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386件中 1-10 を表示
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総プレイ時間:2.2時間
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As with Takedown: Red Sabre, it’s clear that this studio’s strengths lie in their visuals. The animations, character models, weapon models, map designs, and even the UI to some extent, are all fantastic. It’s everything else that’s problematic.

Many mechanics are either buggy or straight-up don’t work, and some will even tell you that the feature hasn’t been added yet despite the game being released at full price and having no discounts over the three and a half year period the game was available. Allies can’t open doors, disarm traps, etc., and they take almost no damage even though the player can be melted in a matter of seconds. You also can’t switch characters like in Takedown, which means that when you die, you fail the mission.

The achievements for getting a hundred kills/arrests don’t seem to work, unless you have to complete the mission successfully in order for them to count, but I’m not going back to replay the same mission over and over again just to check when I know for a fact that I got the required amount of kills/arrests over the course of my playthrough. Even if that were the case, it’s a fifty-fifty chance that the game just wipes your score upon mission completion, so said kills/arrests might not even count towards your total in the end.

There are also only two missions and the keybinds menu makes me want to kill myself.

After re-reading my review of Takedown: Red Sabre, I can genuinely say that this game is less buggy and more polished overall, but it was still so far from complete even three years into development that it never should’ve been released in the first place.
投稿日 1月7日.
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総プレイ時間:4.0時間
A somewhat comedic take on the cyberpunk genre by the absolute powerhouse of a studio that is Monolith Productions. Although it’s advertised as a mecha game, it plays much more like a boomer shooter, which is good because that’s exactly why I bought it. It still crashes from time-to-time even after installing all of the fixes, but aside from some incredibly goofy-looking character models and what would now be considered low-resolution textures, it has some stunning visuals for a game released in 1998. I just wish the discounts were better so that more people would consider picking it up. The game hasn’t dipped below $5 since 2020, which is a shame as it only takes three and a half hours to see both endings (Assuming you make a save at the point of no return).
投稿日 1月7日.
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1人がこのレビューが面白いと投票しました
総プレイ時間:3.3時間
Remasters like this should be left for games which don’t already have a Steam release, because there’s really no reason to buy this over the original. I was hoping to review the game on release day when the original game was still fresh in my mind, but for what they’re charging, that was never gonna happen. If it was half the price, maybe, but even then I’d be apprehensive. At its current price, you can afford to buy the original game AND Jedi Academy so you can play the two best versions, plus you’ll still have half the money left over to spend on whatever the ♥♥♥♥ you like. Meanwhile, Aleph One has ported the entire Marathon trilogy to Windows AND released it for free. The only reason I even own this version of the game is because I got it along with the System Shock remake and five other games I didn’t have for three-quarters the price on Humble. The only way you could justify buying it at full price is if you don’t mind paying a 500% markup to avoid unpacking a single ZIP file.

Pricing aside, let’s briefly talk about the actual game. It’s cool seeing the 3D cutscenes rendered in full HD, although for some reason they’re rendered at a choppy 30fps-framerate with a shocking average bitrate of less than 4k (For context, the average Youtube video ranges from 2k-6k, whilst most high-definition movies sit around the 10k mark), but the 2D cutscenes are arguably inferior and the actual gameplay is no different than the original with TFE installed. It’s still the same linear three-hour experience, only quicksaving has been removed and aim-assist is enabled by default with no way of disabling it. The soundtrack, although slightly improved, is still just a set of MIDI files using an updated soundfont (Which TFE also has an option for). You can technically change the soundfont to whatever you like, but there’s no setting or config file, so it has to be manually replaced and renamed every time you want to switch it up. The very least I was hoping to get out of this release was a full orchestral remake, but I guess I’ll be sticking with the few fan-made covers released on Youtube over a decade ago.

