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Πρόσφατες κριτικές από τον Kiritsugu Emiya

Εμφάνιση 1-10 από 10 καταχωρίσεις
4 άτομα βρήκαν αυτήν την κριτική χρήσιμη
51.9 ώρες συνολικά (42.8 ώρες όταν γράφτηκε)
The game play, sound and story are good however there are a lot of flaws that make it pretty much impossible for me to recommend this game to anyone I know.

1. There should have never been any grind in the game, it only artificially inflates the play time for no reason especially because this is a single player game without micro transactions of any kind.
2. This is a max 50 hour game, it has no right or good justification to take as long as it does. Just make it more re-playable instead
3. The receptions are much more interesting to play than floor fights because they have a story and they award pages. There are too many floors and too many of these inferior fights that are mandatory to progress
4. Key page customization interface is not good enough, it takes forever to find anything, this system should been simplified
5. Fights start fast and fun but turn into slogs late game. Fights should be greatly shortened.
6. The morale system is not well explained and is not very rewarding as there are no clear synergies with deck building except a few like extra bleed.
7. Not a good standalone game. Too much of it is focused on the librarians from the previous game. There should have been a story recap cut scene included summarizing the entire Lobotomy Corporation story
Αναρτήθηκε 25 Νοεμβρίου 2024.
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2 άτομα βρήκαν αυτήν την κριτική χρήσιμη
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30.6 ώρες συνολικά
Japanese game designers finally started trying to create their own take on the Game of Thrones world. First was Square with their latest FF 16, now Atlus is trying to do their thing with Metaphor. Thinking that simply showing a world map when traveling, vague politics and racism will bring them to the heights of hugely popular western fantasy. Western fantasy of the type they are using as inspiration for their work is not a good fit. Japan is a high context culture, they spam the user with information (just Google Japanese web design to see what I mean) and leaving nothing for interpretation. What makes works like GOT or The Storm-light Chronicles work is that the reader has to figure out the information themselves, the world is just grey, everyone is suffering in their own way, characters and themes are mature because the main characters are adults who's actions are influenced by their past and present circumstances. And of course, good writing is also important, however Metaphor has weak plot and characters, underdeveloped world building not properly integrated with the game play and a lack of creativity besides the monster design for humans which look pretty good.
Αναρτήθηκε 25 Νοεμβρίου 2024. Τελευταία επεξεργασία 25 Νοεμβρίου 2024.
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81.3 ώρες συνολικά
Playing this game after finishing Divinity 1 and 2. I consider those games top of the crop as the combat system and the rest of the game play has been incredibly enjoyable to sink your teeth in. I can't give BG3 a bad review as there was never a point where I wanted to stop playing or really hated the experience, but unfortunately it still feels like an indie project, there are almost as many negatives as positives. I guess I got over hyped a bit
Αναρτήθηκε 18 Σεπτεμβρίου 2023.
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32.3 ώρες συνολικά (6.6 ώρες όταν γράφτηκε)
Hogwarts Legacy is a very solid theme park experience for fans of the franchise and can be recommended just for that. Being familiar with the books and movies, I have enjoyed how many iconic moments can be experienced in this video game. As a AAA open world game however, Hogwarts Legacy stands out in very few areas.

Most of the main story of the game serves as a tutorial for the game play loop. This makes with the setting perfectly as the player is attending Hogwarts as a 5 year student and therefore needs to catch up on how things work fast. Luckily, they are the most gifted wizard that ever lived, so they are able to master the entire curriculum in under a year of the story taking place. The tutorials are well integrated with the story and solve a problem many open world games face - the game play of the first 6 hours being identical to the rest of the 20+ hours. The problem is solved by slowly adding new spells and mechanics.

What the game does best is the combat system making you feel like an actual wizard casting spells which all make sense (except Avada Kedavra and transfiguration maybe). It's doesn't get boring until you finish the main story because you are able to express yourself in how you deal with enemies. The spells also function equally well with exploration, allowing for puzzle solving challenges.

