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Neue Rezensionen von Hyperspeed1313

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3 Personen fanden diese Rezension hilfreich
0.0 Std. insgesamt
- Verify my X-52 Pro HOTAS has profile for on-foot
- Enter on-foot tutorial
- The on-foot profile is literally mouse & keyboard
- Dig out DualShock 4 controller and load its profile
- None of the button hints have DualShock button icons. They’re all [JOY#] so I’m guessing based on experience with other FPS games
- Bindings are actually pretty intuitive but none of the menus work because all of those bindings are all on the X-52 HOTAS.
- Kick some ass in the tutorial
- Make an on-foot binding for the X-52 HOTAS & run the tutorial again.
- Die during the same fight
- Respawn and sort of make it out alive
- Go into the real universe
- Take first job from a concourse to smuggle something
- Not sure how to pick up the illegal goods as there’s nothing in the mission board
- Spend 15 minutes confused before finding out it was in my backpack I didn’t know I even had
- Fly to destination with the contraband in backpack
- Get randomly stopped for inspection while walking around settlement and told if I refuse they’ll use lethal force
- I stop & let them scan me, thinking I may get a fine but should be fine otherwise
- They see the contraband
- I have a fine put on me, but suddenly the entire colony’s security forces are shooting at me.
- I die in just a couple seconds because I didn’t even have shields up
- Have to pay the fine to respawn
- Wake up in a prison cell? Hostel room? IDK. Wonder where in the colony this is…
- I’m actually in another system over 70 light years away from where I died and shout “what the ♥♥♥♥” to my empty house of myself and my cats

In all seriousness, performance tanks so expect to drop your settings a preset or two to maintain framerate comparable to Horizons when on-foot.

The aforementioned bindings suck. I know a HOTAS is a horrible FPS input but the problem is E:D just doesn’t support multiple devices easily as there’s a fixed number of bindings per action regardless of how many input devices you have.

The experience I had with the DualShock 4, apart from the menus not working due to the HOTAS having those bindings, was good. The completely unwarranted execution however is bizarre. I guess this is where the GTA cops end up in the 34th century.

I’m a little worried how it’s gonna fare on my Steam Deck performance-wise.

On the whole I’d give it a Meh if Steam had that option but since it’s fairly cheap now I’d say it’s worth it, especially since you can run the Horizons build still if you want.

Edit after more playtime: it was easier to just add the second UI bindings to the DualShock controller and take away the M&K bindings. Gamepad is the way to go for on-foot IMO
Verfasst am 20. Dezember 2024. Zuletzt bearbeitet am 21. Dezember 2024.
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3 Personen fanden diese Rezension hilfreich
1 Person fand diese Rezension lustig
31.2 Std. insgesamt
This is a game that really needs a "meh" option for reviewing. It introduces unique puzzle mechanics as you progress, but it felt like most of them overstayed their welcome (i.e. the game feels padded for length/the puzzle elements weren't varied in their use enough to present unique challenges each time you use them). The difficulty of the base game is also quite easy with rare exception. The optional objectives were challenging, and I did need a guide to help me get all of them, but that goes to show that this game isn't designed all that great. The difficulty goes stright from easy-ish for required objectives to "I have no clue and I've looked all over this map 10 times" for the optional ones.

The game does pose some very interesting questions about humanity in how it presents its narrative, but I don't think the time and effort you have to put into the game to get through the puzzles was worth it. I've played a lot of puzzle games, and this is one of them that I definitely *won't* be coming back to ever again.
Verfasst am 18. Februar 2024. Zuletzt bearbeitet am 18. Februar 2024.
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Niemand hat diese Rezension als hilfreich bewertet
3.5 Std. insgesamt (2.9 Std. zum Zeitpunkt der Rezension)
This mod is in a difficult place for reviewing because while it may be worth your money, the other Portal 2 mods are much better; Portal Stories: Mel and Portal Reloaded both get much higher recommendations from me than Aperture Tag, and those mods are both free. There's a certain jankiness to using the paint gun that can make portions of the game frustrating, as well as only being allowed to load the last autosave, but overall the experience is decent.

