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1-10/76개 항목을 표시 중
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기록상 6.8시간
This game fu****g sucks a*s through a paper straw.

Look, the first game was "jarring" to say the least. The demo for the first game was very, very solid and creepy. The full game was much worse in comparison, but at the end of the day despite the jankiness i sincerely enjoyed it. It had some really cool ghosts and solid ideas, some not so much, and it treated about a culture we don't get enough of in games.

This game however? I have no idea why it exists to be entirely honest with you. Boy, where do I start...
Looking at the reviews of many other people - combat seems to be the gripe of a lot of people, and rightfully so. The combat (yes, there's actual combat here, for whatever reason) is very simple, like painfully simple. The issue here is that there is no blocking or dodging, so once an entity takes a swing at you - you take it like a good bi**h. Way to make it even more fun is (especially by the end-game) the situations where they spawn a lot of enemies (plus enviromental fu****g hazards) at once, and suddenly you end up in a situation where you have to take 17 hits for free because you walked into a tentacle and are now locked in animation, in that time 3 enemies swarm you, each slapping your cheeks like there's no tomorrow, one of them happens to land a hit on you at the end of the stun animation, so now you collapse on the floor, as you get up another tentacle happens to spawn over your head, now you're grabbed again and so on and on. I'm sure you see how this can be a problem when the game spawns 10 enemies at once along with those stupid tentacles...
Similar situation is the boss fights... Yes, boss fights - and I'm aware the first game had them as well, but they at least tried to get creative, here youre basically playing a budget version of Elden Ring, except you physically can't avoid getting hit, and you have to spam a 3-4 attacks combo until they drop dead. Fun. Say you meet a new boss, it takes you a minute or two to figure out their movement and combos, great now you know exactly how and when to attack, repeat the cycle for 5 minutes until the boss fight is over. But yes, the issue - you can once again just endlessly get stunlocked, because certain bosses can figure out a pattern of attacks that is timed perfectly to land every hit the nanosecond your stun animation ends. I had a fight where I got kicked in the face, got up and instantly got kicked again, just to get up and - you guessed it: get kicked in the face again!
Come to think of it - why does a game like DreadOut need melee combat anyway? What is this trying to be?

Some of the enemies here are pretty cool and creepy, at least on paper, because in the actual game they feel pretty lackluster.

The music is alright, nothing very memorable but I thought it sounded nice. They also used some tracks from the 1st game here which I always liked back in the day. Not for or against the idea, just an observation.
Speaking of audio, for whatever reason the NPC's are mostly mute (not a uncommon tactic) but then sometimes they will speak Indonesian, well - mostly verbally say a word or two for the entire dialogue, but other times they just switch to english, sometimes mid sentence?

In regards to the story - I could not tell you what this is about, it completely flew over my head. The game wasn't very fun OR interesting enough to grab my attention.

Oh, and another issue I had with this game is the "sprint" which lasts (I kid you not) 1 second.
This is a semi-open game with multiple, fairly sizeable locations (I personally think it hurts the game, I see no need or reason to keep this kind of a game so freeroam) and it hurts my soul to run around the town, sometimes not knowing what I'm looking for, going into every alley and every corner, that go for much longer than they should be, to end up being a dead end anyway. This would be a mild annoyance, if it wasn't for the fact the sprint lasts for a literal 1 second xd
To add to this, you will often find yourself running back and forth because you couldn't interact with an object prior to interacting with a different object first, even if it's painfully obvious before you even find out why you may need it. It just feels needless and very easily solveable.
2024년 12월 30일에 게시되었습니다. 2024년 12월 30일에 마지막으로 수정했습니다.
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기록상 45.0시간
>Started up the game
>Immediately got confused
>Booted up my Cruncher to find out what my purpose in life is
>I need a password
>Used up my one-time password cracker
>The password was 1234

On a little more serious note (although that was indeed my 1st experience with the game :D) Shadows of Doubt is a great detective game, and a great roleplaying game at that, too!
Honestly, if only it had some sort of relationship status that you had to maintain with NPC's with some dialogue going on, and more character customisation, this might as well be The Sims too xd