I know this project doesn’t have a big publisher backing it, and it probably didn’t attract a whole lot of investor attention due to Dark Forces being a Legends IP, but after seeing the Jedi Academy mod, Jason Lewis’ reimagining, and most recently the Shadow Art VR project, all of which have either been shut down in silence or died of their own accord, I can’t help but feel like we deserve more than some new cutscenes and allegedly upscaled textures. With Nightdive’s success on the System Shock remake, this seems like a big step backwards for the company. I just hope that eventually Dark Forces gets the treatment it deserves.
投稿日 2024年12月25日. 最終更新日 2024年12月28日
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総プレイ時間:4.2時間
Usually the Vietnam war is as a good setting for FPS games, but this just isn’t fun. The game’s clearly meant to be played in third-person because your player’s not actually tall enough to see over the grass in most places, which sucks because I bought this game for the first person gameplay, yet enemies can see you even when prone amongst a field of six-foot reeds. The gunplay is mid at best, and enemies will often either oneshot you or do less than ten damage after emptying four mags in your general direction. As a result, I would often find myself wiping out roaming pairs of enemies and then instantly quick saving before a sniper picked me off from behind a bush whilst standing on top of a rock outside of my render distance. Teammates often get stuck on random bits of geometry and then flat-out ignore the follow command, which is particularly annoying as it means I have to constantly check that my teammate is behind me, otherwise I end up needing to make the trip to exfil twice over. This is made even more annoying by the encumbrance system, which essentially means that at any less than max health, you will lose stamina at an increased rate depending on how many items you’re holding. Once you run out of stamina, you'll be forced to stop and catch your breath for a couple of seconds like in the original S.T.A.L.K.E.R. The game doesn’t work properly without dgVoodoo despite this being a port from 2016, and even with dgVoodoo installed, it was still prone to random crashes.

With the exception of the setting, it just feels like an inferior Ghost Recon game, which is a shame because Ghost Recon: Vietnam sounds like an absolute banger of a concept. I can see how the multiplayer might be fun, but the game doesn’t exactly have a bustling online community, so you’d probably be better off trying to find a match in Battlefield Vietnam. I wouldn’t recommend buying it unless you have some kind of nostalgia for the game, which I certainly do not.
投稿日 2024年12月22日. 最終更新日 2024年12月22日
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総プレイ時間:2.3時間
I’ll be honest, I didn’t even know Guns Of Icarus had a predecessor until I looked on the Wikipedia page earlier this month. This entry displays many characteristics of what I would assume to be inspirations (Laputa: Castle In The Sky, Mad Max, maybe even a little Star Wars or Fifth Element), and I feel that a lot of said inspiration was also lost during the development of the following entries. Then again, I haven’t played any of the Icarus games in over a decade, so maybe I’m just misremembering. The concept and gameplay loop are both solid, but in the end, it really does just feel like a low-budget Guns Of Icarus. It’s got a good soundtrack, although there’s only one song, and the campaign has a decent bit of “content”, but due to the way the campaign actually works, you need to do at least three full playthroughs in order to see it all. Each level is essentially timed survival, but depending on what path you take, you’ll get more/harder enemies and different loot upon level completion. There’s also a bit of lore on each destination in-between levels, which is accompanied by some decent art. The UI is a mess and it lacks basic options such as a sensitivity slider, plus there’s a really weird post-processing filter which makes the entire game look like ass.

It’s not bad, but even as a fan of singleplayer games, I don’t see a world in which I would ever choose to play this over either of the sequels. If you’re a fan of the Guns Of Icarus franchise, pick it up on sale for a dollar and see where the series got its roots. If you’ve never even heard of Guns Of Icarus up until this point, give it a pass.
投稿日 2024年12月21日. 最終更新日 2024年12月21日
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総プレイ時間:1.7時間
This is a pretty generic WW2 shooter. Guns feel fine, sound design is fine, it’s got a somewhat unique look which I simultaneously love and hate, and it runs without any major issues as long as you configure the display settings from the config exe rather than the in-game menu. There’s a bit of jank here and there, and there are only nine short missions, but the game often goes on sale for a dollar, so just wait and get it then.
投稿日 2024年12月20日.
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総プレイ時間:1.6時間
Despite not actually being part of the Mortyr series, this plays very much like Operation Thunderstorm. In fact, my review for Operation Thunderstorm was originally written for this game and then edited to fit contextually as I played them out of release order. The protagonist is joined by some friendly AI this time around, so instead of moving as a single indestructible soldier, you move as three indestructible soldiers, and the enemy AI seems to be significantly worse overall. All of the missions are once again very short, and one of the maps seems to be recycled, but the voice acting in this entry is greatly improved. If you like one of these games, you’ll probably like the other as well.
投稿日 2024年12月18日. 最終更新日 2024年12月20日
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総プレイ時間:8.8時間
It’s a pain in the ass to get working on modern-day hardware, and pretty much nothing is explained to the player, including many of the core mechanics which weren’t a part of any other game at the time and generally still aren’t today. That said, after about an hour of troubleshooting and familiarisation, you’ll be able to properly play what I’d consider to be one of the best tactical shooters on the market.