Aperture Tag makes me wish Steam had a "neutral" option for reviews. Buy it on sale (I only spent $1 US so there's steep discounts to be had if you're patient).
Verfasst am 25. August 2023. Zuletzt bearbeitet am 25. August 2023.
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Niemand hat diese Rezension als hilfreich bewertet
8.8 Std. insgesamt (3.7 Std. zum Zeitpunkt der Rezension)
This ain’t a game, it’s an interactive work of art. Oh, and it's pretty good as a game too
Verfasst am 29. Juli 2023. Zuletzt bearbeitet am 30. Juli 2023.
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Niemand hat diese Rezension als hilfreich bewertet
0.5 Std. insgesamt (1.9 Std. zum Zeitpunkt der Rezension)
Ignoring the price, Superliminal gets a "Meh" from me. Factoring in the (at time of writing) $20 USD asking price, I can't recommend it. Even at the summer sale pricing of $12 it still feels too expensive.

Superliminal has some good ideas behind it, but unlike the likes of the Portal series, Superliminal depends too heavily on its single main mechanic without any difficulty ramp to keep you interested. If this game ran much longer I don't think I could have been bothered to finish it.

When the game throws a new curveball at you, it'll be good the first time then be mundane when/if you encounter it again. To my mind, Superliminal may be worth a single playthrough, but only if you get it for a sale price.
Verfasst am 3. Juli 2021. Zuletzt bearbeitet am 3. Juli 2021.
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2 Personen fanden diese Rezension hilfreich
0.9 Std. insgesamt (0.7 Std. zum Zeitpunkt der Rezension)
I think this may be the genuinely worst Sonic game ever made. They got rid of Sonic's speed and introduced a control system that has neither a tutorial nor sensible design. And the whole game feels like it was designed with the sole purpose of being a Super Mario Galaxy clone. Would not recommend a buy even when it's on sale.

UPDATE: Back again because I forgot how bad this game actually was. It honestly feels like a mobile game got ported to PC. The graphics settings are nonexistent, and there's buttons always at the lower corners of the screen as if I'm supposed to be able to touch them... with my controller. My hatred of this game is reaffirmed.
Verfasst am 20. Dezember 2020. Zuletzt bearbeitet am 15. Februar 2022.
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Niemand hat diese Rezension als hilfreich bewertet
12.6 Std. insgesamt (5.1 Std. zum Zeitpunkt der Rezension)
Just watch Sonic X
It's glitchy and unstable. The treasure hunter levels are frustrating as all hell. The only reason this has anywhere near as high of a score as it does is because of the nostalgia factor. It's genuinely a bad game. Don't buy it. If you want to see the story, watch the Sonic X TV show, 'cause it did this story arc a whole lot better.
Verfasst am 23. Oktober 2020.
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Niemand hat diese Rezension als hilfreich bewertet
1 Person fand diese Rezension lustig
21.9 Std. insgesamt (19.1 Std. zum Zeitpunkt der Rezension)
Possibly Worth A Buy for Only the Rabid XCOM (Lore) Fan
It's 2019. I played this game once before and I enjoyed it quite a lot. But that was many years ago. It's a lot worse this time around. Some of that is just me having played it already, but some of it is the game itself aging.

First and foremost, if you buy this game, TURN PHYSX OFF. It has been the source of every single crash I've experienced with this game. And due to some bug I have to play at 1920x1080 maximum if I want to have a full 60 Hz on my 4K display as anything above that automatically caps the game's refresh rate to 30 Hz. Meanwhile if I play it on my 1920x1080 display NVIDIA DSR upscaled to 4K it still renders at a full 60 Hz...

If you're here only because of the lore and not the story, the only lore it provides is the origin of the XCOM project. Nothing that's relevant in the other XCOM games, even the Ethereals matter, as these seem to be different Ethereals from those in XCOM: Enemy Unknown.

I liked the story, I will admit, but the delivery method was a bad choice. Most of the plot advances through dialogue, and almost all dialogue is delivered via selectable responses (usually you can listen to all of them). In many instances, the same or nearly identical dialogue is used for multiple selections in different conversations, or even as different options for the same conversation. And worse than that, no matter the situation of the conversation, the camera angle is always the same and the character stance is always the same "two people indifferently staring at each other." So it really looks half-baked. This game would have seriously benefited from traditional animated cutscenes where the dialogue was imparted clearly, concisely, one time only, and with something that makes the characters look like they actually have some semblance of emotions.

