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Affichage des entrées 1-10 sur 11
2 personnes ont trouvé cette évaluation utile
53.8 h en tout (45.8 heure(s) lors de l'évaluation)
Verdict - Do Not Buy

TL:DR
Outrageously overpriced, runs like a a dead grandma and looks insultingly bad with anything but absolute maximum graphic settings. Boasts an array of content akin to a parking lot puddle drying in the heat of the sun in comparison to the oceans MH World and MH Rise can offer. Updated slowly. Wait at least a year more and never buy it for more than half the price, or wait till the big DLC drop that happened with MH World and MH Rise, check the reviews for that and reconsider. Even then, it will never run well. Capcom couldn't care less about trying to optimize or fix it.

♥♥♥♥:
  • Insulting price tag
  • Main story length 14~ hours (MH World: 40+, MH Rise: 23+)
  • Time to kill ALL monsters (including 2 updates, post-story content) for me: 30 hours (could take hundreds in World, 200 in MH Rise: Sunbreak)
  • 29 large monsters at launch (MH World: 37, MH Rise: 46)
  • ZERO Elder Dragons. Not a single one.
  • Final boss forbidden monster is fought against in Low Rank.
  • Very slow updates
  • Guinness World Records worthy performance issues
  • In exchange for the worst performing game I have ever purchased, you get graphics that closely resemble a fermented ♥♥♥ smear.
  • Performance issues are not only limited to graphics/FPS - game is also prone to audio issues, crashing, connection issues etc, etc, etc...
  • Editing your character afterwards requires a character edit voucher which costs 7 dollars.
  • ♥♥♥ or pro? Game is fairly easy. Can be a pro for newcomers and a ♥♥♥ for veterans. Took me 10 hours to faint for the first time.

Pros
  • An actual story where you are given legitimate reasons to kill the monsters other than the vapid "uhh you got to" which was the usual in older games.
  • A lot of genuinely interesting lore too.
  • New monsters are good, many fantastic.
  • Gameplay is still good. Good new wound mechanic.
  • The food looks insane. Literally the only justification for the graphics "update" and for how horribly it runs.
  • Good locales with an interesting weather system. You can also run through them - actually travel between locales!
  • Like the NPC and the people in the game, it feels pretty alive.

Story
Lot of people are complaining about the story too, which is fair. Its not award-winning by any means, but its still a massive step in the sense of MH stories. In Wilds, it revolves more equally around humans and monsters, which makes the narrative infinitely more interesting than just "kill this thing because you have to!". I appreciate the hunter talking and interacting with npcs and the npcs actually being genuinely helpful, unlike in World where the Handler kept going on about "We did it!" while she, in fact, didn't do anything except annoy you.

The lore was the best part. I love exploring and figuring out the strangeness of the Forbidden Lands and the driving reasons behind it, and overcoming challenges in exploring the wilds. The final parts were very interesting and had a lot of implications of earlier lore.

The story, however, might've been part of the reason the game is so short, because each kill had a reason, and the game progresses from one new monster to the next fairly fast. I wouldn't have minded some more filler in the middle of the story parts, such as earlier monsters. I'd say the pacing was too fast, especially how fast you reach the forbidden monster.

I'd still say it was a step in the right direction - an actual narrative. It should just be slowed down. Also locking the player to auto-rides on seikrets might not be the best place to make it (bored a lot of people).

Elder Dragon/Final Boss Rant
As World was oversaturated with Elder Dragons, apparently the MH team decided that the game was not going to have a single one, since they wanted them to be more "mystical" and "mysterious". They definitely failed to achieve that with World, and they did still create a lot of cool designs within Wilds, but not having ANY elders is absurd.

This definitely hurt the final large monster roster (Rise had many elders which would've been fairly easy to port) and made problems for the end game, and also reduced the potential length of the story. The end felt really, really sudden. It felt sudden in Rise too, but in Rise, the credits roll after Magnamalo, while there are secretly still many monsters to fight in the background - including the "actual final boss" or "Forbidden Monster".