But one thing at a time - the detective aspect of this game is really, really good. You will be doing all this classic detective work, looking for clues, fingerprints, hidden messages, examining a corpse, looking for a murder weapon, questioning people, connecting dots on every step, looking for connections and any traces left behind, footprints and what not, view surveillance footage or maybe visit a local gun store to see who might have recently bought a gun that would fit with the ammunition used in the crime.
The lengths to which you can take this game is honestly quite absurd, in a good way.
Look, what game gives you the ability to trace a phone call like this game does?

You can generate your own custom cities with variable sizes, and every single NPC here has a life, a job, a routine and a social life. They go about doing their business, and literally every single one of them can become a killer, their methods varying too.
Sometimes it will be a regular stabbing, poisoning or someone getting shot to death, but sometimes - maybe a wild sniper is on the loose and they never have to even step into the building where the killing happens, meaning the leave no trace at the scene of a crime.
One of the wildest serial killers I had, was some dude who kidnapped people into his secret little laboratory and experimented on them with some drugs, seeing how they respond to different dosage - which he started doing with rats first and then moved on to humans - all documented on his little journal. Discovering his secret lab was like a scene from a movie.
Like I mentioned before, all NPC's can decide to kill, and their reasoning may vary as much as their methods, sometimes it may be a coworker jealous of a promotion, maybe their partner who suspected infidelity, a member of a cult or perhaps someone who just isn't mentally well.
Fail to arrest the culprit and they will eventually kill again. Sometimes they may try to leave as little trace as possible, sometimes they don't, and sometimes they may even get as cocky as to play with you a little, and leave you with a riddle spelling out their name.
Overall, just a fantastic detective game!

Now, what about the roleplay?
Besides all that I have already mentioned, it surprised me how much miscellaneous stuff this game had to offer as well - like the classic thirst and hunger, which incentivise you to go to a bar and have a donut and a coffee. You can get wet, and then you may randomly slip and break your stupid face. Eat something dodgy and you'll feel sick and will need to find a toilet or a bin for your stomach content to come and say hello, oh but now you're stinky so go ahead and have a shower, just remember to dry yourself off with a towel before you slip lol
You can buy and decorate apartments, as well as take some lesser jobs while waiting for the bigger ones. Those smaller tasks may include finding a missing item, arresting an individual, finding out whether or not someone's spouse cheats on them, breaking into someone's home and breaking their stuff or throwing food at them, maybe taking a picture as well - all sorts of things, so there's always something to do.
There's also a nice and fun upgrade system, where you find and install special disks which each provide you with a perk, and then you can upgrade them with upgrade vials if you find any - there's some useful perks here, and some really funky ones, like just increasing (or decreasing) your size for no reason :P

Sadly, with all that good stuff - there's also a bunch of bad here. I'm pretty sure this game was unfortunately rushed into 1.0 and it shows. First of all, the game is very open, allowing you to go anywhere which can at times make this game underperform pretty heavily, an issue that's been plaguing SoD since forever and does not seem to get fixed. Also, no - the game is going to struggle (not always, but often enough to be a hindrance) regardless of the size of the city you choose to make. A small town may struggle just as bad as a big one. We're talking going into sub 40's or 30 fps when outside kinda struggle, with objects loading in front of my face seconds after I get stuck on them running through the town, and even an SSD doesn't help this one bit. Also, just randomly I may go outside and my game drops to literally negative frames it feels like, no reason seemingly as well, and the only way to fix it is just loading the save.
It can be pretty janky at times, trust me on that. There's no other way I can explain it, this game can sometimes just NOT wan't to cooperate.
You thought I was kidding when I said this may as well be The Sims? Well, if you reach the "end" of the game (don't worry, no spoilers here, the game doesn't really have a story anyway) you get to choose an NPC who would get all of your stuff at the end, which would make sense if you could form relationships in the game, make friends and what not, however that feature is missing, but the option is mandatory for you to end the game.