It’s leagues above any entry to the Rainbow Six series, and as much as I like Ghost Recon, the urban CQC setting of this game does just enough to carry it to the top of my list. Where Rainbow Six was more about planning an approach, SWAT 3 is much more about improvisation and coming up with solutions on the fly. Instead of a pre-arranged route, you get a wide range of commands you can issue to your squad, who you’ll have to rely on at least a little in order to successfully accomplish your mission. The one thing these three franchises truly have in common is that they all need to be played in short bursts.

The main campaign has sixteen missions. Most of them are pretty generic, but they get the job done. No clue what the devs were smoking when they designed that sewer level, though. On top of the main campaign is a secondary ten-man campaign added in the GOTY edition. It features two new maps, both of which have their own merits, but the rest of the campaign is just recycled maps with very simple objectives. Surprisingly enough, there are also nine bonus missions you can’t find in either campaign, and honestly, these are some of the most memorable ones in the entire game. Pretty strange design choice if you ask me.

Aside from the technical issues I alluded to in my opening sentence, the only real problem I have with this game is that there’s always at least six people screaming over eachother at any given moment (You, your team, and TOC). That aside, it’s a good game. Now all we need is for Microsoft to tell Activision to tell Sierra to release SWAT 4 on Steam. God, what a mess.
投稿日 2024年12月6日. 最終更新日 2024年12月6日
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総プレイ時間:2.0時間
I don’t see how people can say this isn’t a Shelter game. Sure, it doesn’t have the same circle-of-life motif as the other mainline titles, but it really doesn’t need it, and every other piece of the equation is there; it combines the point-a to point-b pathing of Shelter 1 and Paws with the open world of Shelter 2 and Meadow, all while keeping the maternal survival gameplay of the mainline series. The achievements are the most manageable they’ve ever been outside of the original game, which didn’t have any, and it has more content than any other game in the series, although you need multiple playthroughs to see it all. Many of the bugs and performance issues from the previous games have also been fixed, although I did notice a few small frame drops throughout the course of my playthrough.

The main issue with this game is that it’s extremely slow. Your herd’s hunger bar is shared with the stamina bar, so in order to keep all of your elephants alive, you’re gonna be walking a lot more often than you will be running, especially if you go the desert route like I did. Most predators can’t be deterred so much as avoided, as far as I can tell, and many of the mechanics aren’t particularly well explained, which resulted in half of my herd dying before I even reached the first landmark on my initial attempt. Aside from those few issues, and the once again quite steep price point, it’s a pretty good game. Far better than Shelter 2, which I still don’t understand the hype for.
投稿日 2024年12月3日. 最終更新日 2024年12月16日
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総プレイ時間:6.8時間
Yeah, this feels rough. Most of the parts needed for a good tactical shooter are there, but they just aren’t assembled correctly. I genuinely think the maps are quite good, and I like the half-stylised half-realistic visuals, although they do look a bit outdated for a 2014 release. You can’t lean whilst moving, teammates often get stuck on walls and doors, friendly AI kills hostages even when no enemies are nearby, there’s a pause between swapping characters, which often ends in your entire team getting wiped out before you can even take control of the second unit, there’s a bug where the sound sometimes just stops working, there’s a bug where the run button stops you from moving entirely (Which is particularly annoying when you’re playing a high armor class as they can’t sprint), and the game often crashes on the cargo ship level, which is one of the hardest in the game. Enemies don't hesitate and have pinpoint accuracy, plus everyone including the player can be one-shot if hit anywhere BUT the head. Given the nature of the bots, and the wide surface area of the Achilles’ heel, this makes it extremely easy to die. As a result, the five missions this game has to offer, each of which should ideally take ten minutes to complete, ultimately took six hours of attempts. With a little bit more polish, I really think this game could’ve been a spiritual successor to the earlier Rainbow Six titles, but it didn’t even meet that bar, which if you’ve read my previous reviews, you know I consider to be quite low.
投稿日 2024年12月2日. 最終更新日 2024年12月2日
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