This, I felt, severly damaged the final boss (major spoilers):
Although the final Forbidden Monster could be, from lore implications, one of the STRONGEST monsters in lore, its not even an Elder Dragon, and its fought directly after the flagship monster. Unlike with Xeno, Shara, Gaismagorm and Narwa, which had this long journey of investigation and grinding to reach them, the final boss appears pretty suddenly in Wilds and is then just... dead. You also kill it with zero artillery or, preparation or other help, alone. in a single, small arena. The fight feels pretty dry in comparison to shooting Gaisma with a dragonator and artillery, or Shara kind of molting from underneath the stone and expanding its area. Even Xeno changes place during the fight. With the final boss, the lore and concept is also immaculate - it takes after the Equal Dragon Weapon - so how weak and boring it feels by comparison was very disappointing, especially since you're fighting something as powerful as basically the canon EDW in Low Rank, alone without help, in a small arena. The fight is good, per se. Just not as good. And not as good as one would have expected EDW to be. If I hadn't played any previous titles, I would probably have no issue.
Évaluation publiée le 9 juillet. Dernière modification le 9 juillet.
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Personne n'a trouvé cette évaluation utile
177.8 h en tout (124.8 heure(s) lors de l'évaluation)
Buggy carbage that actively tries to make you miserable.

Okay, lots of good in here, but constantly non-rendering areas that cause deaths and crashes and save file corruption is starting to get slightly annoying. As well as multiple game design choices.
Évaluation publiée le 17 juin 2024.
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1 personne a trouvé cette évaluation utile
138.5 h en tout (15.3 heure(s) lors de l'évaluation)
Avis donné pendant l'accès anticipé
Go rather play The Forest.

TLDR:
Pay 30 euros to feel like you should just play The Forest instead. Much less content and ridiculously easy - easy enough to leave you standing around, doing nothing. If you are looking for a similar experience - an unique survival challenge - you will be disappointed. If you are looking for a story game, most of the time you will be walking around.

--DIFFICULTY--
Essentially, you have no reason to build a shelter and rarely feel as if you are in danger. It is borderline IMPOSSIBLE to die of thirst, hunger or other elements commonly present in survival games. Food, clean water and shelter are all abundant. Even if you didn't bother to collect any food items, collecting meat remains easy as animals have next to no survival instinct and they are everywhere. If you do bother building just a couple traps and spikes, deer seem to have a deathwish and run into them themselves. Not that you really need to eat or drink anyway - even if you have both icons completely empty, you do not take damage, at least not immediately.

Shelter:
Aside from food and water, you also have an unlimited supply of shelter - meaning that you can place a tarp anywhere, anytime and sleep. THIS IS ESSENTIAL FOR SAVING - a game such as this definitely needs the ability to save anywhere - BUT the given ability to sleep anywhere makes building shelter almost obsolete.

Enemies:
The enemies, on the other hand, are moderately challenging in single player, but it doesn't actually matter since they almost never try to storm your base. On day 27, not a single mutant aside from babies has attempted to attack my base, and cannibals do so one at a time, max.
THERE IS A HARD MODE, which might solve these issues (yet to try). However, making the normal mode so easy that you find yourself sitting around and doing nothing, since you already have a finished base, food, water and weapons makes the normal mode rather boring.

--LESS CONTENT--
Weapons:
This game has more content in one certain area in comparison to its predecessor: weapons. There are a ton of weapons in this game, weapons that I do enjoy. However, as I previously stated, such an arsenal is left useless when enemies hardly care about you.
Building options are rather limited in Sons of The Forest in comparison to The Forest. This means less traps and less defenses, mainly.

Mutants, animals:
Technically there is about the same amount of mutants in each game, but Sons of The Forest does not have big, powerful ones like The Forest which also kinda defeats the entire point of the game. And its not like they attack your base anyway. When me and my friends played through the game, we were waiting when we could see "the actual" mutants. Those never show up. LATER ON they've added a returning mutant from the original Forest, but despite my best attempts on a day 30 save, I have not encountered it - it can only be seen after completing the game. The game has been completed on said save, but whether or not the game realizes that in the context of spawning this additional mutant I do not know. Withholding this mutant until completing the game is, in my opinion, stupid.
As of now, I also believe the amount of different animals also remains lower than that of The Forest.

The notebook:
One of the biggest downgrades, honestly one of the biggest downgrades in the history of gaming in my opinion, is the notebook. In The Forest, it is full of building options, traps, your own notes, text, instructions, its a fascinating little piece - one that dynamically reacts to your actions and actually provides NOTES. In Sons of The Forest, it only has building instructions and options, that also happen to be much more limited.

Cave systems:
Remember how in The Forest the caves were extremely dark, dangerous and almost impossible to navigate, creating one of the most uniquely unsettling atmospheres in gaming? This game doesn't have that. They've managed to create a much different vibe which I do enjoy, but the lack of heavy-hitting mutants and the extremely linear cave design leave nothing to fear. The caves themselves are not bad per se, but they are way too safe and linear. It is highly possible that Endnight has an ambitious goal of connecting the caves together like in the Forest, which would massively improve them.