I love this game, and I would love to see it grow and expand, perhaps provide the missing features I mentioned a second ago.
It's jank, but I love it :)
2024년 11월 21일에 게시되었습니다. 2024년 11월 21일에 마지막으로 수정했습니다.
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기록상 28.7시간 (평가 당시 18.3시간)
I'm gonna be honest - I never appreciated this game enough.
It only took for them to "release" the second instalment, for me to want to try the first game again, remembering that it was always a little rough but otherwise fun.

This is yet another zombie shooter made in Source. It's a lot slower than majority of zombie games tend to be, but I don't find it to be a bad thing at all. You have to manage your resources a lot here, from your inventory space, like weapons and tools, along with medications and ammunition. Because you can't just take everything with you.

There's little variation in zombies here, mainly the slow walkers, running ones and kids - the type of infected that hardly any game wants to show, but they're here, and they fly away pretty funny when you hit them in the face :D
Anyway, the variety isn't crazy, but that's still better than the 2nd game did.
The zombies aren't very tanky either, they usually go down in about 3 bullets to the head with a weaker weapon, and just about a couple hits with most melee weapons, unless they're a bit more on the heavy side or two handed.

The Objective gamemode is really fun here, running around from A to B, from B to C etc, performing different tasks, bringing fuel/fuses, turning on generators, looking for keys or torching through padlocks etc, all that with a bunch of zombies roaming around is the mindless fun I would want from a game like this.
There's A TON of maps available here as well, some shorter than others (maybe 30 minutes to complete) and some taking literal 2 hours to complete - I think that's an alright balance.

This can be played both in COOP and solo, each perfectly playable.
Mods are also available, which is always great in my book.

And lastly - the infection system. I know it's a small thing, but in a slower game like this, a game about zombies - the infection system is a must for me, and it's here too! You get bit and you get infected, but not every hit means you get infected, which is also good. You can delay an infection for a little bit with pills, or you can cure it with one time vaccine, but that's pretty rare and you won't always have that at hand, especially if you play with company. Once your time comes, your character will die and turn.
Naturally, you can't have a zombie game with infection system, and NOT have the ability to take your own life, so remember - always save one last bullet for yourself :)
2024년 11월 6일에 게시되었습니다.
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기록상 99.7시간 (평가 당시 82.6시간)
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Probably the best Zombie game out there right now.

Honestly, it does not matter what kind of zombies you like and which you find stupid - be it slow, stupid and tanky zombies, zombies who are weak but run at you at super speed and open doors and climb fences. Blind but good hearing, terrible hearing but eagle eyed zombies. Have people turn into zombies when they die regardless, people getting infected when bitten, or never turn at all - this game has it all, and you get to customise everything exactly to your liking.

Project Zomboid is what I would call a more hardcore game, although there's definitely room to abuse things of course. Regardless, you will die a lot, be it bad luck, your own stupidity or the tiniest mistake at the wrong time and the game makes sure to remind you of that from the tutorial.
You will see INCREDIBLE amounts of zombies on screen at the same time, each of them unique and fully lootable. But there's more to Project Zomboid than just killing and looting - there's learning a whole bunch of skills from different sources, some of the bigger things you can do is build and farm, and there's some really solid depth to this. Even with cars - you essentially swap out everything in a vehicle.

This is a huge sandbox with a gigantic map and the possibilities are endless! Your character can shake if they're too anxious, they can sweat which can cause them to get ill easier, your clothes offer protection from bites, scratches, bullets, heat and cold, they can also get dirty or get holes in them, all fully visible on your character. This goes so hard in depth you can choose which finger you want to wear your fu****g ring on, and it will also be fully visible, you can wear a bandana over your neck, or over your face and switch between them, your hat can be worn normally or backwards.
Eating food with utensils in your inventory plays a different animation from when you just eat barehanded, and speaking of ingesting things - drinking alcohol can offer some bonuses, like pain resistance, but mixing it with medication can prove fatal.

