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Käyttäjän Watchtower viimeaikaiset arvostelut

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Näytetään 11–20 / 55
43 henkilön mielestä arvostelu on hyödyllinen
3 käyttäjän mielestä tämä arviointi oli hauska
yhteensä 43.0 tuntia (1.3 tuntia arvostelun laatimishetkellä)
Performance is super choppy and inconsistent, running dlss actually lowers frame rate(with any preset), while having rtx on was improving frames. 100 fps is chugging like it's 40, shadows are super wonky too.

I can't really say much for the rest of the package because the performance is such an utter hamper. Considering this is REengine I really hoped it'd be a smooth launch with as consistent as the engine has been for their other titles, but man this is abysmal and I really hope there's some hidden day 1 patch they forgot to roll out because even on a beefy machine it's certainly playable but it's such a detraction from the rest of the game.

Super sad to see this launch in such a state. I'd like to think the bad perception on launch would be a lasting image on a game and deter future horrendously optimized messes, but if Cyberpunk taught anything to other companies it's that it can be fixed later and won't hurt sales enough in the long run.

E: After many fidgeting with settings and trying out different performance mods, I was able to get the game to a playable, dare I even say smooth state for the most part, cities and certain other parts still absolutely chunk performance though. The game itself, as expected, has been super enjoyable but aint no way would I ever recommend this unless they have some miracle patch, and even then the release and fix later(if ever) trend is so disgusting.
Julkaistu 21. maaliskuuta 2024 Viimeksi muokattu 30. maaliskuuta 2024.
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
Kukaan ei ole vielä merkinnyt tätä arviota hyödylliseksi
yhteensä 46.0 tuntia
Fun little game with some (minor)technical issues.

Easily worth the asking price if you're into light-sim elements, there are quite a few different playstyles/approaches to suit whatever you're looking for. Gunplay/melee can be a bit janky, but the bows/crossbows hit the nail on the head.

Biggest complaints would be the somewhat shoddy performance without much you can do to improve it, and how laggy/ clunky the inventory system is. Going from 100+ fps 90% of the time to sub 40 during certain combat encounters kind of ruins the flowstate, but it wasn't a such an issue it majorly detracted from the rest of the package.

Probably 10ish hours afk and 15 spent before the final release, so 25 ish hours is right on the money for a fairly leisurely playthrough. Ending leaves the game open for future installments and hope to see them, some of their previous games were more hit or miss for me, but certainly would love to see more of their take on this genre.
Julkaistu 27. joulukuuta 2023
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
6 henkilön mielestä arvostelu on hyödyllinen
yhteensä 7.7 tuntia (6.0 tuntia arvostelun laatimishetkellä)
Combat feels like it lacks any weight, both in terms of how heroes feel as well as turrets. It all just feels super lackluster and unsatisfying. The monsters don't react to taking damage, everything just feels like it slooooowly drains the very boring health bar opposed to actually having intense engagements where you're trading blow for blow, there is zero excitement or visceral feedback to the combat. The strategy layer with turrets is just as lackluster and weightless. It's the worst parts of an arpg and tower defense game equally, opposed to a fun balance of the two. Dungeon Defenders/Orcs Must Die both find a good balance between the hero and defense parts that both feel satisfying, where as something like Riftbreaker's hero gameplay was rather weak, but made up for it by having a good tower defense/gathering segment. There just is no real standout mechanic in this.

A lot of the game seems like it's much more suited to coop, but there isn't a clear matchmaking system to even join random parties, on top of other people reporting progress isn't shared correctly just makes that aspect somewhat void. The AI for singleplayer not really using abilities effectively(or at all), and the game not having a built in system to counteract this(perhaps via slowdown on switching so you can actually micromanage instead of the clunky/slow swap system that's currently it) just makes skill expression even more null on top of combat just being boring in general, there just isn't really anything satisfying or rewarding to do in the game, imo.

If the multiplayer is fixed/seemless I could see this being fun for a few dozen hours(depending on how deep the progression system actually is, can't say 5 hours really revealed much there), but I really don't know how anyone could really find this enjoyable singleplayer.
Julkaistu 20. lokakuuta 2023
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
2 henkilön mielestä arvostelu on hyödyllinen
yhteensä 458.0 tuntia
Short version - Wait a year for the inevitable Definitive/complete edition or perhaps even DLC(with all the fixes the DE would have).

Game is amazing, but needed more time to be feature complete and iron out some of the fairly large immersion(and some game, though those are getting fixed asap) breaking bugs. Game deserves to be played at its full potential, and while the current iteration is still head and shoulders above its recent counterparts, I feel like if you have the patience to hold out for the full(or at least way more functioning) package, you'll walk away happier.

