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Análises recentes de Devil's Doorbell

A apresentar 1-3 de 3 entradas
1 pessoa achou esta análise útil
45.1 hrs em registo
Nine Sols' follows Yi, a member of an ancient race, in his quest to slay the 9 Sols. A clear love was put into the combat and the game feel, as each enemy oozes with varied combat patterns and themes. Different enemy variation keeps each zone fresh and exciting, along with having mastery over platforming puzzles.

The main mechanic is its parry and talisman system, where you are rewarded for timing parries with Qi points to utilize for powered up Talisman explosions. Story-wise, I found to grow to like Yi. His cool-collected attitude was mechanical and precise. Each of the 9 Sols and the supporting cast fill in the blanks, enriching a story that seems to have started in the middle, with us putting together the pieces.

Difficulty-wise, it was challenging, but not rage-inducing so. Each boss demands a certain level of mastery of the mechanics to progress and most feel fair, with a few exceptions. The game relies heavily on timing parries, with the occasional dodge necessary.
Publicado a 13 de Junho de 2024.
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Ainda ninguém achou esta análise útil
26.9 hrs em registo (17.0 horas no momento da análise)
Análise de Acesso Antecipado
This review is purely in the play-ability of the first couple of hours of the game.

Big fan of the first title of the series- of which the second one draws greatly from. The premise is interesting enough- find some individuals missing with nothing but with the tools you have and find on the Island. The main mechanics found in the first game are found here- the toolkit inventory, cannibals and their mutated counterparts, caves to explore. The map promises to be quite larger now and comes with a fresh coat of paint. But how does it play?

Building:
The building system shows promise, but remains either too obfuscated or burdensome to find specific recipes to find. It is fun to explore new ways to build out your base, but there is no incentive to do so as the game incentives travel and exploration to find necessarily loot. It works most of the time and making something you own feels better than the prequel.

Crafting:
Crafting remains the same- collect materials and build them in your inventory. Formula works. Animations are a nice touch. It has become pretty crowded however. Lights are a nice addition.

Exploration:
Scattered Points of Interest (POI) are dotted on the map for you when you start the game. I'm very much against this design philosophy as it deters free roam and enables tunnel focused exploration. Why bother with any other area initially when that POI marked on the map will net you guaranteed loot? Large scale maps should have unmarked POI that capture our attention and have the player want to take an off beaten path so when we do find something awesome, it will feel like a discovery.

Survival:
Around the same as the previous game- easy and accessible food, enough so that you are not forced to have it be a main concern for your playtime. Rivers are absolutely everywhere and food is readily available. It is an open world, exploration game with food and water mechanics on the side.

Game Feel:
The game feels fun initially- especially with friends. Multiplayer works, with buggy loot, and recommended the way to play. Enemies hit very hard in SotF, and dying becomes necessarily experience, and does well not to feel overly punishing. If you have friends that love to build and make the land their own, this game does that well. If you have an exploration itch, or want to spelunker, the first game had a more complete experience.

For the Players:
Its prequel- The Forest is great and should be played over this one if you haven't played it. It looks more jank, but it is a fully enjoyable game.

For the Developers:
Hotkeys are a must. I understand it is for realism, but it feels really terrible to have to take time to swap.
POI marked- Works within the context of the game, greater size means players need additional help finding POI. But ruins wanting to explore passively. I ran straight to these points and ignored the areas in between.


Publicado a 28 de Fevereiro de 2023.
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1 pessoa achou esta análise útil
39.4 hrs em registo (9.3 horas no momento da análise)
Análise de Acesso Antecipado
Hades is the newest action arcade style rogue-lite that quickly gained heat and attention at release. It combines the artistic style of Bastion, character realization from Pyre, and the mechanics of Transistor- taking what worked best and putting into a fantastic product.

PROS:
General Feel - There is so much love put in the presentation and the theme of the game. Voice acting, world building, and "story" progression thought into this rewards the player for not only succeeding but also failing on runs- almost urging them to keep on trying to hear new plot points.

Mechanics- Controls feel quick and responsive. The cool downs with abilities motivates you to practice and perfect timed attacks and scenarios. It feels like a love child of Diablo and Dead Cells.

Replayability- As a rogue-lite goes, your skills grow in akin with your character, unlocking new boons and increasing base stats through multiple runs. An important gameplay pillar is the problem of choice: will you choose a room that will give you greater abilities for the run, or grab that item that will unlock higher stats for future runs? Situations like these are littered in Hades and really engages your attention.

CONS:
Difficulty- For casual players, this game will push to around 15+ hours before completing the "final"boss, as your character will quickly outpace the difficulty of regular enemies, with only bosses being skill and ability checks to prevent you from advancing too quickly. Luckily, Supergiant has added mutation modifiers for completing runs after your first completion so there's always more to accomplish.

Button Mashing- Higher difficulty biomes and mutations will increase the enemies' health and numbers, quickly increasing the amount of button pressing to run through the bosses and mobs. Make sure to stretch and take breaks every once in a while for this one. It rewards players who can balance reflexes and endurance.

OVERALL:
Hades is a wonderful product with thought and passion put in every corner of the game. While it may have rather short completion times, the choices and decisions it offers enables the player to actively engage and play "just one more run." (Like a potato chip, it's never just one), I recommend the game and look forward for the future updates Supergiant has to offer.
Publicado a 2 de Janeiro de 2020. Última alteração: 19 de Janeiro de 2020.
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