Did I mention the game offers workshop support? Yup, there are tons of mods. Just imagine what kind of things are out there with a foundation like this.

One big issue however - it's a bit of a meme in the community, but the pace at which this game is getting updated is borderline laughable, if only it was not so sad :(
Still - a game absolutely worth checking if you're into that sorta thing, no questions asked! A must, I would say.
2024년 11월 1일에 게시되었습니다.
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기록상 7.2시간
Loved it!

This is more of a psychological horror than anything else but this title will not stop itself from weaponising your own imagination against yourself.
It has a great setting and well written characters, an incredible story to unravel with a big twist and a few red herrings.
Definitely very creepy, but grounded at the same time.
2024년 11월 1일에 게시되었습니다.
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기록상 8.1시간
Yes, yes, yes, yes!
This one is really fu***d up in all the right ways.

Martha is Dead tells a powerful story, revolving around mental health, and the journey is just incredible. Without going into spoilers, just the ending itself left my jaw on the floor, and I needed a good minute to collect my thoughts and come to a conclusion of what I have just watched. It was good, very good!

As if the subject matter is not heavy and dark enough as is, it is beautifully underlined with the music, which I can hardly call it that given how the instruments are quite literally being slaughtered here, effectively rising the anxiety of the one playing the game, especially combined with the imagery on screen. This paints the perfect picture of a deteriorating psyche.

I also really liked the scenery here - you're playing as a daughter of an important German officer, set in 1944 Italy. It felt like a breath of fresh air seeing a WWII game from this perspective. Forget the Allies vs Axis thing, forget the Good guys versus the Bad guys, you're just an innocent child. The war is just a background for the story, really - you can hear all about it through the radio or conversations etc but it does not really concern you as a child, you're just here, enjoying the joys of life as much as possible, and struggling, mainly with yourself.

I can't really say much more about the game, it's worth a lot more to just experience it yourself. It's powerful, it's good, it's fu***d up.
2024년 11월 1일에 게시되었습니다.
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기록상 13.8시간
I enjoyed this one!

Without going into spoilers, Life is Strange: Double Exposure provides with a story worth (in my opinion) experiencing. It's not groundbreaking, absolutely not on the same level as the earlier games and it feels like the developers are kind of milking the character of Max at this point, a feeling that only gets reinforced after finishing the game.
Regardless of it not being an incredible story, it still caught my interest and I'm not regretting seeing it through. It had me confused for a lot of time I've spent on it, and just when all the puzzle pieces started to fit together, the game quickly discombobulated it with a new twist. I really enjoyed that!
Now, I did sort of predict kind of where the game is heading from like the end of 2nd chapter, or start of the 3rd one (out of 5) and more or less how it'll end, so it's not exactly very subtle, especially if you're familiar with the franchise but it still delivered in my opinion. I'll have to say I had mixed feelings about the ending, but I definitely still enjoyed the overall adventure more than I disliked it, by a long-shot.

Double Exposure delivers a bunch of really nice and well-written characters, all performing very well. I liked the characters, I liked the dialogue, I liked the corny jokes, I liked the Xmas atmosphere, the scenery is also very beautiful. And in classic LiS fashion - the music is once again phenomenal.
Oh, did I mentioned the incredible facial animations? Hear me out, Maxine has grown a lot since we last saw her, and my God is she beautiful :D All the well-done facial animations underline her beauty and personality just right, so every smile is more breathtaking than the last one. That also goes beyond Max, of course! I've asked Moses to smile for a photo, and the awkwardness on that face made my introverted a*s laugh out loud :P
Overall, a lot of really likeable characters and wonderful subtle expressions!