After 3 playthroughs(netural/rp 1st, evil 2nd, dumb good 3rd) with plenty of overlapping content, I felt like I was getting bits and pieces of a puzzle opposed to all the pieces supplied per run, because of the bugged dialogue triggers and the games reactivity peacing out. On my first run through It didn't ruin anything(outside of a serious bug in Act 3 which was fixed the day after I encountered it), though it did break me out the zone a few times. On subsequent playthroughs, I didn't quite have the rose colored glasses on and the issues were much more prevalent, but again going to stress my first playthough(the only one most players care about) wasn't majorly impacted and the game is great as is, it just has the potential to be so much more if things are properly added/fixed.

There is clearly a lot of cut content to get the game out of the door - if you play through the game and actually pay attention you can see just how vastly the story and plot points had to be shoehorned to fit this version. Anyone saying these changes took effect to dodge Starfield is very lost about the scope of time it'd take to've properly implemented them(6+ months, likely another year or more), like you wouldn't be getting entirely new areas or different endings if the game kept its September release date. I'm going to play devils advocate and say I understand why Larian released the game now opposed to waiting for another year without seeing a profit, but this leads to my only real issue/concern about the future.

They've recently stated that the games ending/the cut content was just that, cut content opposed to unfinished/rushed. I'm 95% sure that this is just them covering their tracks since the game still isn't out on other platforms yet and there's surely no way they'd admit the game isn't quite as complete as they'd like before it even releases elsewhere.

That 5% is very concerning though, if they're actually happy or think the current iteration is adequate that's super disappointing, There are so many unfulfilled areas of the game(literal areas as well as lacking reactivity) that just scream time constraints, if that isn't the case and they simply were happy with some of these cases that'd be a real shame.

I truly hope(and expect) this gets the same treatment their Original Sin games have gotten, where the weakest points of those games were later fleshed out with additional content/bug fixes. If this was any other genre of game i'd be roasting the game for being unfinished, but because it's my favorite genre as well as Studio(lets hope this doesn't change in a year or so) i'm very biased. I truly hate the PR language that accompanies everything and anything in this day and age, but seeing how many people are being completely disingenuous about the state of the game(as in the game is trash and completely rushed, ignoring the fact the game is still despite some issues not even on the same level as anything in recent times) it's understandable they have to cover their tracks, no one would want to buy a game that admits it's 90% done opposed to 100%.

E: Well, maybe no DE after all sadly. Still, with all of the mod support let alone the base game itself it's still pretty solidly my game of the decade and anyone with a slight interest should take the dive. Can't wait to see where Larian goes from here(gib more mommy malady please)



Julkaistu 30. elokuuta 2023 Viimeksi muokattu 27. marraskuuta 2024.
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
257 henkilön mielestä arvostelu on hyödyllinen
10 käyttäjän mielestä tämä arviointi oli hauska
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20
11
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yhteensä 9.5 tuntia
Gonna be honest, not sure why this is so highly rated, I had to double take to make sure this was full release and not still EA. Figure it's just people playing 2-3 hours(when it's fresh and fun) then just not going back to the game/revising their review later on, because this game has some of the worst replayability and balance.

Biggest gripes are the balance and lack of variety(in just about everything). First difficulty level felt like a good intro, nothing felt unfair, bosses weren't complete ass to deal with with mediocre loadouts. Second level you start seeing that some weapons are just completely unusable and you wonder if you're missing something - nope, just bad design. Bosses(the same 4, the only 4, the only 4) start to get a bit stale and gimmicky. Third difficulty is just fishing for an Arc Cannon on loadout select or restarting, because literally everything else is many leagues below it. Bosses and enemies in general getting the 40%(+?) movement speed starts to show just how badly the movement and collision is in the game. Everything takes 3x to kill because of the dogtier armor/shield system the game has. Still all of the same encounters, just mega aids now. The final boss glitches out and gets stuck in place every fight, but it's fine because the fight itself is so trash you're just happy to finish the run. It's like playing melee in a fight where the ai has infinite teleports and no cooldown on them.

The way the passive/actives(not class abilities but the nodes or whatever they're called) is actually a neat system, most of the node themselves are super lackluster but some actually change the way you play and at least early on you have to make choices on your limited slots, something that goes away once you start unlocking the progression tree. Speaking of the tree, the economy in this game is so stingy, it's made in a way that it'd take 15+ hours to likely unlock everything, which would actually be on the lower end for a roguelike, thing is this game doesn't have the content to back that up so artificially dragging it is just frustrating. The fact you don't get more experience/currency on stage 4 compared to stage 1 is also bad design, it'd be more efficient to spam the first level on Diff. 3 then do the all 4 stages because the reward per room/boss is the exact same from your first encounter to your final.

