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Meaty Jackson 最近的评测

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总时数 0.6 小时
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Unfortunately, this game isn't very fun and still requires a lot of work. The idea is great, and is similar in design to I'm On Observation Duty with friends, but it's half baked at best. This may simply be in its presentation and get resolved with time, but where it's at currently didn't hook me or my friends in any longstanding manner. The way you log events really doesn't fit well into the traditional Phasmo gamemode, as it takes up 1-2 of your three equip-able slots. I think if you just had to point at the objects/areas of interest rather than categorically switch through the different options to pinpoint the oddity that it would lend itself to a better experience all around. Hopefully with UI changes, this part will be much better. You have to find these changes or oddities multiple times over, and it ultimately falls flat. If you fail, you can go into debt; once again doubling down on the poor risk to reward that's all too common in these games (to be addressed). There should be a position that's dedicated to watching the house through all of the cameras while others investigate. There's a lot they could do with this concept, but this is probably the most hollow interpretation. I'm hopeful the developer will keep adding to the game and improving upon what is already here. Some people may enjoy the initial content, but for me it just didn't click.

Mixed with the buggy controls, the limited number of maps and content available, and some game breaking bugs such as not being able to look around at random times, I really can't recommend this game. Hopefully it grows with time - given the good interactions I've had with the dev - but what's here currently is very lacking or hidden behind your typical horror progression and generally just unsatisfying to play.
发布于 2024 年 7 月 21 日。 最后编辑于 2024 年 7 月 22 日。
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总时数 43.3 小时 (评测时 13.4 小时)
Very slow burn game which really doesn't pick up steam until about 15 or so hours in. It does eventually get going, and is quite enjoyable at certain points. Still, it doesn't adventure too far out of its comfort zone (very repetitive side quests with very little flavor between them) and I would bet a good bit of people never get to the mid game as a result.

This is a controller designed AAA zombie survival horror game that sought to be this edgy hybrid somewhere between Last of Us, The Walking Dead, and Red Dead Redemption. It attempts this merger with progressive bikers in a beautifully designed Oregon landscape, a classic romance plot-line with pinches of mystery, an umbrella corporation big bad evil guy, and some fun motorcycle traversal and horde gameplay. However, this is yet another AAA game that spends more of your time on collecting useless or quickly expended items rather than progressing your character in any satisfying way, your involvement with other characters in any gameplay discerning manner, or rewarding exploration with unique advancements to your bike or skill tree. It does become better as you go, and I enjoyed the characters once they got fleshed out.

With this said, the progression is very horizontal at points almost entirely across the board: side quests, encampments, collectibles, hostage rescues, and so on all kind of blur at some point. The weapons are all very familiar to one another, so advancement there feels cosmetic for the most part. The random encounters are good, and it does make exploring rather interesting on average despite this general lack of unique weapons to be found, trinkets to customize your bike, or clothing to change your character's appearance or mobility. With this said, you are greatly under-powered for a majority of the early game. I like this approach, as it makes hordes and camps a more reliable and consistent threat to approach and handle. It adds tension to otherwise generic fire fights in the beginning. However, the game handles difficulty in that traditional scaling format where enemies become bullet sponges and you become a glass cannon. Fortunately, this game's difficulty is very customizable and definitely worth noting.

There are many interesting locations to explore, but the loot is always identical. In this way, Days Gone is perfectly average for a AAA game, and generally enjoyable especially as a time waster. It doesn't offer anything glaringly new to the genre and plays the role remarkably safe for something that clearly could have been darker and grittier a la Gears of War with its characters and violence. It does have dark and gritty moments worth celebrating, but it's far and few in-between the missions. You mostly ride solo, and it puts the other characters in your shadow for anything outside of the story. It's a shame, as I think the world is interesting enough to hold secrets and progression that could have elevated this game into something much more memorable if it reacted heavier to your actions throughout the world. The story is bland at points, with characters that are somewhat cookie cutter or teetering into downright absurd characterizations of stereotypes already done better in other games. However, the smaller events do transpire into bigger moments so, I think it was just an issue with padding and video game fluff.