The one bigger complaint I have - I'm not sure if it's due to the nature of our powers, thanks to which the game essentially has to render twice the amount of information, from two separate realities at the same time the performance feels a lot worse than what it should be. With my rig, I should have zero trouble running the game, and granted I was able to enjoy the game at 120 frames per second on Ultra just as long as my rendering scale was set to ~70% with occasional dips to about 45fps when using the power - I can only imagine how bad it may potentially get for people with less beefy machines, so hopefully this gets looked into ;)
One, much less of an issue - at one point in the game, the characters are referencing the very first Life is Strange game, specifically at what happened with Chloe, we're then given a choice, what this is asking the player, is essentially "When you played the 1st game, which ending did you get?" kinda thing, and I feel like this is not communicated very clearly, since one answer feels very much so like we're dodging the question, while the other answer feels very definite. Originally I got stuck here for a while trying to figure out which ending was considered canon, instead of which ending I chose myself. I feel like this could have been done a little better, maybe change up the wording a little bit? Perhaps ask the player out-right what ending they got in the 1st game as they start a new game? I feel like the later has actually been done in Life is Strange 2, but I may be wrong.
2024년 11월 1일에 게시되었습니다. 2024년 11월 1일에 마지막으로 수정했습니다.
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기록상 9.5시간
I wish I could leave a mixed review for this, but that's unfortunately impossible, I originally left a positive review because I did still kinda enjoy the game, but after a thought or two, plus seeing other people play it, I arrived at a conclusion that this game does not deserve a positive rating.

A Quiet Place: The Road Ahead is a very, very slow game and it can potentially become pretty boring or frustrating in some instances.
Graphically it is very beautiful, although in classic DirectX 12 fashion - the shadows are extremely grainy, and RayTracing did not reflect my character where it should. Besides that, graphically, like I said - the game is looking absolutely fine, and the addition of RT makes the lights just absolute chef's kiss.
I did not have any issues with the performance either, but I will say the game refused to stick to a locked framerate, and happily exceeded a set limit with no regards to any laws of nature or even my NVIDIA control panel setting, where I usually tend to set the cap if the game refuses to acknowledge it from the in-game settings.

The actors performed very well, both the animations, both body and facial along with the voice acting.
Along with that, I enjoyed the story a fair amount as well, with the main highlight for me being the little side-stories you learn from notes scattered around, funnily enough. I don't mean to flame the main story, it wasn't awful, just a little forced is all.

I did run into some issues playing this game, however. Nothing serious, no crazy game-breaking bugs or just any bugs generally, even.
My first problem was that the game is ridiculously slow (obviously) and I'm the kinda guy who likes, heck - prefers slow games usually, but A Quiet Place can feel a little extreme at times. You're forced to play this game in a speed of a turtle. Not even! Along with that, you're constantly looking at your feet, making sure you don't bump into anything, looking for the tiniest objects like a singular can on the floor, leaves and pebbles, avoiding every puddle of water... I get that it's literally the whole gimmick and the point of the game, I'm just meaning to say it becomes really exhausting after a while, especially if you have to replay a section a couple of times.
The mechanic of course offers a bunch of really cinematic moments, where a creature is approaching you, as you slowly back away holding your breath, not taking your eyes off of the creature, before you inevitably bump into a bucket left on the floor leading to your demise. For me however, the excitement turned into boredom and boredom turned into irritation the closer I was to the finish line.
I played this game on Hard difficulty and I'm not sure if that lead to me being actually pissed off essentially by the end of the game or if it was just poorly designed? I would say the last 3, maybe 4 chapters I started getting irritated by how seemingly random my deaths suddenly became. I could be in a room, prestine floors with nothing on it that would cause me to make a sound, I walk past a certain spot 5 times and nothing happens, and then 6th time I pass the same spot and suddenly the game thought it'd be funny to make a random sound play out of nowhere and just kill me on the spot. Other time I walked up to a door, grabbed the handle, I don't think I even managed to move the door itself before the game randomly just killed me again for no reason?
The closer to end-game I got the more persistent this bs was. I could be on a clean floor once again, crouched and fully sneaking - the game makes a sound out of nowhere and kills me on the spot, I load the game, look at the exact spot, nothing is there, I walk over it again, nothing happens this time around.
Like, at some point it just felt like the developers were laughing in my face xd
I ended up dying so much and often here, I got bored of the death animations ridiculously early into the game, and that comes from a dude who always enjoys those in all the games that allow them, games such as For Honor, Friday the 13th, Aliens vs Predator or even Call of Duty takedowns... I hated them here! They're not very interesting as is, but the biggest issue with them is that the main character always just stands there like a moron when she could easily cause a distraction, or even run away. But hey, you can't really run in this game, well - besides one particular section, apparently. For no particular reason too, they just sort of introduced it out of nowhere, for no reason, it's just "oh, now you run btw" and it never comes back. Anyway, the developers graciously provided us with a "skip" button for those animations.
That frustration was only further fueled whenever I would pay attention to how absolutely perfectly the noise-traps were arranged to make my life more miserable. I get it though, it's the point of the game, I know. Still, the combination just left me feeling frustrated is all, let me be mad :>
I'm also not sure about this stupid jumpscare sound effect? You would think it happens when you alert the creature, but sometimes it happens when I'm not even moving. The worst part about it is how it's just constantly spammed throught the whole game and the option to turn it off is just nowhere in sight. It wasn't scary, it wasn't tense, it was just stupid, annoying and unnecessary.

