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Εμφάνιση 1-10 από 26 καταχωρίσεις
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1.7 ώρες συνολικά (0.6 ώρες όταν γράφτηκε)
Κριτική Πρόωρης Πρόσβασης
All my eyes can see now is violence 👍



Wow. I have had a time with PW2. Keep in mind, this is a mid-episode 1, Early Access review, but this game really blows the first game out of the water entirely. I think this has probably been one of the most effective "boomer shooter" sequels I've seen, you can see so many upgrades the game has over the old one. And I'm not even talking like, duh, it's a new game of course it's gonna be different. No, I'm talking this is like a Wolf 3-D to Quake difference. You can see so much work went into the details, the enemies, the weapons, so much attention paid to a complete overhaul on the character progression, and most of all, the splendid extra dimension this game has been given. What a leap this game has taken since the first game.

This is essentially the definition of a twitch shooter. Never have I been so blind to literally everything but the bloodshed before me. Blame it on sleep-deprived eyes with contacts begging to be taken out as I write this, but I legitimately felt incapable of seeing anything other than the dead, my hands having already done the work, my ears guiding my movements.

It's a pretty intense experience, and I really enjoy that this game incentivises weapon switching to increase damage output and skip reloads entirely. I find this and the extra depth given to character progression to be a clear sign of the post-Doom Eternal time we live in, as so many "boomer shooters" today add so much to the formula to keep it extra potent. This really is the sequel I was too shy to ask for.

Thus far I'd say that, ironically, my issue with this game is that I find a lot of it to be hard to read. The nature of the first game meant I was often up-close and personal to enemies I could pretty well make out... the wonderful pixel designs were a huge highlight. While there is that same sense of design here, I find that enemies, as well as the environment, are given so much more textural detail that I can only describe as "noise". This, as well as a 3-dimensional rendering effect on enemies, the speed of combat, and size of the levels, etc, means I can't really read and appreciate the enemy designs as well, although I have no real trouble identifying their threat.

There's also almost an obsession to crowd levels with odd geometry, columns and chunks of wall, throw in a bunch of props and, not only may you have a little trouble navigating levels, but you may have a hard time seeing enemies through all the... well, noise. I wasn't kidding when I say instinct lead the way, for me at least. Some levels I can't really get any clear layout in my head, some encourage me to basically not look back but others, the best that reminded me of the original game, allowed me to explore and return to recognizable areas. The burning village level and the following crypt level were best at that. These levels communicated a pretty clear theme and I enjoyed the old tombs and the pillaged town, they allowed me to understand and remember the layout, clearly see objectives and explore a little off the beaten path without any doubt as to what I was doing. Many of the levels are not as clear in their theming or layout. I'd say this game often feels a little Doom-cute for what it's trying to convey in its settings, particularly when the level is also a bit of a mess. The levels are touted as being "non-linear", and sometimes I feel this works, I can pretty much set off in a direction and see where it takes me, but other times I'm worming my eay through a tangled mess of paths and platforms.

I have other thoughts on, say, the stillness of the character portrait, and other things, but I'm afraid I've gone on too long, and sound horrifically negative.

So, TL:DR, my final thought is this:

Get psyched! Project Warlock 2 rules! (It's just maybe a little messy)
Αναρτήθηκε 21 Νοεμβρίου.
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0.5 ώρες συνολικά
I've just barely played it but it's enough to know that this is an odd little gem. If you're at all familiar with the old Thief games, this is a little indie game that experiments with similar ideas. It's a little unwieldy, having just gotten into it, and I'm not particularly sure how to properly sneak around without turning every enemy encounter into a desperate dungeon knife fight, but it has its heart in the right place. It's cheap enough, and from what I've heard, short enough, that I think anyone curious and willing to try it may as well enjoy.

I think right now my few criticisms would be, I've had some issue with fullscreen cutting words off in the tutorials (and there's no way to adjust the resolution), some of the font used in game is a little hard to read, some of the dialogue that the protagonist, Fennel, says disappears rapidly before you can hardly read it. I also am not sure that the tutorial really helps the player to grasp, apply, and experiment enough with how the mechanics work, and again, the stealth is a good example. I had to realize on my own that little orange sparks above the heads of the enemies is their awareness level, and as I mentioned before, I'm not sure I really understand how to properly play before being thrown into the first level.
Αναρτήθηκε 8 Νοεμβρίου.
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6.0 ώρες συνολικά
Κριτική Πρόωρης Πρόσβασης
I hate my job
Αναρτήθηκε 2 Νοεμβρίου.
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15.4 ώρες συνολικά
It's Doom. Why haven't you bought this already? It's fun to play, easier than ever to mod, and the community content is near endless. There's a reason it's got a dedicated space on my hard drive.

