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Don't Tread on PC! 最近的評論

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總時數 518.5 小時 (評論時已進行 503.1 小時)
AAA games suck now. You're wasting your money if you buy any of them at full price (or at all, for the overwhelming majority.)

...Except this one.

I'm not going to give a detailed review, but I will give a bit of advice: If (when) you buy this game (and its DLC), make sure to grab the Seamless Co-Op mod if you want to play with friends. The experience is much more seamless (heh) than how the base game handles cooperative play, and it allows you to tune the difficulty if you're finding it too easy (or too hard) when playing with friends.
張貼於 2024 年 12 月 4 日。
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總時數 19.6 小時
You can view my playtime in CIv V and Beyond Earth on steam. I have several thousand more hours between Civ II, III, IV, Civ IV Col, and a bit in SMAC. When I say Civ VI disappointed me, that's a bit of an understatement.

When I started playing the series with Civ II, I was enthralled by the ability to develop and manage a civilization from the beginning of human history until the present day, and then a little beyond. And then with Civ III I discovered that the games could be modded pretty heavily to simulate almost whatever you wanted. I pretty much stopped playing the unmodded games at this point and exclusively played custom scenarios and such. Civ IV much be one of the most moddable games in existence, with what you could do being primarily limited by the technical capabilities of the 32-bit executable, as pretty much everything else could be completely rewritten, so if you didn't like a mechanic, you could change it. Later games in the series added some convenience features to modding that allowed for running multiple mods concurrently and an integrated mod repository, but never again did Firaxis release as much of the source as they did with Civ IV, and they also removed features like playing multiplayer with mods, which soured me on the series after that, but I still regularly play Civ IV and occasionally Civ III (both of which still have active, if small, modding communities.)

Now I didn't hate Civ V, but I would've preferred IV with hexes and a graphical/engine update. Beyond Earth, for all its flaws, at least had enough that was unique about it to draw me in, and convince me to go back and try it's predecessor, Alpha Centauri. Civ VI, on the other hand, failed to draw me in at all. I spent about 20 hours trying to find anything about the game that grabbed me, and finally just gave up. None of the new mechanics (including the ones introduced in DLCs) are interesting to me. I no longer feel like I'm shaping an empire, but playing a complicated board game that simulates shaping an empire, and does so poorly.

I just don't like the game, and I think that's a shame. Go buy one of the previous titles, or maybe wait for Civ VII and hope it's better (but it won't be.)
張貼於 2024 年 7 月 6 日。
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總時數 0.0 小時
Having just beat this for the first time, I decided to leave a review.

Cons
Performance
- While I only twice had any issues that affected combat twice, I'm running a pretty powerful machine and have anti-cheat disabled, so if you want to play online you're likely to have some issues. Comparing performance to the base game I would say it's noticeably worse, but I found it perfectly playable.

Progression
- In the base game you progress by killing enemies to level up, and exploring to find gear and upgrade items for that gear. In the DLC, your only meaningful progression comes from two types of items scattered around the map which increase damage and resistances for you and your spirits respectively. They've sucked all the engagement out of the progression system and, while it works, it just isn't fun. This is, in my opinion, the largest failing of the DLC and drags down several things that could otherwise have been good.

Emptiness
- There are lots of relatively large areas in this game (and I'm not talking about dungeons, I'm talking about segments of the open world) that essentially exist to hold one structure containing one item/boss and nothing else of consequence. While there were a couple areas that felt like this in the base game, It feels worse in this game. Maybe it's a consequence of needing to fit stuff into a smaller area so using way more verticality than the base game, and the fact that fighting most non-boss enemies isn't even remotely rewarding because of how progression in the DLC works definitely doesn't help, but I feel like on future playthroughs there will be several areas I only visit to find the mandatory progression items and then never visit again.

Mixed[[/h1]
Story
- Without spoiling, there are elements of the DLCs story that felt lacking or disappointing. Overall I loved how it expanded the world and answered some questions you may have had from the base game, but the main story itself feels like it falls short of the base game.