A lot of the enemies just feel awful to fight against - shield bros(both the Sumo guys and Mr Tower shields) are complete ass design. The exosuit enemies that grab orbs and mega buff/heal/turn on turrets are atrocious in their hitbox and lack of ranged options. The way bigger enemies on the highest difficulty can literally body block you while they have the Flash's speed and just gangbang you.. list goes on. Harder shouldn't equate making bullet sponges or just increasing a slider on the mobs stats. Make more environmental hazards, new mechanics, risk v reward objectives. This game fails in its design of difficulty by turning numbers up for the AI, and down for the player, it's not fun.

Outside of the stale encounter design, I was disappointed in how little content the game seemed to offer as a roguelike as well. The stages aren't varied, it's the same tilesets which are all reused, there is zero pro-gen involved and the pool per map is very low, you'll see every tileset within 2-3 visits to the locale and it gets old very quickly. Each class has a single primary, with the primaries and their upgrades in general being fairly lackluster and you'd have to get an insane gambit to even have them be your "primary" through the run. The secondary(what actually does damage) options do actually have some variety, but you'll soon find out the only things worth using are explosives and the arc cannon, with everything else getting severely outclassed. You also can just get the best weapons/upgrades upon starting the run.. so most people will just do that. There is just so little thought put into some of these systems when there are so so so many good roguelikes out there that showcase exactly why this sort of design is trash.

The music and art design are both super good and immersive, there just isn't much variety in either. The first few hours/runs as you're unlocking new stuff and things are still fresh are great, but once that honeymoon phase is over you see just how shallow the game is. 10 hours to clear on the hardest difficulty with 2 classes, probably only 5-6 hours of enjoyment from it. For $20 there are worse offenders, but honestly if you're reading reviews to see if you want to try this you care about the cost, and there are many, many better options to spend it on.

Julkaistu 1. elokuuta 2023
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
2 henkilön mielestä arvostelu on hyödyllinen
yhteensä 10.8 tuntia (10.4 tuntia arvostelun laatimishetkellä)
Was super excited for this upon learning about this game, sad when it was an exclusive but didn't watch anything because eventually it'd come to PC one way or another, or i'd play it on console.
2 Years later, i'm thoroughly let down. Extremely short campaign, weapon variety/balance is abysmal, most of the consumables are super underwhelming. The "roguelike" aspect isn't really there when you only die a few times, think it was 6 for me throughout the game and proably 4 of those were in the first 2 hours of my 8 it took to clear the main story. I'm sure for people that aren't experienced with how roguelikes/bullethells play it's a lot more difficult, but the lack of options to increase difficulty is baffling, though it'd just be artificial if they bumped the numbers up.

Biggest issues was definitely the lack of variety. The slow firing weapons were just all but useless due to enemy design in the final segments, not being able to influence what rolls are on a weapon was infuriating. The pistol went from being my favorite to being a never pick up due to the charged shot being on every one after unlocking the perks, meanwhile one of the rifles lets you tap the mouse button every few seconds and afk while the portals it spawns deletes the final boss. Enemies didn't change much, you have 3-4 zones or so each with little enemy variety throughout, and once you clear that zone you don't get those enemies anymore so it's always just fighting the same stuff instead of incorporating them into a bigger array. The way collision works in this game is just so floaty, the amount of times I'd fall off stuff and miss the mantle/dash back on despite being on the edge was to damn high, then you get a lovely bug which I thought bricked my run but really is just an issue that's been around since release where your screen goes completely black and you have to either reboot and risk progress loss, or get lucky and jump off an edge(and take damage doing so). Luckily, or badly depending on your difficulty preferences, the game gives you an insane amount of healing to the point of death being more of a am I going to get 1 shot then thousand cuts deal.

The bosses(the few) were all really really good. The fights themselves were super cinematic and i'd of loved more of that in the game, and thought the final boss was actually like the mid-point the way i'd heard the game described. I think I only died on the first boss due to the jankiness of learning the melee dodge timings, and the mini-boss before the final boss actually killed me twice and was a challenging fight opposed to the actual final boss.