While exploring there are really only 2 - 3 rewards that could be useful, and most of the exploration can be ignored, meaning grind is not necessary. Simply collecting field guide pages in Hogwarts and clearing a couple of side quests will be enough to hit the recommended level to finish the main story quests. This is very welcome as some open world games (Even games like TW3) can force you to level up before progressing which is not ideal.

The rest of the game resembled Genshin Impact for me. Without spoiling too much, you gain access to certain activities that resemble a farming simulator. These are quite optional and offer generous rewards, meaning it's not as tedious and useless as GI.

The main issue with this title is that it has a lot of mechanics that don't go very deep. Things like the gear system, the skill tree, the lock picking, the broom flying challenges and dialog options are very weak in this game. This might also be said for the open world. This game didn't need an open world, but all modern AAA games have to be open world, so here we are. What the open world does is essentially it forces you to fly from one random village to another random village to a dungeon. A lot of this pads out the game time while also compromising the immersion.

The open world is not immersive. It's a nice theme park made for you, but it feels more fake than anything. Hogwarts is basically surrounded by goblins and poachers and nobody in the wizarding world cares at all, so it's up to 3 brave students to go out there and clean everything up. If all students are as strong as the game shows them, they could easily go out and clean out all of the threats, but they don't for some reason.

The story is bad. It doesn't make it personal to your character, it doesn't allow you to influence it how you want, it doesn't make sense at times and the biggest issue with it is that it doesn't feel realistic at all in terms of how this world would work. They had a chance to make the Wizarding world better for example fixing the Slitherin house or explaining why people don't just blast each other with Avada Kedavra from the start instead of shooting 20 times from your wand, but they didn't do that.

Rating this game for it's franchise theme park experience - it's a good one. If you remove the HP franchise from this title, it's a very serviceable AAA open world game. Just go play Skyrim or AC
Αναρτήθηκε 18 Φεβρουαρίου 2023. Τελευταία επεξεργασία 26 Φεβρουαρίου 2023.
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18.7 ώρες συνολικά (16.1 ώρες όταν γράφτηκε)
This game has all the things I want, but unfortunately it doesn't have enough to last even a 20 hour campaign. I would say there is a diminishing curve of fun that goes something like this: the first 4 hours - very fun, hours 4 - 8 getting kind of samey, 8 - 12 ok. 12+ pretty boring. The experience is not consistent. If you are fine paying the price of this game for about 10 hours of good fun then go for it, but I feel like finishing this game now is a chore for me, since I am not that engaged in the story or gameplay anymore after 16 hours
Αναρτήθηκε 22 Μαΐου 2022.
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3 άτομα βρήκαν αυτήν την κριτική χρήσιμη
39.0 ώρες συνολικά (13.9 ώρες όταν γράφτηκε)
I don't recommend Elden Ring to people who are fans of From Soft games or newcomers, just go play Bloodborne, Sekiro and DS3 they are all superior games still. I will not be finishing this game because the open world design is awful. Simply put Miazaki did not want to adapt the design and formula to open world game so we ended up with a flawed experience. There is no feeling that this world is alive, it's just some mobs walking around, occasionally they fight, but that is it. Clearing new locations is not rewarding because most of the time you will get rewards that you can't use in your chosen build and you will not get enough runes (souls) to level up unless you grind.

The crafting system is useless. There is too much empty space, feels like playing Genshin impact and not a souls game. The music gets tiring after 10 hours. There are too many trash bosses that are just enemies with more health, overall they went quantity > quality which is never a good thing.

I think Sekiro was the height of this game formula. It is lacking in replay value because it's only sword, but honestly, these games never offered good fun builds outside of melee builds anyway and learning to dodge and parry bosses is 70 % of the experience and Sekiro delivered in spades. Bloodborne is a follow up because of just how amazing the setting is.
Αναρτήθηκε 3 Μαρτίου 2022.
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78 άτομα βρήκαν αυτήν την κριτική χρήσιμη
6 άτομα βρήκαν αυτήν την κριτική αστεία
14.0 ώρες συνολικά (5.4 ώρες όταν γράφτηκε)
After 5 hours of running around I learned that this is the worst Arkane game so far. Here is why:

The stealth is like if you took dishonored and gave the player 24 crossbow bolts + have them littered around everywhere. You can mark groups of enemies with the link power and one shot them all with one nail for no challenge.