Combat
- Maybe I'm better at the game after playing through a couple times, or maybe being a bit overleveled and making sure I found as many of the mandatory upgrade items as possible before challenging any bosses made things easier, but I didn't actually find most of the bosses to be terribly irritating. Unlike the base game where several bosses had moves I couldn't figure out how to dodge without consulting the wiki (and Malenia has two), I only remember two bosses in this game I had that issue with. But I can't say I had fun fighting most of the bosses, part of which I'll blame on the progression system making it difficult to tune them properly, and partly on some of them having wonky mechanics or arenas that made their fights less enjoyable than they might otherwise have been,
There's also several non-boss enemies scattered throughout the map that have movesets more comparable to bosses and heightened healthpools compared to regular enemies that can present an interesting challenge, but I found myself avoiding them most of the time, and when I did fight them I generally didn't find the combat rewarding (largely due, once again, to the progression system.
But combat isn't all bad, and when I was tuned properly for an area (which oftentimes meant "all the way up"), I did find it enjoyable to figure out how to dispatch the enemies most efficiently, and the new gear can be fun to use, even if I found myself mostly using what I'd brought over from the base game.

Pros
Lore
- The lore in this DLC is amazing. I won't spoil anything, but several areas in this game despite their general emptiness contain massive lore dumps. In contrast to what I said in the "cons" section about emptiness, there are several areas in the DLC that I'll revisit just because of the lore (and because they look cool.)

Graphics/Aesthetic
- The DLC is beautiful. The areas, enemies, and weapons are all very well designed (aesthetically) and at least from a visual perspective I can't think of any that really feel out of place or underwhelming. Between the look and new mechanics of some of the new loot I'm already formulating ideas for some fresh playthroughs.

Loot
- While the progression system almost makes this moot outside some upgraded talismans, there is lots of loot scattered throughout the DLC. WIth my build I didn't get to test most of it, but what I did test was a lot of fun (a couple things even made it into my regular loadout), and as I mentioned I'm planning some new builds for fresh playthroughs.

Characters
- The DLC is smaller and shorter than the base game, so there are fewer characters, and fewer chances to interact with them, but there are some standouts even compared to the base game. My one complaint here is that I wish there were more characters we had the opportunity for repeated interaction with.

Conclusion
You may be wondering why I gave this a positive review, given that so much of it focused on the negatives or the mixed components. The reason is that I ultimately enjoyed my experience with the DLC. Did I enjoy it as much as the base game? No, but considering that I don't think there's a AAA game worth buying since 2020 other than Elden RIng, that's not exactly surprising. Did I get my money's worth out of it? Not yet, but I fully expect to be playing both the base game and the DLC for years to come.

If you're hesitant on this DLC, wait. FromSoft has already stated they plan on making balance and (i think) content patches that should improve on my biggest complaints (and they already made one adjusting the scaling of the progression system that should help quite a bit.)
If you're dying to play more Elden Ring, go ahead and grab the DLC. If nothing else there's more loot to freshen up the gameplay for an NG+ run in the base game.
張貼於 2024 年 6 月 28 日。
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總時數 50.9 小時 (評論時已進行 44.3 小時)
I wasn't even aware that Croteam was working on a second Talos Principle, so when I saw the "available now" notification in steam I was pleasantly surprised and went ahead and bought the game at full price (something I do very rarely.) The first game is one of the few puzzle games (or games in general) I consider to be a "must play", and while I think this game is a worthy successor, it leaves a few things wanting.

I'll start with the good. The new areas are absolutely beautiful. While none are direct copies of areas from the first game, they all feel as if they belong with those areas. And if you've every played the Myst series, I think you might find they've taken a slight inspiration from there.
The new mechanics are all interesting and (generally) well explained by the "tutorial" puzzles. They've also removed or replaced most of the less fun mechanics from the first game, which I'd generally consider a good thing.
I'm inclined to say the writing is top-notch, but given that a good chunk of it is excerpted from historical writers, philosophers, and theologians, I can't put all of that on Croteam. Nonetheless, even excepting what they borrowed from elsewhere, the writing is quite good.

