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ballsack tied to trailer hitch 最近的评测

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正在显示第 1 - 10 项,共 13 项条目
1 人觉得这篇评测有价值
总时数 3.8 小时 (评测时 1.8 小时)
the gunf store

poopmadness
发布于 2024 年 12 月 27 日。
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总时数 95.9 小时 (评测时 29.8 小时)
yup
发布于 2024 年 1 月 9 日。 最后编辑于 2024 年 1 月 11 日。
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总时数 56.4 小时 (评测时 22.8 小时)
抢先体验版本评测
they ruin everything they touch wtf
发布于 2022 年 7 月 19 日。 最后编辑于 2024 年 4 月 15 日。
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总时数 55.3 小时 (评测时 1.2 小时)
10/10, One of the only perfect games

I didn't express any interest in the Steam version of Quake prior to the soft-remaster, and even then, a buddy gifted it to me—thanks, Jesse.

Sourceports did the job just fine for over a decade. Steam's original version was raw, janky, and not very hospitable to any operating system post-Windows XP. I understand that I could've bought it for legal access to the files, but bear with me: I got the .PAK files for Quake and Quake II on—no joke—a bootleg CD that I purchased for $2 at a rummage sale in 2015. And more, those versions had working OSTs. Steam lacked them. I have no clue as to why that was; I guess the Steam version of Quake II is still missing its soundtrack, then?

In any case, this new version is intact, insofar that it includes every official expansion, as well as a new one, and the soundtracks for all; moreover, this port boasts slightly higher fidelity, and is the most accessible Quake has ever been. The multiplayer overhaul is as impressive as it is seamless. There's nothing wrong with the KEX port at all—simple as. Game's 25 years old, and holds up perfectly. Nightdive and iD knew that they didn't have to change much. This is the definitive way to play Quake.

Edit:
Dimension of the Machine is a solid 10/10, some of the best level design I've seen in an FPS.
发布于 2021 年 8 月 23 日。 最后编辑于 2021 年 9 月 3 日。
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有 4 人觉得这篇评测有价值
总时数 33.3 小时 (评测时 12.0 小时)
wall run
发布于 2021 年 5 月 8 日。 最后编辑于 2024 年 4 月 19 日。
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尚未有人觉得这篇评测有价值
总时数 105.2 小时 (评测时 50.1 小时)
munky cheese
发布于 2021 年 3 月 14 日。
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总时数 157.6 小时 (评测时 105.3 小时)
I like both DOOM 2016 and DOOM Eternal—that's a polarizing statement, apparently. I don't usually write reviews, but there's a lot to work with between these two. The foundation established by the first game is salient to the success of its sequel.

DOOM 2016 is tighter, and more consistent in its design throughout; it's impressively homogeneous in both departments of aesthetics and gameplay. It follows the strange, but nigh ubiquitous trend of having more detail in minutiae than its sequel, as especially evidenced in death animations and some shaders. I'm not inconsolable about that. DOOM Eternal more than makes up for it. Play 2016 first—Eternal only builds on its predecessor.

DOOM Eternal doubles down on the gameplay loop and provides more tools—and consequently throws more at the player. The focus on resource management makes the gameplay loop sufficiently meatier, and thus the skill cap is much, much higher, notwithstanding tech from the last installment. Quickswitching has been adopted by the developers, and is now the subject of a dedicated tooltip. That's always nice to see. The sequel's demon and, to some extent, level designs are 'campy' in comparison to those of 2016—though, as for demons, this is done with faithfulness in mind. As for levels, I, of course, refer to the hamfisted platforming sections. Truth be told, they break immersion—2016 was immersive. The platforming sections would, perhaps, look more at home in a Mario game. Do I care a great deal? Am I opposed? No, and no—I like them. Who plays DOOM for immersion? Eternal is a game first—a difficult game focused on gameplay—and the developers do not waver.

—I'd like to say that last part with full sincerity, I really would.

With the release of The Ancient Gods Part 2, multiple enemies have received outright nerfs (intentionally or otherwise), and some levels have retroactively seen to appeal to bad or impatient players, beneath the rationale of 'pacing.' It's a shame, really. The game's still excellent, though. Apparently, Hugo Martin's receptive to feedback. We'll have to see.
发布于 2021 年 2 月 24 日。 最后编辑于 2021 年 3 月 23 日。
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总时数 36.5 小时 (评测时 12.6 小时)
The game took me almost 13 hours to complete, with a lot of backtracking and such to collect runes, praetor tokens, and collectibles—exploration was totally worthwhile. The story is simple enough, though the game's pretty lore-heavy. I'll likely be preordering DOOM: Eternal.

The folks at id did a fantastic job of making the UAC facility a believable, yet gameplay-friendly place. Made my head spin, though. Lots of secret passages—vents and the like. One criticism I recall hearing about DOOM 2016 is that the game is effectively a bunch of locked-door arenas where the next door only opens when you kill every enemy. While I will concede that this criticism rings true for the Hell levels, I cannot say the same about stages taking place on Mars; the arenas are designed with purpose, though, and, if you play on Ultra-Violence or higher, they'll really force players to resort to variety. If the game didn't have that arena-shaped padding, one could easily blaze through it all. It was some damn-good padding—really fun. I'll admit, though, that the plasma rifle stun-bomb + super shotgun combo is cheesy as it gets; I didn't use the plasma rifle early-game, but picked it up later after reconsidering its potential. I'd recommend it. Gameplay was solid—DOOM's back. Actually, it's been back for a while. I just didn't play it yet.
发布于 2019 年 11 月 14 日。 最后编辑于 2019 年 11 月 14 日。
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有 9 人觉得这篇评测有价值
总时数 13,589.6 小时 (评测时 2,640.3 小时)
giant racist missile
发布于 2019 年 6 月 28 日。 最后编辑于 2023 年 7 月 10 日。
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总时数 0.1 小时
I have like 90 hours on this game; the launcher's broken lol
发布于 2018 年 8 月 18 日。
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