Days Gone runs well on the Steamdeck, and is a much better an experience on the go. If you're looking for an alright - and sometimes great - open world zombie game built using the same format as every other AAA open world game from the last 8 years in hopes to scratch that itch while you wait for the next best iteration of Zombieland, then give this game a chance. It does have tense moments between expansive moments of tedium and collectathon for survival. It could have been a lot more, and I hope game devs look to this game as the perfect example of riding the line in modern gaming so as to avoid making yet another generic world. They went with less in areas which really should have been more elaborate.
发布于 2024 年 7 月 21 日。 最后编辑于 2024 年 7 月 28 日。
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总时数 1.2 小时
Perhaps the most unhinged and vile game I have every played or laid eyes on. It's taken something akin to Lust From Beyond, sprinkled in incredibly grotesque sexual violence and stupid gen-z "my-dude" type dialogue which is interwoven into an unhinged demon addled and directionless story. I was hoping this would be a funny adult game per the images and comments, but it's really just borderline virtual snuff and horror porn. On one hand, I'm glad that games like this can exist and that "artistic" creativity even as atrocious as this can be allowed so long as it remains purely fake. With this said, "Sex, Please" is one of the most disgusting works I've ever watched. It baffles me that someone put this much thought or energy into what should have been a half ♥♥♥♥♥♥ ♥♥♥♥♥♥♥♥. Instead, it just keeps on going and going, escalating in sexual horror and actual ultraviolence. It's neither satisfying or funny in any meaningful way despite the game never taking itself seriously. It's obvious that the premise intended to be over the top and full of shock value. I've expected this and enjoyed it in other games like Postal and was hoping for something equally as satirical. However, the devs here took a page out of Lars Von Trier's book and went full Troma with their writing and created something motionless and without substance beyond disgust. I grew up in the era of the wild wild west of the internet. 1 Guy 1 Jar and BME Pain Olympics were unfortunate classics from this time. In a way, this game brings those memories back mainly for the worse. With this said, I un-ironically would say that this game may put you on a watchlist. Do not be fooled. It's not worth the money, just as the game itself will tell you via it's own in game donations. Any meaning beyond that is being added by the viewer, for it's never more mature than that. I'm concerned for the writers of this, which is really saying a lot if you know who I am. It's well beyond absurd, and I pray for everyone who genuinely enjoyed this game.
发布于 2024 年 7 月 15 日。 最后编辑于 2024 年 7 月 15 日。
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总时数 0.0 小时
Hercule Poirot would explode playing this series. Both DLCs are fantastic, and much more difficult than the base-game (outside of the final acts). It's quite an interesting experience and I think most puzzle fans would love these expansions. This one adds a time mechanic (not a timer, but a past/present selection), which is a unique twist for evaluating the span of events. As a result, there is more piecing together or who did what when and why. This concept exists in the base game, but instead is generally is expanded upon by level by level interactions. Some of the wording is a bit peculiar at times, where you may scratch your head and wonder why there isn't another word to go in its place. However, this is generally a non-issue and with enough trial and error you can figure out the whole story. Consider both options if you enjoyed the base-game. The attention to detail is especially worth noting.
发布于 2024 年 6 月 27 日。
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总时数 14.5 小时 (评测时 5.5 小时)
I'm shocked that this game was as well received as it was. It's not bad, and I'd understand if some consider it their favorite game. However, its sweeping praise is a bit misleading.

It's enjoyable at parts, but it's so wildly inconsistent with its approaches to exploration and narrative. I felt myself inevitably wasting time just to access areas blockading "new information". Most of the time, these lore dumps are forums revealing little to no valuable or obvious context, and/or it's the Nomai bantering back and forth with one another over their sciences and explorations. These things inevitably add up into an interesting story, which I do think is noteworthy. However, the game largely does not respect your time even in a game about quantum phenomena and time altering events.

