layout is very easy to understand and simple. This is good for new players of this series or even fighting games in general. You have two buttons which constitute your normal range of motions, and three other buttons which are related to special attacks and tagging in/tagging assist. The two buttons for your normal attacks also auto-combo, allowing even the most newest of player to do combos. Pushing the same button will make your character do new normal attacks that you otherwise cannot access. This means that if you see a normal attack on the second attack of your autocombo for a button that you like, the only way to access that normal is to push that button twice, there is no other way.

This means that if you're a veteran player of fighting games like myself, your execution is almost entirely cut out of the equation. People with high execution will not be rewarded for that in this game. There are timings to assists and supers to do combos, but that is the extent of the execution. These mechanics also reward newer or "scrubby" players because if they happen to land a hit while mashing, they will always get guaranteed damage, and this is important for my later point. In other modern fighting games, simply mashing is not enough to constitute a high damage combo, but if you happen to get tagged by someone mashing, as you inevitabley will because of the rock paper scissors nature of this game, you will take comparable damage from someone whos execution is not as high as yours, as you would do to them.

The game mechanics are also very simple and put every character on almost equal footing. Every character has an accessible reversal, which should have been a cool concept but was obviously not well thought out. Since every character has a reversal, those considerations that veteran fighting game players like myself on picking a character with a reversal or not don't exist. This means that characters that have a very good neutral game that wouldn't have a reversal in more balanced fighters are the best characters. The original design of some characters also didn't consider the character having an assist, obviously, because developers didn't think that character would be put into a tag fighting game. These characters are from older one on one fighting games, so they are not designed to have an assist. Thus you get an unbalanced roster of characters who are overpowered with assists, vs some who are pretty mediocre with them. Every character has to deal with the rock paper scissors meta, so why not just pick the characters that have the best neutral game and hitboxes? This is already a a common strategy a few days after release.

Characters die way too fast. The damage in this game is extremely high. Higher than any game I have ever seen in fact. If you get hit by a random autocombo and cornered, then decide to take the 50/50 and do your reversal and get baited, that character is dead unless you tag crash. The timer in this game is almost ironic because some games can literally last ten to twenty seconds, in a tag fighting game thats insane. Tag crashing is the only thing saving your character but that mechanic is also not balanced properly.

Tag crashing is also the most used mechanic in the game. Simpley put, the cooldown is too short. Waiting out the cooldown of tag crash is an extremely common tactic online and it kills the pacing of the game. If you spent time in training mode doing fun combos well I have some bad news for you, you probably won't be able to do them 75% of the time. Another thing is that when you get hit with tag crash YOU TAKE DAMAGE. Not just a tiny amount either, almost as much as you would take from getting hit by a normal attack. It is extremely fast, and sometimes, depending on how the pace of the match is going you can be confused as to which side the tag crash is coming on. This is outside the fact that if they tag crash while you are comboing them and you are not expecting it, you take that damage guaranteed. That is, for lack of a better word, silly. So people are abusing the tag cooldown and damage while picking heavy neutral characters that are impossible to punish during the cooldown of tag crash. Once they have the tag crash cooldown they use it as soon as they are touched.

The online. Oh boy this is the worst part. They have actually not learned anything from the previous iterations of the game. They have implemented a poor functioning lobby system AGAIN. Why not have both the lobby and auto-match making? I don't get it. So you have hoops to jump through if you want to play someone online. The first one is that you have to FIND someone to play in this unnecessary arcade themed world space, which is harder than it sounds. Not only can you not see the delay in the online lobby mode, currently, but the lobby itself is very buggy. Alot of the time you simply cannot connect to someone and it can be for ANY number of reasons. They could be from another country or have bad internet or any reason and you won't be able to tell because you can't see the connection delay seventy five percent of the time. It doesnt make sense that this game came from ARC SYSTEM WORKS who clearly have the capabilities of implementing a netcode that can display a persons connecting delay to you, because DBZ FIGHTERS exists with that functionality, yet this later generation BB game doesn't. Only with a VERY few people in the lobby system can you see your connection delay, and only people very close to your proximity IRL I would suspect. Seventy five percent of your matches through this lobby system are with people whos connection delay you have no idea about, meaning your going to run into terrible laggy games and disconnects with no control over it! This is unacceptable! It doesn't help that people from very far countries and yours are all thrown into the same lobbies. Once again DBZ FIGHTERS has this basic functanlity AND an auto-matchmaking system with RANKED and other features, but this mess doesn't. That game was released months ago! Same developer! ??????

Also NO keyboard support. May I ask, WHY?! Once again, DBZ FIGHTERS, a game from this developer released before this one, has GOOD KEYBOARD support. If you use an older stick like me which functions through the keyboard support, then you're in for a nightmare configuring this thing. They obviously tried to save money in alot of places in this game, and im guessing that basic functionality didn't make the cut of what seemed necessary.

To summarize my experience I would say I had high hopes when I initially played this game in training mode, that was about the most fun I have had so far. There wasn't enough new characters, but I tried them anyway, and they were pretty fun. In training mode. I practiced some combos and then I went online. ninety percent of my atempts at connecting with someone fell into the categories of: From another country, bad internet, lobby system bug, unable to connect: which I had no control over because cant couldnt see the delay. when I did find matches, it was basically a mess of broken game mechanics and imbalanced characters. Can't recommend.
Αναρτήθηκε 8 Ιουνίου 2018.
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Κανένας δεν έχει αξιολογήσει ακόμη αυτή την κριτική ως χρήσιμη
15.0 ώρες συνολικά (12.4 ώρες όταν γράφτηκε)
SO good. I highly reccomend it, everyone is overexageratting with how bad the game is, only the dialogue is slightly cheesey but it makes me laugh, the combat, graphics, mechanics, cutscenes and everything else are top notch. 9/10 would buy again.
Αναρτήθηκε 25 Ιανουαρίου 2013.
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Εμφάνιση 1-4 από 4 καταχωρίσεις