The controls for this game are also sub-par IMO, as several inputs that should really be separate (i.e. sprinting, going into cover, and jumping over barriers) are all bound to the same key as a single binding, even on mouse and keyboard. Because it's all the same button I've killed myself many times by doing the wrong action. Also, sprinting kind of sucks because the character always sprints forward the way the avatar is facing, not the way the camera is facing. That's also killed me many times.
Verfasst am 14. Juni 2019. Zuletzt bearbeitet am 17. Juni 2019.
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85 Personen fanden diese Rezension hilfreich
1 Person fand diese Rezension lustig
71.2 Std. insgesamt (35.2 Std. zum Zeitpunkt der Rezension)
Early-Access-Rezension
SimAirport vs Airport CEO

Construction
AirportCEO has you hire a contractor for your construction, and this contractor has a limited number of workers which you can utilize. When you're done with a project, you can simply dismiss your contractors and they'll leave the site. You keep your contract and can call them back whenever you need them. Interior construction is on what appears to be a 1 m square grid and external construction and foundations use a 4 m square grid. Especially if far away from the contractors' offload site (where they go when inactive) more than 50 contractors are needed to complete even moderately sized projects quickly. Unfortunately there's no way to expand the pool of contractors since you can't sign multiple contracts at once even though it would be quite useful from time to time.

SimAirport has you hire workmen directly. This invokes a hiring cost and to have them leave the site requires you to pay a termination cost. This is because your workmen also have functions as full time staff, being the workers that perform maintenance of your airport. Airport CEO has you hire separate service technicians for maintenance. Except for large projects, you should never need more than 30 workmen to have a project done fairly quickly, though this is in-part due to the reduced airfield scale. SimAirport uses what appears to be a 1 m grid for interior construction and foundations and a 10 m grid for exterior construction.

SimAirport has planning tools to help you design your airport before spending any money on a project. These tools should really be in Airport CEO too. In addition, you can cancel work orders with a right click whereas the only way to cancel construction in Airport CEO is with the bulldozer tool.

Winner: SimAirport

Terminal Customization
Airport CEO gives you basic elements of a terminal that are necessary:
  • 2 gate seats
  • Smaller, less sophisticated and larger, more sophisticated security checkpoints
  • 16 floor types
  • Custom shop/food shop objects
SimAirport gives you more elements to customize your airport and makes it feel more alive:
  • 3 types of gate seats in 3 sizes (for types B and C)
  • Metal detectors, baggage scanners, ID check stands, and full body scanners to design your security checkpoint how you want it
  • Automated ticketing kiosks in addition to the staffed check-in desks, for those without checked luggage
  • 52 floor types, though a couple are duplicates
  • Multistory terminals (in development for Airport CEO as well), up to 3 stories above ground and 2 basement floors
  • Standalone food kiosks as well as custom shop/restaurant construction tools, including a behind-the-scenes airport kitchen
  • Moving sidewalks
  • Escalators (though no elevators for some reason)
  • Flight status boards and info kiosks
  • Queues that can be assigned to multiple objects (e.g. a queue for multiple ticketing desks)
  • First class and flight crew lounges
  • And more!
The big complaint I have for SimAirport is that we can't make a skybridge for airplanes to taxi underneath while connecting the terminal overhead. All foundations down to ground level have to exist to build up a new floor.

Winner: SimAirport

Airfield Customization
Airport CEO uses a scale for its aircraft that appears 1:1 in comparison to the terminal. It uses what appears to be 4 m grid for airfield elements like stands/gates, runways, and service roads. Your airport can begin by servicing General Aviation (GA) airplanes using only a grass runway, grass taxiways, and grass stands. You can then upgrade the airport with at terminal, paved runways and taxiways, and eventually, larger, paved gates with jetways. Service roads can mapped ontop of taxiway foundations, allowing a service road to cross or run on a taxiway.