I imagine some people (as made obvious by the many glowing reviews) will love this and the process it takes to put everything together. In an essence, it's a casual until its not flying simulator. It's go at your own speed until you realize you MUST go at its terminal velocity. There is a terminal to track information, but it's cryptic at best with a few notes here and there to suggest you missed a spot. There are no checkpoints to my knowledge (could have done something with the camp fires), and you must repeat tedious maneuvering to get continued access to mission critical locations. By the end, it can feel like a major slog especially with the odd gravity and constant pressure of being on a tightly bound schedule. You can figure out the gimmicks, and then wander aimlessly until you stumble upon the written solutions to the puzzles you had already solved. This is true for many "puzzle games" in that brute force options are possible. This is my crux with the game. These logic problems - if you can consider them that - are baked into the core design of the thought process and are generally made non-obvious by janky mechanics, poorly responsive interactions with the environment and its tools, and events triggering only under certain criteria and it does so without much padding for your incorrect guesses. There is no progression outside of "knowledge". If you spoil the game for yourself, there is no reason to play it unless you want to know the story...Of which feels powerful towards the end, but is shallow in its pursuit. You've now just effectively skipped the major hurdle of this mystery game which is knowing where to go and how.

It's not a mystery like Myst (although similar in its cryptic ways), some Indiana Jones tomb raider, or the classic point and click horror adventure games from the late 90s and early 2000s. It's this weird indie model originally made popular by games like Firewatch where you just are and exist for a set amount of time being until something coalesces and you have a Eureka moment. It requires a very patient gamer, and where some would find meditation I found frustration. There is this profound revelation in the final process. As a result, the story never ramps upwards. The puzzle pieces fall into place way too late.

While I absolutely love puzzles and strategy, Outer Wild's trials and gimmicks just flat out did not do it for me. You spend so much time wandering or purposely waiting, sometimes aimlessly, for nothing which pads or improves the gameplay. It's the FPS akin to playing a Metroidvania, where you can access all of the map on start, with limited time, but only if know you what to do. Now imagine if in this Metroidvania, it was required (or appeared required) to find a majority of the secrets at the same time and you had to repeat these actions from the start every single time you mess up. If they added the actual rogue element of rogue-likes by carrying over ANYTHING from previous runs (outside of a few comments and notes here and there) then it would have helped out tremendously. No shortcuts. This addition would fundamentally change the ethos of this game, so I understand why it wasn't done. The game is very self aware, even in its core design and level presentation. However, the punishment for trial and error was just too much at times for me and severely annoyed me at certain points instead of filling me with relief or satisfaction upon resolving. A lot of this is because the game has set solutions. You may think you've figured out a new mechanic (temperature for example) but you're limited to things which proc it and that list isn't made clear for every puzzle or every interaction. A Prince of Persia rewind feature would have probably saved this game for me and placed it in my top games list.

Is it unique? Absolutely. Are parts of it commendable. For sure. This game is a masterpiece in many ways. It has many wonderful ideas and concepts spread across its odd ends. Is the journey worth it? It wasn't for me. While I do think there are worthwhile and "jaw-dropping" plot points (personally felt more neutral) found through these resolutions, the core game really isn't as deep as it appears or tries.

Trying to land on the sun base made me want to commit galaxy wide atrocities. Feldspar can lick my nuts. Did I finally land on the base? Yes, yes I did. What did I get from it. A few tidbits of lore that didn't make the efforts worth it. Better loop another 100 times.
发布于 2024 年 6 月 22 日。 最后编辑于 2024 年 6 月 23 日。
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总时数 0.0 小时
Man, what an incredible experience. This is seriously one of the best DLCs to any game I have ever played. It expanded on the base game in just about every way I could have ever wanted and then some. The out of the box puzzle solving and outlandish Easter eggs are back. You even get to play as Ya"cute" on family holiday. It's broken into three parts - and as a result - it's able to cover vastly different themes, important unanswered questions from both previous works, and with scaling difficulties.