I can't recommend this game at all honestly, outside of the spectacle of the fights it doesn't do anything super well. I didn't follow the story all that much but it just seems like it's a typical protagonist falling into mental disarray and coping, i'm sure if I really payed attention it'd be impactful, but I was here for a roguelike and didn't get much of one. The fact this is $60 is baffling - again outside of it looking pretty it really doesn't do anything well. It's just a visually pretty but otherwise mediocre bullethell. If this drops to $20 or so it'd be a much better value, but man for this pricepoint I feel like I got scammed, can't believe I was looking forward to this so much, what a let down.
Julkaistu 17. helmikuuta 2023
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
Yhden henkilön mielestä arvostelu on hyödyllinen
yhteensä 87.1 tuntia
One of those times I wish Steam would make the recommend more then a yes or no since there is so much nuance that goes into certain titles.

I won't say I love all of Firaxis' games, but like most others I thought their take on the modern Xcom has been amazing. I went into this game with my knowledge of how they did their tactical side of those games, when in reality Chimera Squad is far closer to what this is. They don't go for the larger scale battles(or battlefields), so a lot of the larger strategy in positioning for future moves ahead just isn't there. There are times where I'd spend over an hour in Xcom on a mission, and there are times where i've spent over an hour in Suns doing the same. The hour that was spent was vastly different, where in Xcom I felt rewarded for checking all the dots because there was so much player agency in any situation, in Suns there are a number of things that are out of your control or simply don't function in a consistent way. The very broken positional directions(the indicators for where a hero winds up is 50/50, and who they might move on arrival without having used something with knockback is wonky), and object manipulations all just don't feel well implemented. Some of the buffs/debuffs feel like they work sometimes and other times have no effect at all. Why does Blood magic only affect "attack" cards where lifesteal is just damage overall? What is the range for corruption jumping targets? Why doesn't Frenzy count moves/shoves/cures but it'll count a free-play card? There are just so many inconsistencies in the game. Pretty much all of the games animations for the heroes is top-tier, that'd be the one standout. Every time I unlocked an ult I was impressed(with the animation at least). Played on max difficulty after unlocking it towards the end of the first zone, there were a few missions that required a few restarts because of the exodia combos the game can throw at you(Dreadmaiden being a prime offender) but overall didn't have much trouble.

For the half of the game that isn't combat, I don't really have any positive take-aways from it. You get a decent amount of dress-up, but it feels somewhat half baked on everyone but the MC in how extensive it is, but it was overall nice to have some customization at least. I'd be curious to see if Dark/Light path actually has any real impact on the game, as I went dark and outside of sounding like a ♥♥♥♥ sometimes, there weren't any meaningful choices that actually altered anything. For the people that like the heavy social RP stuff(because this really is a huge chunk of where player power comes from, so not really optional), i'd be amazed if you'd enjoy the dry ass dialogue or the conversation options where you get a "yes" option but really that means no because why would the yes option be something affirmative? There are so many times where the reply I thought I was choosing did a 180 and went a completely different way. Felt like F04 all over again, you even get the "liked or disliked popup". There were a few heroes I actually payed attention to and actually liked, but when all of the ♥♥♥♥ that's optional to do has zero impact in the main-story dialogues or events it just feels ♥♥♥♥♥♥♥ pointless. You get all buddy-buddy with someone but as soon as some scripted event comes up in the main story it's cold shoulder time, then you get back after that event and it's cheerio again. Just makes everything feel lifeless and rips any immersion out the relationships evolving out.

The Abbey "exploration" zone was mostly kind of meh, though some of the side-stories it contains were great, perhaps because you don't have to go through the awkward dialogue and it's just reading someone else's account on things without needing to give the player "choices". The twist at the end of the game was so obvious if you finished the grounds storyline, I was expecting a twist for the twist it was so laid out because there was no way it'd be that simple.. right? Wrong evidently, it really just was that cut and dry.

The only way I'd really ever recommend this game to someone is they had absolutely nothing else to play and just want a lengthy(20ish hours of 90 was afk) game to play. I don't think the game is bad by any means and if there was a neutral i'd go with that option, but none of what the game does does it well, combat feels clunky, dialogue is so dry and not in an endearing manner, the RP it has is pointless and you even lose the character customization in the apex of the game, performance is hit and miss, there really aren't any standouts for the game to me. It's just exceptionally average(and if it wasn't an incomplete port that shoved mtx down your throat this might've tipped the scales from 40-60 to 51-49, I really hope the mtx being in game was forced from 2k).
Julkaistu 17. joulukuuta 2022
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
Kukaan ei ole vielä merkinnyt tätä arviota hyödylliseksi
yhteensä 7.2 tuntia
Feels(imo) and performs worse then their previous games. I was super excited for this game, but man the lack of impact of combat(melee doesn't really have the same cleave impact, and the guns are all super floaty with some being worse offenders) and how dull the classes(and lack of subclasses) feel is staggering. I know a lot of peoples biggest issues with the game is the torrid performance, but even if the game was actually optimized it still just feels so bland. The environments are probably the biggest strength of the game, super immersive and nails the setting. Everything is is just.. disappointing and a step back in nearly every avenue. The games lack of variety might get helped in the future via updates/dlc, but it doesn't really excuse the initial product, especially considering the amount of delays this has had. People using the "beta" as an excuse for performance are going to be in for a rude awakening coming full release.
Julkaistu 21. marraskuuta 2022
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
Kukaan ei ole vielä merkinnyt tätä arviota hyödylliseksi
yhteensä 9.0 tuntia (5.8 tuntia arvostelun laatimishetkellä)
Early Access -arvostelu
Not a ton to do and various balance issues - could be really good in the future but just not done cooking as is.