For the "bad": While the new areas are absolutely beautiful, they are massive and somewhat confusing to navigate. The first game generally had tightly put-together levels that were very straight-forward to navigate and explore. The levels here are very indulgent and even with the signposts and compass, I often found myself having to backtrack or go around an unexpected obstacle to get to the puzzle I was trying to solve. And if you don't have the game installed on an SSD, you might be confronted with a _very_ low poly version of the level until the game has an opportunity to load it fully into memory (which in my experience usually didn't take very long) but did become irritating as I went back through all the areas at the end of the game to finish up any stuff I'd missed and complete the "Golden Puzzles" (which only unlock after you've completed every other puzzle in the game, annoyingly requiring that you go back through each of the 12 areas to solve one puzzle each.)
And for the puzzles, the first game (especially with the expansion) had a wade gamut of difficulties. Ranging from very straightforward to puzzles requiring several successive steps, careful timing, and positioning. At best, this game only really uses one of steps, timing, or positioning in any one puzzle, severely lowering the difficulty and complexity at the top end. This is especially disappointing as you reach the portion of the game where it stops introducing new mechanics, but doesn't combine more than two of them in any one puzzle. And (without spoiling) while the final puzzle is actually a series of 10 interconnected puzzles that could have been an interesting combination of all the mechanics you'd learned throughout the game, the main difficulty comes from the fact that there are several areas where you can fall off the map, which forces a (partial) reset, requiring you to re-solve any of the puzzles you'd already solved.
And while the writing is overall quite good, the story presentation I generally found to be a bit lackluster. Maybe I'm being a bit harsh on this point, but I felt like there were way too many dialogue trees used to deliver stories for a puzzle game.

Overall, where I'd say the first game is a low 9/ or a high 8/10, this one's probably a high 7/ or maybe a low 8/10. I think $30 is reasonable for what I got out of it, and I'm looking forward to the expansion I have to assume is coming soon™, but I wish they could've delayed this game a few more weeks/months to work on the later/harder puzzles and smooth out the last few rough edges.
張貼於 2023 年 11 月 27 日。
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總時數 7.8 小時
From the first teasers I knew that there was no way I wasn't going to play this game. I patiently waited for the full release since I didn't want to play the demo and spoil the game, and because at the time I had a terrible computer that had no way of running the game smoothly.

And I waited...

And I waited.

Then one day I notice this new puzzle game pop up on steam, and I think "This looks like that puzzle game I was dying to play. Wait, it is! They changed the name!" I immediately bought and downloaded the game. Over the weekend I spent many hours playing through the game's puzzles concurrently with a friend and marvelling at the insane geometries and beautifully minimalistic visuals.

This game was absolutely even better than I expected.
張貼於 2017 年 11 月 28 日。
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總時數 9.0 小時 (評論時已進行 8.6 小時)
搶先體驗版評論
I'm not going to focus this review on the merits of Wizard Wars' gameplay, beyond saying if you liked Magicka, you'll probably like this, and if you haven't played Magicka, you should play that instead, because it is MUCH better.

I purchased Wizard Wars because I found Magicka immensely entertaining, The ability to combine your core 8 elements in so many ways, along with the added benefit of specific spells which could be invoked, made for what was essentially a Combat Puzzle game. you had to know how an enemy attacked, what strengths and weaknesses it had, and how to exploit them.
Wizard Wars simplifies this system much by reducing the number of elements you can invoke at once to 3 (from 5), Having a seperate set of (4) spells you invoke by gaining some form of charge (gained slowly over time, or from kills), selected from a list of what it looks like will eventually be 6 each slot.

My primary issues aren't with the implementation of this system, or the core spell casting gameplay (it is fairly fun, but does somewhat lack both the depth and bredth of the original), but rather the way the game plays out (which I'll attribute to beta balancing issues, and leave for more toward the final release) the current implementation of the persistent leveling system, and the lack of any sort of player moderation.