Easiest recommendation I've made yet.
Αναρτήθηκε 7 Οκτωβρίου.
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10.6 ώρες συνολικά (10.0 ώρες όταν γράφτηκε)
go fast never stop go shoot go boom go fast no stop go kill go fly go go go
Αναρτήθηκε 2 Οκτωβρίου.
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Κανένας δεν έχει αξιολογήσει ακόμη αυτή την κριτική ως χρήσιμη
3.8 ώρες συνολικά
If Mirror's Edge had been a proper, Cyberpunk movement shooter with a literal hand cannon. Rather than feeling more realistic, like Mirror's Edge, the shooting and movement is pure action thrills, air ballet, John Wick stuff. I'm glad to see the potential behind such ideas taken to higher heights. Ditch reality, embrace the fantasy.

If you enjoy a little "think on your feet" carnage, a little F.E.A.R. combat, a little Mirror's Edge fluidity, and gloriously destructive environments, you'll probably love this. It's a simple but satisfying game, easy enough to learn how to swing around the levels, but challenging to get really good at. It's also an enticing speed-running game, something I usually have no interest in. That's because the game play encourages it so naturally. Objectives are so simple in some levels that I could complete them in about a minute. Don't let that fool you into thinking the game is too easy though. Severed Steel also calls upon trial and error sometimes too.

Game's about 4ish hours, campaign is challenging and decent enough in length for the simple experience it is. I was delighted with each chapter and level that followed the last. If you need more content, however, there is more than just the campaign experience. There is a firefight mode in which you can unlock mutators, cannons, and new weapons, as well as a new game+ mode in which more variety is given to the experience (based upon your firefight weapon unlocks), with new enemies. There's even a roguelite mode with abilities and procedural generation for a mini campaign. Not to mention a level editor. What I'm saying is there's a lot to play and replay if the game play hooks you.

Story is given in simple, wordless, animated illustrations. I'm not entirely clear on certain things going on in the story but I understand well enough that this is a "down with the man" vibe, and you gotta escape the corporate oppression holdin' you down. Objectives are basically, "go stand on these buttons", "go find the things", "destroy the stuff", or "kill all these chumps", and delivered in a very SUPER HOT style. The game is stylish and very accommodating, very clear in where to go and what to do; and if you're ever unsure or don't have the time to navigate the map to find your objective, just blast a hole in the wall. I guess what I'm saying is, for a game that's as simple as John Wick's to-do list, there was a lot of effort put into the game, in every aspect, to make it endlessly addictive.

If I have one gripe, it's that I'd like to be able to change my HUD color without it changing the color of my hit indicators... I'd like to set the HUD to blue (or whatever color) without the "danger" sign being turned to blue as well. It's a little off-putting and unfamiliar.

TL;DR: Game's a vibe. Buy it now. Thank me later.
Αναρτήθηκε 24 Σεπτεμβρίου.
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Κανένας δεν έχει αξιολογήσει ακόμη αυτή την κριτική ως χρήσιμη
1.8 ώρες συνολικά (1.3 ώρες όταν γράφτηκε)
Doom and gloom, atmospheric first-person precision platformer. There are some collectables, of which I'm not sure if they serve any real purpose, but this game ain't Banjo. Think Mirror's Edge but more climbing than parkour, mixed in with ancient brutalist architecture and a bleak, lonely world.

Played the Demo awhile back and it was an instant "gotta have it" moment. I'm pretty early game but there seems to be a lot of climbing challenges ahead, I've already spent over an hour just trying to play through the first level (the original demo level) and get the shiny little collectables... some of which are insanely difficult to get! Makes me think there's a lot more to master or possibly I'll be able to return to previous levels with new abilities? Who knows.

I'm throwing up a positive review anyway. If it looks at all interesting to you, take it from someone who likes dungeon delving that this one is pretty great.
Αναρτήθηκε 21 Σεπτεμβρίου. Τελευταία επεξεργασία 21 Σεπτεμβρίου.
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11.4 ώρες συνολικά (10.2 ώρες όταν γράφτηκε)
Brutal Half-Like 2, with big S.T.A.L.K.E.R. vibes, and survival horror tension... There is definitely a dash of Resident Evil here. Oh, and while the player character, Vlad, may be Russian Gordon Freeman, he's certainly more vocal, and passionate about his weaponry.

It's certainly not perfect, but I'm glad I trusted my gut and bought this on release. There is... a lot of combat. Like, Slaughter map levels of enemies at times, throughout fairly lengthy levels. Levels are pretty well-paced, and easy enough to navigate, with enough signs to point you in the right direction, with the urban areas being probably the worst on that front.