The action is ruined by terrible AI and corridor level design - you can just cheese most gunfights. The enemies come in a corridor in large groups and it's very easy to kill them with one grenade or a few headshots. It's way to easy to pop headshots on PC, even on the worst quality weapons you can easily one-shot large groups almost risk free.

The "leads system" is a mess. The worst implementation of objectives in linear levels I have ever seen. You will basically go to a location, wait for a loading screen, watch 2 animations of door opening, to then open a safe 20 meters from the door and go back.

The lack of a scoring (non lethal / stealth etc.) makes this game worse than Dishonored. The lack of a solid linear level progression with a kill by the end of each level and an RPG progression makes this game worse than Prey.

The powers are not very interesting. If you played Dishonored before you basically are already tired of them. The weapon variety is also extremely slim.

It's a good experiment, but I honestly would have liked if they just stuck with a linear path, have us kill 8 people in a row instead of this weird puzzle game that plays you instead of you playing it.

I don't recommend this game, don't let the paid reviews on IGN 10/10 fool you.
Αναρτήθηκε 14 Σεπτεμβρίου 2021.
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21.1 ώρες συνολικά (5.0 ώρες όταν γράφτηκε)
This is my second Nier game, I only played automata before. If you liked that game, get this it's better IMO.

I like this one better than Automata, because it doesn't have the annoying, forced bullet hell / hacking mini-game and the world feels much more alive and interesting.

I prefer the combat in this one, fighting demons is much cooler than fighting rusted things that blend with the environment.

I hope the story is not overdone like in Automata, killing gods is cool and all, but the over-saturation of religious and philosophical references made it feel pretentious.
Αναρτήθηκε 13 Ιουλίου 2021.
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5 άτομα βρήκαν αυτήν την κριτική αστεία
26.9 ώρες συνολικά (3.2 ώρες όταν γράφτηκε)
I have went into this game without playing any of the previous games so this is an oppinion of a person completely new to the series. From the very beginning the game illustrates very poor design choices. It is overly complicated at points and completely oblivious to some of it's issues. For instance,most of the tutorials are just pop up windows with a bunch of text, the actual tutorials don't teach you how to actually play the game. Instead of wasting the first few gameplay hours learning how to run and hide , the game should instead teach you how to fight monsters. You know because that's what this game is about ? To understand how to fight you have to visit the 'Trainig area' and there you learn that each weapon has a crap ton of different combos and is just overly complicated. This is not Mortal Kombat, you should progress and unlock new moves as you learn them, not get everything just thrown at you from the get go.

And then we have the overall polish and feel of the game. Generic story with characters with large breasts. Dialoges which have voiced and unvoiced parts which makes no sense whatsoever tbh. The map design is simply horrific. You get lost in the empty bland looking corridoric mazes. Why is there no proper open world but it is devided in segments ? The camp is a social hub like in e.g Destiny, but then why can you not see other players ? It's coop game when you can not seemlesly play coop with your friends because of the weird quest joining mechanics. The open world should have been a single map, you join your friends and appear at their location in the camp and from there you can go and do anything you want.

And now the gameplay part. I understand I can not fully judge this because I have not played long enough. It just seems to follow a pattern of a cheap Korean MMO. I can not blame the developers for this much, since even big games like Dragon Age and Mass Effect have fallen into this boring trope. The monsters and the hunters should deal much more damage to each other to make the fights more dynamic and interesting. At this point, chaising some poor beast, slashing it 1000 times before it finally dies is simply not fun.

Overall the game is a very bad package is deffinetly not worth the price tag. It suffers from attempting to go for quantity over quality. If you can not make a good open world - don't. If you want to make a game accessible for players, learn about making tutorials in 2018. Have less mechanics, but put more focus on them.

Αναρτήθηκε 30 Σεπτεμβρίου 2018.
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37.5 ώρες συνολικά (4.0 ώρες όταν γράφτηκε)
Needs to be optimized!
Αναρτήθηκε 26 Νοεμβρίου 2013.
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Εμφάνιση 1-10 από 10 καταχωρίσεις