In addition to gates, you can also have remote stands for your commercial flights, where an airside shuttle carries your pax from the gate desk to the airplane elsewhere on the airfield. And with GA in this game, your commercial ops aren't the only thing keeping your huge airport busy. That said, expansion of your airfield is limited; you start with the southwest quarter of the land and can only expand buy buying another even quarter.

SimAirport appears to use a 10 m grid for exterior construction. This grid is large enough for the width of an entire taxiway or runway, and a small gate only uses a 2x2 space. This does, however, impact the scale of the aircraft. Even an A350 which has a 6 m exterior diameter is less than 3 m wide in SimAirport. The longest a runway ever needs to be, even to handle XL aircraft, is only 240 m long, hardly realistic for jumbo jets that rarely take off from runways less than 7000 ft (2100 m) long (though with the ~1/2 scale aircraft, only ~1000 m. Service roads can be built in SimAirport, but vehicles will just follow the taxiways if they're the fastest route.

Land expansion is more granular than Airport CEO, letting you buy strips of land bordering your existing property on any side you wish until you reach the maximum land size. Though with the light rail and road bordering your west edge and the limit to only 1 dropoff and 1 pickup zone, your options for westward expansion are pretty limited.

Winner: Airport CEO

Management/Gameplay
Both games feature a career mode with unlockable elements and a constrained cashflow. Airport CEO requires you to research through the Procurement menu, the same menu used for vehicle acquisitions, and does not reveal new technologies until you unlock their prerequesites. SimAirport uses a tech tree that maps out all your research right from the start. There is more to research in Airport CEO, in part because some elements that are locked in Airport CEO are unlocked from the start in SimAirport.

The Conveyor systems of the two games are both functional, but in different ways. Given SimAirport's multistory terminal construction options, you can do more with conveyors in SimAirport than Airport CEO, but expect that to change once Airport CEO gets multistory terminals. I will say that I prefer the tip-tray idea used by Airport CEO becuase it's more realistic.

Both games have a lot of waiting. If you're cash-strapped, a loan (pick from a few sizes in Airport CEO or specify loan size in SimAirport) can get your airport moving quickly again, but if you have the time to walk away and let your airport make marginal profit, there's no reason not to. Probably 60% of my logged SimAirport time is AFK for that reason. Construction is another reason to be AFK, though mainly in Airport CEO sandbox mode.

Winner: Draw

Performance
With a system spec of a 4 core i5 4690k and a GTX 970, SimAirport uses at most 65% of the CPU and can dip down to below 10% during the quieter parts of a medium-sized airport's day.

AirportCEO utilizes the entire overhead of my CPU to run, for some reason still consuming 70% of the CPU even with time paused. Changing the render quality had no noticeable effect on this, but you will likely notice a difference if running Airport CEO on a computer with integrated graphics. The pathfinding is very unstable and can brick an airport permanently.

Winner: SimAirport

Miscellaneous
SimAirport: The keybinding page is unusually designed. Instead of giving each of the actions and showing the bound key, SimAirport shows the keys in alphabetical order and then has you choose the action bound to it from a dropdown menu. The camera pan speed is fixed at a set (and quite slow) speed as opposed to scaling the speed based on zoom level; this makes panning the camera almost irrelevant as it is far quicker to zoom out then move the cursor where you want to look and zoom in again (Also, zoom only centers on the mouse pointer when zooming in...).

Overall Winner
Realism: Airport CEO
Gameplay: SimAirport
Verfasst am 2. Januar 2019. Zuletzt bearbeitet am 12. Februar 2019.
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Ein Entwickler hat am 2. Jan. 2019 um 17:32 geantwortet (Antwort anzeigen)
Niemand hat diese Rezension als hilfreich bewertet
1.3 Std. insgesamt
A Great Little Puzzle For One Playthrough
Gorogoa gives you the satisfaction of examining all the little details and finding how to piece them together (or stumbling into the solution on accident). Giving more than that would really spoil some of the experience. Sadly though, it's a very short game. I only took 80 minutes to complete it, and due to the nature of the puzzle design, it has very little replay value. A recommend, but only when it's on sale. IMO, for $5-$8 it's worth it.
Verfasst am 2. Januar 2019. Zuletzt bearbeitet am 2. Januar 2019.
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Ergebnisse 1–10 von 57