Oh, but my absolute biggest issue here, same issue that plagued Alien Isolation as well - the insane rubber-banding for the creature can be absolutely relentless. I hated it more than anything! I once again acknowledge why it is a thing in a game such as this, but it absolutely pissed me off seeing how wherever I went, no matter how quietly - the creature was ALWAYS on my a*s. It didn't matter how little noise I made, it didn't matter how many distractions I used, the monster always gravitated toward me regardless.
I've had instances where the creature deliberately chose to ignore my distraction and shamelessly follow me around. Yes, ignore this glass window shattering to pieces, let's walk over to this random corner that I totally can't see and make sure the huge noise didn't come from here!
This is more prominent in late-game once again where there's a lot more space available to you, and more places for the creature to go and check, in theory anyway, because it would rather ignore that annoying, constant noise of a burning flare and instead go and check this plank of wood that let out a tiny squeak once.

In regards to the story, it was alright like I said. A bit cheesy perhaps, with how stupid the main character is at times.
Lady: Shhh, please be quiet... I'm not going to hurt you, I just want the baby to be safe.
Alex: Oh no! She's going to kill me, obviously!

Like, it's all a bit forced all for the sake of plot convenience. With that said - I did still enjoy it, just don't expect anything too deep in that department here. The little side-stories were a lot more touching in my opinion.

If you're curious about the game, I would say you're better off watching someone else play it, unless you really don't mind spending the money, still - I would advise against it. It's not the worst game I've ever played by any means, but far from a good experience.
2024년 10월 25일에 게시되었습니다. 2024년 10월 28일에 마지막으로 수정했습니다.
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기록상 1.0시간
앞서 해보기 평가
Did someone mistakenly upload a mobile game instead of the desired product?
I refuse to believe otherwise, because this is pure nightmare.
I seriously can't even begin to describe what is wrong here, I just need it out of my life.
2024년 10월 22일에 게시되었습니다.
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60명이 이 평가가 유용하다고 함
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2
3
2
1
기록상 25.7시간 (평가 당시 9.7시간)
What happened to this game man?
I bought it around 2 years ago for about 4 quid, played it for 2 hours. Game was kinda mid, looked ugly, felt pretty dense and bored me pretty quickly. I put the game down and forgot all about it.
Recently I got reminded of this game having seen it in a random YouTube video and thought it looked amazing!
Two years later, here I am - and the game feels pretty much reborn at this point! The price has doubled if I'm not mistaken, but still sits at a very reasonable place.

Easy Red 2 often feels like a Battlefield trailer. Perhaps a little uglier visually, but it holds it's own ground.
The ground is shaking, screaming planes flying overhead dropping bombs, explosions all around, perished soldiers litter the ground painting the surrounding area in red, a helmet rolling downhill past an orphan hand separated from its owner, wounded soldiers screaming for help...
That was genuinely one of my first games recently, and that s**t looked outright terrifying and amazing!

