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正在显示第 51 - 57 项,共 57 项条目
1 人觉得这篇评测有价值
总时数 25.1 小时 (评测时 23.7 小时)
Not a great game taken on its own if I'm being honest, but definitely a good game that lives up to my childhood hopes for the Sonny franchise.

If you're not familiar with the Sonny browser games, then this will be a hard sell. If you're here because you were a fan and want to see if this is going to ruin or vindicate your childhood, I'd encourage you to play.

The story is satisfactory, giving me what I wanted out of the mystery surrounding the main character and setting. Pacing and characters are well done here.

Puzzle-rpg gameplay is also done well. I would like more challenging bosses and chances to respecialize, though this would hurt replayability and not work thematically. Coming up with cheese builds is fun. I will spoil that you get to choose two classes eventually, because I want players to be empowered to make the first choice with combo possibilities in mind for later. There are no bad choices, however, and you should be able to clear this game no matter what if you're clever.

Overall this game is relatively weak compared to others in the genre, but if something caught your eye, it's not disappointing either, and well worth the play.
发布于 2018 年 6 月 27 日。
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有 2 人觉得这篇评测有价值
总时数 7.5 小时 (评测时 6.9 小时)
A truly special game. Jim Guthrie is the star of the show, with a soundtrack worth owning on Vinyl. The story, on its own, is phenomenal, and is elevated considerably by the structuralist storytelling that is not afraid to involve the player directly, and especially not afraid to use gameplay aspects as a storytelling tool. Few games attempt this move at all, almost no game has succeeded like S:S&S.

Although everyone could enjoy this game a lot, it's maybe not one you NEED to play... unless you make games, in which case, please please please allow yourself to be influenced by this masterwork.
发布于 2018 年 6 月 27 日。
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有 4 人觉得这篇评测有价值
总时数 41.7 小时
Stop reading and play this game. Don't watch a Let's Play, as removing yourself one step from this game would be absolutely tragic. I have the utmost confidence that Undertale will be regarded as on of the great works of art in 201X, primarily from the way Toby Fox has taken the concept of player interactivity to its absolute extremes—this does not come across in a video of someone playing it.

Not convinced? Let me list the ways in which Undertale still shines above any other game I have played.

-Undertale blends gameplay and storytelling in a way I have never seen done elsewhere. As in life, you are making choices that have massive ramifications without being aware of it. Puzzles are present without showing their face. Characters are developed in the way they interact in fights more so than in their dialogue. To a structuralist, Undertale is the most innovative game of the last 20 years. The only games which come close are the Mother series of the early 90s, and PERHAPS certain art games like Off and Braid.

-I find myself coming back to the soundtrack years later. Fox subtly places musical themes early on that are built on later to incredible emotional effect, a technique mastered by Baroque composers, utilized by musical playwrights today, and appropriated here for its greatest effect yet in the perfect medium for the technique. Even if you are unimpressed by Fox's technical triumphs in the soundtrack, it's just fun to listen to.

-If this game is not regarded as a work of art, but as a straightforward story or as an arcade game, it is still a triumphant success. In the former regard, characters are delightful and the journey incites great wonder. In the latter regard, gameplay is tight, interesting, and just fun. Nobody should be so callous or so naive that they cannot appreciate the story. Nobody should be so hardcore that they are bored, or so clumsy that they do not find it worthwhile to push through.

I cannot stress enough that if you're even on the fence, you need to stop reading about this game and just play it.
发布于 2018 年 6 月 27 日。 最后编辑于 2018 年 6 月 27 日。
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尚未有人觉得这篇评测有价值
总时数 13.1 小时 (评测时 10.7 小时)
I was very excited when Jonathan Blow announced that he was working on a new game, and really hyped up what it could be like in my mind. This game did not disappoint in any regard. What this game promises is innovative storytelling that occurs abstractly, partly through gameplay itself and partly through various easter eggs that slowly build on a subtle mystery. Don't come in expecting some Shudder Island twist, however; it's the structure of the storytelling that impresses.

Gameplay is consistently excellent. At times the open-world nature of the game is frustrating, and puzzles appear arbitrary and impossible to guess. This is by design, and a merit of the game. Every aspect of this game is aimed at teaching the player, and your frustration in certain areas is meant to show the player that it's okay to give up temporarily, and explore somewhere else. The game will hold your hand through every gameplay aspect until you have mastered it, and you will be surprised at your own proficiency with mixing and matching mechanics on the fly once the game is really testing you.

This game has a surprising amount of replayability. I played through almost an entire second playthrough before life happened. I've logged much more than the hours my account shows, because much of it had to be offline. I might return to it one day, once the mechanics are not so fresh in my mind.

This is a game for everyone with a bit of patience.
发布于 2018 年 6 月 27 日。
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有 2 人觉得这篇评测有价值
总时数 2.5 小时
Very surprised this game reviews as well as it does. The story was shallow and underdeveloped, the characters were flat, and the dialogue was awkward at best. The game presents its gameplay as something to do while exploring the world, but the world is not interesting enough to make this a worthwhile endeavour. Taken on its own, the gameplay is not interesting enough to justify the game. Where skill-testing, this is merely because of artificial-feeling limits the game places on your grappling that are hard to gauge even after playing for some time. Where puzzling, this is because places to grapple have been hidden from direct view, and not because of any inherent challenge. As a result, perseverence does not feel rewarding, especially when your reward is learning the uncle is some whitebread professor dude, who has nothing interesting to say aside from some bizarre message about abandoning your family and life's work to play with frogs who seem to get on just fine without him, apparently for no reason other than that the frogs see him as a God. How is this character, who leaves behind anything a reasonable person values in favour of self-indulgent hovering around one achievement, supposed to be not only sympathetic, but mysterious enough to carry the narrative weight of the game? Although this is a detailed description of the ending, I barely felt the need to use spoiler tags, as it doesn't feel like anything really happened.

This game does not have a story to drive it, does not create a sense of adventure, and does not stand on its own without these apparent features.
发布于 2018 年 6 月 27 日。 最后编辑于 2018 年 6 月 27 日。
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1 人觉得这篇评测有价值
总时数 3,436.2 小时 (评测时 3,020.8 小时)
OK game. Still trying to figure out basic mechanics and stuff, maybe I'll post a more detailed review once I've got the hang of it.

The community is very teaching, which is nice. I learned a LOT about how to deal with screaming mental children, and some new coping mechanisms for disappointment and anger.

You WON'T regret playing this game until maybe a couple years in.
发布于 2018 年 3 月 10 日。
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尚未有人觉得这篇评测有价值
总时数 0.4 小时
This might be the worst game I've ever played. The direction was terrible, the puzzles were unfair and unforgiving, the gameplay used every classic trope known to ruin a game, the writing was inconsistent and all over the place, and the ending acted like it was a huge reveal that made it all worth it, but it was pretty much a shaggy dog story. I won't spoil it, as people seem to be enjoying it, but nothing in this game makes sense, and it has no redeeming qualities.
发布于 2014 年 8 月 5 日。
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