The first act is the kindred spirit to Road To Gehenna. It's most similar to the original in the series and plays like a modernized "simulation". This includes the terminals, the interesting hidden QR codes, a few homages, and an orb dome finale. It's the most approachable of the three, especially if you're original complaints were that the game lacked any serious difficulty or expansion on the baseline mechanics. It's a story on love and the persistence of time, and in the grand scheme of the philosophies told, I think it fits in wonderfully.

The second act follows the immediate period after the conclusion of the main game. You go on a family excursion with some characters I won't spoil, and solve metacognitive puzzles. This is much more focused on enjoyment, the purpose of trials and tribulations, and re-evaluating the line between art for arts sake and art with intended meaning. It's 30+ sprawling puzzles in a beautiful beach side oasis and it was a great experience with some fun banter from the side characters.

The final act is the penultimate challenge of this DLC. It takes just about everything you know about the game, flips it, and goes unchained in some seriously creative ways. Road To Gehenna had two or three very memorable and very difficult puzzles sprinkled throughout its experience. The final 15 or so puzzles for this one are intense. Some of the puzzles are remixes to previous challenges now slightly altered. A majority of them are laser puzzles. I think there could have been some added variety here with cloning, altered gravity, and so on. Still, some of these puzzles are massive, and it makes for an incredible end. It focuses on Byron and his deep descent into Athena's hellish landscape; resolving a lot of the confusion of the main story.

Each of these three stories could stand on their own as a DLC. Of the three, the first act is perhaps the simplest, but it fits perfectly. The second act feels like an escape to a calming 'go at your own speed' island. Finally, the third throws everything but The Wall at you. Definitely purchase this is you enjoyed anything about the first or second games in this series. Highly recommend.
发布于 2024 年 6 月 19 日。 最后编辑于 2024 年 6 月 19 日。
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总时数 0.0 小时
Fantastic DLC which perfectly sets up the sequel. The puzzles in this pretty much exhaust the limits of this games mechanics and it makes for a fun trial all around. The "Stars" are by far some of the most difficult and abstract puzzles I've seen in a game to date and are generally fantastic. There are a few odd solutions here and there which I think should have elicited some minor level design hints (specifically the Pendulum's Star solution) given that some solutions require VERY out of the box thinking. Outside of running around endlessly and spending hours trying to break out of the map with various objects, these solutions can be a bit difficult - if not completely ambiguous - to find an obvious solution. Fortunately, this isn't ever the problem with the main puzzles themselves. In addition, you don't need to collect every star to solve the final puzzle, which I agree with given their average difficulty. Give this DLC a spin, and go for the "true" Admin ending if you want a good challenge.
发布于 2024 年 6 月 15 日。
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总时数 52.6 小时 (评测时 34.0 小时)
The Talos Principle 2 is a game that exceeded all of my expectations, expanded on the original's story and gameplay in numerous elaborate and thematic ways, and still somehow felt bigger than itself - in both grand and unfortunate ways. Once everything was said and done, I somehow felt the weight of all my decisions despite being rather neutral towards the story for a majority of the play-through. This game scaled up everything from the first in the series. The maps are about 10 fold bigger, and are beautiful. However, the condensed hidden puzzles and Easter eggs to that of the original are now long gone and they hardly populate this added area. This includes the star puzzles, although there is a new variation of it included albeit on a smaller scale. Ultimately this expansion makes traversal and exploration a bit more of a slog than what I think was accommodated for. There are hundreds - and I mean hundreds - of nooks and crannies to investigate. Some of these spots were later populated with fun references and homages via an update to improve upon this much desired request, however the bigger picture puzzle pieces where everything comes together from multiple solved areas is largely and unfortunately still missing.