AI needs to improve past rushing the player, low-tier guns outperform the more rare ones which makes getting the rare stuff super boring, granted they have the game setting in the past, widening the weapon customization and weapons in general would be nice, they are taking liberties with the alternative timeline already so some qol like a clean optic would be nice. Throwables need to be added to counteract camping an area, or perhaps buff the flamethrower to serve the same purpose. The entire healing/fatigue system feels underdeveloped with missing animations(all the shotguns lack a reload animation as well I think?).

The entire ship segment just feels half-baked and essentially is whoever has the best spawn/ship gets to raid area first and can rush someone else's spawn, outside of boarding and hijacking the npc ship everything else you do prior to getting into the raid is nothing short of gimping yourself. Maybe the high tier ships with a full squad and actually wipe other players, but again it's just.. pointless feeling.

Sort of in the same vein as the previous point with things feeling empty - the first few runs are great but after a short time you notice all the maps are static - it's going to be a very short amount of time before the game turns into tarkov in terms of rushing other players spawns/loot areas. I'm surprised they didn't try to add in any sort of dynamic systems to help with mixing things up on the map, I understand it's a small team but you've gotta be somewhat clueless to see how quick the game loop on these maps will be meta'd extremely fast, having more open/dynamically generated tilesets will be crucial to the games longevity. Warframe would be a decent example where they do reuse their tilesets but the way they do so means there's always still some variation where you can't straight A-B something.

There's really only a few games in the same genre to compare this to, we all know what those are, if they can fix and expand on their current iteration of the game it won't ever be as hardcore some others, but it fills a nice niche when you want something more tactical then a cod, but don't want to have to sweat like Tarkov.

The one thing I've gotta commend this game on is the downtime between matches/inventory is amazingly low, after the first few matches sorting inventory is quick(though some of the ctrl-clicking needs to be fixed) and then you're back in que in under 2mins and in game in under 3. I doubt the game will get the scope it deserves just due to the team and likely budget being on the lower end, but if it does this'll be a super fun drop-in/out game, as is I couldn't really recommend people picking it up unless you know what you're getting in to and don't mind the fact the game potentially doesn't really improve past the current point, EA these days is often super sketchy so if you're worried about your monies worth/backing development it's a roll of the dice.
Julkaistu 3. lokakuuta 2022
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
32 henkilön mielestä arvostelu on hyödyllinen
yhteensä 5.2 tuntia (2.6 tuntia arvostelun laatimishetkellä)
Early Access -arvostelu
First area is what I expected of the game, different routes to chose or make, was super happy with it - the following 2-3 areas all felt extremely linear and lacked much outside the box thinking without intentionally placing handicaps on yourself. Considering this has been in development for 2+(2020 was initial trailer/demo, so probably quite a bit longer) years there really isn't much to play yet, 2-3 hours, and most of what is there doesn't really feel all that unique and linear.

The fact they're happy with the first few areas and consider them ready for a final release is worrisome, outside of the first area you lose a lot of the player agency to do unique things - it just becomes stab enemy in the back because they're blocking your A-B route. Doesn't feel complete. Not to mention there are still actual incomplete areas of the intro, such as what appears to be a boss fight and a missing dungeon. There are also quite a few audio bugs, especially when transitioning areas/around water.

Once the game is feature complete it'd be an easy recommend just because the genre this itches is in such low supply, but again with the progress that's been made since 2020 compared to the available content especially considering it got delayed - it's disappointing and likely a 4+ years off of a full release if they keep this pace. Hard to imagine this iteration of EA going to really do well with this type of game - it's to an extent metroidvania where you'll be backtracking a lot, so you're going to be coming across areas that are either going to be inaccessible or in the future going to have different ways to tackle them - both of which are going to taint the experience at the time and likely be shoehorned in until future updates smoothly connect everything. It's just better to wait for full release, even though that's going to be pretty far away.
Julkaistu 6. syyskuuta 2022
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
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