This game may not be for everyone. I can see some considering this game to be frustratingly cheap or jank. The horror elements in particular, and the enemy A.I. is fairly simple. There are no jumpscares, but the nature of the running zombie enemies may frustrate some players. The combat is tough but fair, resources drop as needed on kills and with some exploration, but prepare to take damage.

Frankly, the atmosphere in the spooky levels is incredible. I have been thoroughly unnerved, and made quite paranoid. I feel the Dev had masterful control over how I felt, although there is a fairly regular pattern, alternating between progression and attacks. And, speaking of atmosphere, the chiller, Russian life vibes are immaculate. There is a LOT of rain and windy Autumn vistas, and playing this at night, in my room with the fan on full blast, just hit the spot.

***EDIT: I stopped to write this review right before the end of the game. Which is, frankly speaking, awful. There is absolutely no balance. I get that the idea the dev had was absolute war and chaos in the capital city, but my word. This is bad. Like, I've seen comparisons to bad Half-Life mods, like Hunt Down the Freeman, which I thought was a bit extreme... I think if I were to compare it to anything... imagine how tough fights can be in Stalker, except everyone's weapons do actual, consistent, near-constant outpourings of damage. And there are times where I just feel helpless, like I do not have weapons to appropriately deal with this kind of combat """design""", let alone the resources. I would say try to approach these fights like you would with the Stalker games, with the odd quick save, and pushing forward... But I don't know that I CAN say that. The game's design just flips the script and becomes utter chaos rather than a controllable power fantasy. And, as far as I can tell, enemies may just continue to respawn until you move forward, so I really wouldn't recommend trying to pick them all off.

I still recommend this game, but the developer was on something when he threw the end together. I don't know if it was a rush to finish or not fully thought out, I get it is "brutal", but this is frankly a war of attrition, not fun. Anyway, enjoy the majority of the game, then probably stop before the painful city sections and abrupt ending.
Αναρτήθηκε 16 Αυγούστου. Τελευταία επεξεργασία 16 Αυγούστου.
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16.3 ώρες συνολικά (9.2 ώρες όταν γράφτηκε)
Don't write Dread Templar off, like I did at first.

It may look like "just another Quake-like", but it really nails the kind of action and level design I expect from a Quake-type game. Not to mention, this game manages to make good use of an upgrade system, which I find some games don't quite do well enough. Mix and match passive buffs and perks, as well as weapon upgrades, to your heart's content, as you acquire more throughout your time playing. Don't like your chosen batch of upgrades? No problem, just switch out what "runes" you find, mid-mission. Not even weapon alts are permanent, if you don't want to keep one equipped. This ties really, really well into the secret hunting. The more secrets you find, the more powerful you end up becoming, and the secret hunting, as well as the puzzling Super Secrets, are really satisfying and cleverly placed. I don't mean to draw too many comparisons to Quake, but it really does remind me of the best of Quake community maps, particularly Arcane Dimensions. And, unlike certain other recently released Quake-likes, the level design is FAR from bloated. Levels are really tight and well-paced, with a lot of verticality, nooks and crannies, and impressive views.

My only gripes may be that the art direction causes a lot of environments to look... overly samey, like a lot of similar, very detailed texture work and colors. It gets a little mushy. Also, I don't care for the neon ♥♥♥♥♥♥♥ atmosphere of the "hell" levels. It looks like a Tiktok influencer puked all over it. IDK, maybe they were going for a "color out of space" type look, but it doesn't work for me. The only other thing is, so far, the "story" is unironically edgy. Like, maybe it's just such good satire that I cannot tell whether the writing is being genuine or not, but the narration and origin of the titular Templar is a bit... corny. Its nothing terrible tho.

Overall, I'd say this is an easy recommend if you want a fairly well designed Quake-adjacent experience. I keep finding myself being pushed (just on the normal skill as of now) to actually switch up my weapon use and, for once, use the bullet time at vital moments. And those upgrades to your arsenal/buffs are vital to improving, or even changing the experience. Talk about a rewarding time. I often find some games either have arsenals that don't really feel purposeful in their implementation, or the "oh so popular" bullet time ability is needlessly tacked on for some cool factor. But that is not the case here. I am far from dreading spending more time with this game, its just the kind of thing I love. Color me impressed.
Αναρτήθηκε 30 Ιουλίου. Τελευταία επεξεργασία 30 Ιουλίου.
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0.5 ώρες συνολικά
I hope you like brown, depressing nostalgia, and a quirky sense of humor.

👍👍👍
Αναρτήθηκε 28 Ιουλίου.
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