Talos Principle 2 is a much more engaging and interesting game from the original. It fully leans into the concept of pneuma and our space around it. That doesn't mean it's necessarily better, although it's vastly different in approach and perspective. It initially caught me off guard, and I postponed finishing out the game as I was unsure if the payoff and the sometimes excessive dialogue would be worth it; I am happy I continued. This is much more a choose your own adventure metacognitive first person puzzle platform game with tons and tons of metaphysical dialogue on quasi-realism, moral perspectivism, quantum phenomena (including non-euclidean puzzles which are very memorable and interesting), the autonomy of power, robot love, secret societies, false prophets, and the fears of replicating past mistakes. It sounds very heady, and it definitely can be, but it does so with that classic Croteam approach to humor and progression with their all man no cover style they're better known for with Serious Sam. It's surprisingly mature, and in total especially after finishing the game and revealing all of the secrets hidden behind the "golden gates", it feels incredibly satisfying and equally thought provoking.

The puzzles are generally much easier than the previous game. However, they are more dynamic and there are many more gameplay quirks and concepts at play - socially and physically - which provides for a much less nuanced approach to the puzzles, their designs, and locations. I loved this game, even with its empty locales and the non-grand scale all encompassing puzzles I was more accustomed to from the first. Is it better than the original? Not entirely, although that's not to poo poo on the excellent additions brought forth with this sequel. Rather, these additions end up removing the mystery and instead dissects the world lore of the first (albeit in some justified ways). In this sequel, you are forced into the story rather than electing to read about the existentialism with Elohim's bassy background dialogue flowing behind you. As a result, I don't think this will be for everyone.

Hopefully the future DLC fixes some of this emptiness and doldrum dialogue on meaning. The Talos Principle series is personally my favorite - in terms of discussion, design, and scale - puzzle game series out there. Consider giving it a shot if you want an interesting take on the puzzle genre and definitely support the gang and their awesome work if you enjoy philosophy or even just enjoy ragging on philosophy. It's only human to do so.
发布于 2024 年 6 月 9 日。 最后编辑于 2024 年 6 月 13 日。
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总时数 21.2 小时
Absolutely incredible sequel ripe with highly memorable artistic worlds, characters teeming with personalities, and one of a kind designs and creativity. This game's wordplay, symbolism, and thematics are some of the best and most unique I've seen in any game to date - even when compared to its predecessor. There are non-euclidean environments and weird concepts that expand in bizarre and allegorical ways as you progress, always hiding collectibles and lore to those with more keen eyes. This game - in my opinion - is and has been heavily slept on by the gaming community. In some ironic way, this game was memory holed and I'm genuinely surprised that it hasn't generated memes or content publicly stirred from this series in any mainstream way. I know people who loved the original, and didn't even know a sequel existed.

Jack Black makes a VA return, along with all of the wonderful voices from the original series. Tim Schafer hit a grand slam with this one, and I hope they continue on with this project, and/or Brutal Legend. While the combat isn't the most interesting, and there are areas I wished they would have expanded upon further (more pin options, more equip-able slots for loadouts, Easter eggs impacting gameplay, etc.), the set-pieces and bosses more than make up for it. Definitely give this game a chance if you love scavenger platformers with quirky gameplay mechanics. It's short and sweet, and really highlights what a talented non-artistically bankrupt studio can commit to reality when supported and fostered.
发布于 2024 年 6 月 2 日。 最后编辑于 2024 年 6 月 2 日。
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总时数 12.5 小时 (评测时 4.0 小时)
While this game is definitely worth the 2 dollars, keep in mind that a majority of the workshop assets are locked behind DLC requirements. The game does offer some default coasters but it largely depends on this community subset of user generation unless you want to always flesh out every little bit of design possible. If this matters to you (and it did to me) then realistically for full compatibility the game + DLC is closer to 30 dollars.
发布于 2024 年 5 月 27 日。
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