About the story (Obviously spoilers):
The story has vastly improved over updates. Originally, you accomplished nothing, except your own survival. Now there are three bosses, only one of which I would consider bad. The final boss fairly good and a pretty equal match with the Forest's final boss in terms of the design and the experience, and also story-related. As the lore is also good in my opinion, the game may have finally reached the point where it could be somewhat recommended for its story, after multiple lore-pickup additions, three bosses and cave improvements.

--IMPROVEMENTS--
During these months, this game has been improved. The following shortcomings/issues have been fixed:
- Log sled has been added
- Bosses have been added, including an actual final boss (prior one was a reskin placeholder final boss)
- Defensive wall gate has been added (originally, you could only build walls)
- A midgame boss has been added
- A clean/dirty water system has been added, although its effects are almost nonexisting
- Added story elements make the game more clear and interesting
- Added location mechanic makes the world much more easy to navigate
- Added compass to the GPS makes the direction your going much clearer
- Added vehicles Knight V and the golf cart make the game less of a walking simulator
- Multiple building options have been added, some unique to this game: the stone system is new and more logical, and the addition of electricity, now with its improvements, is also very nice

Many of these changes were suggestions of the community, all of them are positive, and many of them have fixed and improved things that this review has discussed - the game has hope and potential.

I believe the key component to turning around my own viewpoint, as well as that of my friends and many others, is making the game an actual survival game. One with the caves I so feared, the mutants I had to desperately struggle against. A survival game where I can die of hunger or thirst.
Évaluation publiée le 3 mars 2023. Dernière modification le 15 septembre 2023.
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4 personnes ont trouvé cette évaluation utile
1 personne a trouvé cette évaluation amusante
112.9 h en tout (67.3 heure(s) lors de l'évaluation)
Avis donné pendant l'accès anticipé
TL:DR; the developers are slow/no longer have a reason to care - game is horribly optimized - enemies have terrible balance - Valheim lengthens itself with waiting games.

Valheim is an excellent game. For the first 20 hours or so. It has so much good in it that you want to continue playing, but often you stop because all the shortcomings ruin it. I will probably complete it regardless. But that doesn't change that it has (some spoilers ahead):
- Terrible optimization such as:
- Massive GPU usage
- Lag spikes with M2 SSD and higher end RAM
- "Brutal" survival, which means:
- A menagerie of one-shotting or otherwise ridiculously unfair enemies such as:
- Wraiths that can be killed with fire but otherwise easily oneshot you, spot you from hundreds of meters away and have resistance to all physical damage
- Abominations, massive hunks of wood that deal one-shot area damage and have about as much hit points as the second boss
- Blobs, that hit you with an area-of-effect poison that is usually certain to kill you over time
- A senseless grind for new gear: one bronze sword needs 16 copper bars and 8 tin bars, a single iron sword needs 20 iron: max stack size for ores 30: ore weight prevents you from ever carrying more than 30 at once
- Just in general enemies evolve much, much, much, much quicker than you do
- Almost entirely item-based progression, and, upon death, items are dropped: if they are in a bad spot, you might never get them back and can effectively be set back to the very beginning of the game
- Dungeon spawns feel extremely varied: sometimes you can find multiple within sight of each other, sometimes a massive biome does not contain a single one

These problems are not going to be fixed. This is because the developers have already made a fortune with this game and update it quite slowly, they have no need to further hone it, and if they do, that happens sluggishly. And because lastly, I don't think that the developers consider all or any of these to be problems to begin with.
For the senseless grind: 100 iron takes 3100 seconds (51 minutes) to process when using one smelter. Each smelter requires its own charcoal kin to be efficient, by the way. Gathering 100 iron requires finding and looting 1-2 Sunken Crypts. Due to unbalanced dungeon spawns, these are either really easy to find or take multiple hours. To gather bronze armor before that, its about the same. And its not just metals. Honey, brewery, growing plants, its all agonizingly slow. However, this can still be forgiven.