As it is, it is incredibly easy to ruin the game for your teammates by simply killing them with friendly fire, and they have no recourse but to try and kill you back. No reporting system, no automatic punishment for teamkills, just TK for TK. By beta release there should have been features in place to penalize this kind of negative behavior, and improve the gameplay for those that actually want to play.

As for their persistent leveling system, it is completely circumventable, as any level and IGC items have an equivalent item which can be purchased with use of real money, and has no level requirement. Now, strictly speaking, any equipment you can purchase in game is no better than any other, but higher level equipment is more highly specialized.
In addition, their main system for allowing you to recieve rewards without purchasing them is HEAVILY stacked against you. There is a 'Secret Chest' which can be opened once daily, and allows you to get spell components, equipment, or currency. The quality of these items goes up as you win (not play, win) games, starting at one, then going to 2xafter one win, 3x after three, 4x after eight, 6x after 16(?) and 10x after 26(?). Problem is, the first 3-4 games will be reasonably easy to get, but getting that last game to get your 4x multiplier may take you 4, 5, or even 10(!) games. I can't say this is done intentionally, but it's incredibly frustrating to play so many games with nothing but a few coins and maybe 1 spell crafting component to show for it.

Ultimately the closest thing I can give to a reccomendation is "Go buy Magicka (and isn't Magicka 2 coming out soon...?)"
張貼於 2014 年 10 月 7 日。 最後編輯於 2014 年 10 月 8 日。
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總時數 424.2 小時 (評論時已進行 231.3 小時)
While I have enjoyed my gameplay in Civ V, and find a number of the new features to be great improvements to the series (Hexes, Faith, and Tourism), AND some of the incremental changes made to existing systems (Culture/policies, trade, resources), I can't help but think that aside from one (hexes), all this stuff either was done, or could be done in Civ IV.

That on it's own would not be enough to cause me to give this game a negative review, but the half implemented and often broken modding system simply kills much of the game for me.

I have always enjoyed tinkering with games and seeing what other people have done. Civ III got me started on this, and as such I have always expected the series to focus on this almost over the core gameplay features. If you look at previous games in the series (III and IV particularly), you see a number of small tweaks that people found more fun, more balanced, or more logical than the default game. Additionally, you found a number of scenarios ranging in scope from short, cut out sections of the default game simulating a historical era, to full conversions replacing everything in the game to allow for people to live out their wildest fantasies, and everything in between. These mods were fouund in abundance, and while perhaps difficult to combine, they were fairly simple to install and use with a minimal amount of computer knowledge.

With Civ V, a degree of user friendliness has been added, but it seems half implemented. Mods may disapear from your library if the game or the mod is updated. Multiplayer with mods is impossible without using third party tools and playing a hotseat game, or messing with the core install. Many features are incredibly difficult or even impossible to modify where before it was as simple as changing one or two variables. It's just sad.

All in all, I reccomend purchasing the complete edition of Civ IV, rather than this.
張貼於 2014 年 6 月 17 日。
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總時數 83.5 小時 (評論時已進行 53.2 小時)
***NOTE*** This Review has been edited to account for the release of all the season pass content and to get me the steam awards badge ***NOTE***

Game looks great, runs great, and is fun to play!

You develop an emotional connection to the characters and setting and will want to pick it up the moment you finish.

Gunplay is smooth, and with the Plas... I mean Vigors, you'll be able to do even more in combat.

And the Skyhook! Melee weapon and fast transport system all rolled into one, this little baby is quite an adequate replacement for your old wrench!

My one criticism is this game doesn't feel like it has as much to explore as the original Bioshock, it's very linear. You've got your one path do go down, you get to a 'hub', have your next path, then you get to a combat area. It plays very cleanly, but the exploration aspect has been minimalized here.

***EDIT*** Concerning the season pass content: When the game came out, we were promised three story DLC. In the end, we got one story DLC in two parts, and a non-story DLC with a handful of audio logs that fleshed out some of the characters a bit more. While the storyline of the DLC felt like a very appropriate farewell to the series, the season pass felt a little lacking in content for $30 ***EDIT***
張貼於 2013 年 7 月 2 日。 最後編輯於 2016 年 11 月 28 日。
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