The game no longer looks disgusting, it actually looks alright I would say. It's not breathtaking by any means, it just looks alright. Not a bad thing at all. I will say - some effects like explosions still need a little work, but otherwise the game has a very solid atmosphere and the graphics do not hold it down in that department. That's all I'm trying to say.

In regards to the audio design - it's absolutely stellar, it has anything you could want from a WWII shooter - from mortars and rockets ripping through the air, a distant ricochet bouncing off of a tank armour, maybe a helmet being shot off of a head, a garand ping, radio comms coming through the radio on the back of a radio-man, people screaming, and every faction speaking their native language.
This is all absolutely fantastic, but I do wish some better voice acting (for some voice lines) was present, because sometimes they sound a little dry, but otherwise there's a fair amount of yelling :)

Gameplay-wise it's pretty much like Battlefield. You get a fairly sized map, one side is defending and the other is pushing. You have Infantry, ground vehicles and aircrafts. Some other stationary weapons are also scattered around the map, perfectly usable of course. Infantry has classes, with the medic being able to drag soldiers away from combat and heal people of course, AT having a bazooka, so on and on. However it also goes beyond just giving you a class and a boring ability to go along with it - instead, each class that otherwise would be considered pretty boring, actually has it's own gameplay. For example as a medic, you're no longer going to be running around reviving everyone mindlessly, instead you may consider dragging an individual to safety, then you have to choose an appropriate treatment from one of three available tools. Similarly, as a radioman - calling for reinforcements you will have to provide coordinates for the message to go through. It's all very simple mini-games, they do not take away from the gameplay at all, it's enough to bring a little more gameplay to otherwise boring classes, making them stand out a little more but not too distracting at the same time.
You can loot perished soldiers for supplies too. All the animations are very solid, from third person animations to the weapon animations, and the game is even concerned about the difference of a regular and a dry reload which is very nice to see.
The gameplay is fairly fast-paced, with stamina regenerating quickly, health being resupplied with consumables, every shot being very dangerous, but not too punishing - like, it's very easy to die here, but you will find yourself barely surviving plenty of times too, it's like this perfect balance of realistic and fun.
Every building around the map is enterable and destructible, windows can be opened.
I do really enjoy how fire-support is actually part of the game too. You know those static ships outside the map? Yes, calling for barrage will cause those ships to actually fire. You can see them do it, very cool and immersive way to include them into the game.
Additional points for using authentic flags as well, namely for Germany, of course.
Oh, and I also really like the idea of medics being able to help soldiers from the opposing faction. Don't be fooled by how stupid it sounds - this causes the enemy soldier to get up and automatically rise their hands up, causing them to be taken prisoner, which is actually calculated at the end of the game. Very good representation of medics valuing every life the same.
I did mention helmets being able to be shot off, which I think is great, however I do wish we got a different sound for that as the current iteration just sounds like somebody got their d**k stuck in a mousetrap. Don't ask me how I know.

Easy Red 2 offers a fairly lengthy "campaign" if you could call it that, it's essentially just the same game but with and against AI - which I'm personally all for, I do prefer to indulge in PvE more than PvP myself.
In other words, we have AI available if that's your cup of tea ;P
The game also offers Multiplayer which is a mix of both players and AI running around, unless there's also an option for strictly PvP games too which I'm not too sure about. It's very easy to set up a private game too, in case you'd like to just play with your friends and a mix of AI.
Along with that, the game gives you option to spectate a game, if you perhaps enjoy making cinematics. You have all the cool features available to your disposal, like slow motion, pause, filters and green screen even.
On top of all that - there's also workshop support!

What else could you possibly want from a game like this? I say - for that price, just get the bloody game.
These guys did a great job turning this game around from what it used to be, with more changes to come.
This is the way Early Access is supposed to be used.
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