What cannot be forgiven is the absurdly horribly made enemy balancing. To make a "brutal" game. An actually brutal game: Dark Souls. In Dark Souls, enough skill allows you to overcome any enemy, even with terrible gear - while hard, its possible. In Valheim, you are heavily limited by the food and gear available to you, and once you run out of stamina, you become so much more sluggish that it is impossible to kill an enemy of certain strength level. Sure, there is skill involved, it is always involved. But if one of your attacks deals 1 damage to the enemy, and the enemy's attack deals 100 to you, that is what we call artificial difficulty. Especially because Valheim spawns enemies in massive groups.
For empirical evidence, I just spent 3 hours with my friends trying to get back our scrap iron and items from a swamp with an abomination and a collection of skeletons and draugrs. Just turned night at swamp, so debuffs Cold and Wet in addition to the lovely terrain of the swamp assured that there was no mobility and there was literally nothing we could do once the abomination destroyed our ship with a couple hits.
Évaluation publiée le 12 décembre 2022.
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3 personnes ont trouvé cette évaluation utile
1 personne a trouvé cette évaluation amusante
0.8 h en tout
Bad performance, subprime translation, copied monster designs such as a bootleg demogorgon from Stranger Things and a shambling mound from D&D, severe lack of balancing (greatsword is way too op) and technical issues such as my character literally turning into an invulnerable sword and hovering around unable to do anything.
I did enjoy the 37 minutes, but not because it was good, rather, hilariously bad.
Évaluation publiée le 26 juin 2022.
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5 personnes ont trouvé cette évaluation utile
2 personnes ont trouvé cette évaluation amusante
0.0 h en tout
Ignore the performance related reviews, that they have actually fixed. However, if your idea of difficulty is multiplying the health of every enemy by five, do buy it. If you think that sounds like artificial difficulty and idiocy, don't.
Anjanath health reference from Monster Hunter World Wiki:

Low Rank: ~3,528(Solo), ~4,784(Duo), ~7,116(3 or 4 players)
High Rank: ~5,681(Solo), ~8,372(Duo), ~12,498(3 or 4 players)
Master Rank: ~18,239(Solo), ~28,106(Duo), ~ 41,949(3 or 4 players)

LR Anjanath solo hp: 3,528
MR Anjanath solo hp: 18,239
18,239/3,528=5,16...
https://monsterhunterworld.wiki.fextralife.com/Anjanath
Évaluation publiée le 20 mai 2022.
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2 personnes ont trouvé cette évaluation utile
363.0 h en tout (83.6 heure(s) lors de l'évaluation)
Noita is an amazing and unique game. It has chaotic, entertaining gameplay and a fascinating, mysterious world to explore. However, it definitely isn't a game for everyone. So, before you buy!

As you should know, Noita is a permanent death game - you die, you lose everything, back to zero. Some permanent death games, such as Hades, have small, permanent progress after each run. Be alarmed: Noita doesn't have any.
Progress in Noita is knowledge based. In other words, your experience, skill and understanding of the world is the real, actual progress you make in the game, since there is no actual progress that can be made inside it. At the same time, it is part of the fantastic feeling the game gives - but it can be frustrating at times.

Most of Noita gameplay is luck. You hope you get good perks, good wands, good spells. I am not exaggerating when I say 80% of the time you run into wands, perks, spells and items which are completely useless, despite knowing dozens of different good spells and combos. Some, while few, perks and spells can even be deadly or crippling to you, making you wonder why they were made in the first place.
The game is also made to be quite hectic. This is what usually kills you. When you start to learn the game, it is kind of like a bomb defusing simulator. Literally. A good strategy to not die is to blow up everything that you can just to prevent it from blowing up on your face. Even better, you should attempt to make everything blow up on the enemies' faces instead.

After 83 hours and 300 runs, I still have not successfully defeated the final boss. My friend did that in 20. He got a wand (machine gun triplicate bolt with damage field as always cast) that was pretty much designed to kill the boss. I believe that gives an idea of the luck factor in the game.

So should you buy it? The fun in the game is figuring out yourself how it works. Since progress is knowledge based, I would argue that reading the wiki and otherwise using outside sources to learn it ruins the fun. Constantly dying to random explosions and enemy mobs can also be tiring. What this game needs is patience. With patience, you will get the most out of Noita. Happy chaos!
Évaluation publiée le 2 mars 2021.
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10.7 h en tout (7.2 heure(s) lors de l'évaluation)
To put it simply, Its awesome, but very short. And it has the dopest soundtrack ever.
Worth downloading.
Évaluation publiée le 1 mai 2017.
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1 personne a trouvé cette évaluation utile
288.1 h en tout (111.2 heure(s) lors de l'évaluation)
Avis donné pendant l'accès anticipé
Its awesome! Everytime a new update comes you get motivation to play this game, and that happens once a week. +The updates are awesome.

And it has quite good gun mechanics for a block game.
Évaluation publiée le 26 janvier 2017.
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1 personne a trouvé cette évaluation utile
962.7 h en tout (961.6 heure(s) lors de l'évaluation)
A genre defining boss fighter sandbox game with consistent updates after years, active community, insane mods, hundreds of hours of replayability and infinite fun with friends. You should probably buy it out of principle alone.
Évaluation publiée le 30 mars 2016. Dernière modification le 16 février.
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