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Neue Rezensionen von Hyperspeed1313

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Ergebnisse 11–20 von 57
1 Person fand diese Rezension hilfreich
3.4 Std. insgesamt
Early-Access-Rezension
Fans had to create a mod to add the fundamental terrain element of water to this game.
Verfasst am 30. Dezember 2018.
War diese Rezension hilfreich? Ja Nein Lustig Preis verleihen
 
Ein Entwickler hat am 3. Jan. 2019 um 6:04 geantwortet (Antwort anzeigen)
2 Personen fanden diese Rezension hilfreich
1.2 Std. insgesamt
Your Kids Might Like It - A Review By Someone In Their Early 20s
DreamWorks Voltron VR Chronicles is actually just one chronicle, if you can even call it that. The story of this interactive story is pretty bland compared to an actual episode. Lance finds an alien artifact that corrupts the operating systems of the lions and the castle, you fight off a bunch of Galra fighters, then you fight a literal repeat of the many-eyed monster the paladins fight on the balmera in season 1. In the end they form Voltron and you don't even get to control it.

Gameplay
Minimal if you're an adult. There is no consequence to failure because there is no way to fail. The story doesn't have multiple endings or reset if you mess up. It just patiently waits for you to take all the time in the world to get it right. The interactive segments are divided into piloting the blue lion and solving puzzles as Lance or Allura
Flight
The flight mechanic is also somehow both boring and confusing at the same time. Flight is along a pre-scripted route where your only movement is to dodge obstacles that come your way, though doing so with the two levers is awkward and somewhat confusing to figure out. Weapons are fired by looking at the target and pulling the trigger.
Puzzles
The puzzles are very easy to solve and take less than a minute in almost every case, not to mention there's not a lot of them. Still, at least there aren't any repeats of the same puzzle format.

All in all, this interative story is probably a good fit for someone up to the age of preteen or early teenager. It certainly appears to be targeted that way since the scale of the characters is smaller than 1:1. As an adult you will be only second in height to Zarcon.

Did I mention there are bugs too? You might be unlucky and have this program lock up on launch with no confirmed fix or workaround. I had that problem and nothing I did fixed it. Then I tried it again after a couple days without changing anything and that time it ran just fine. I also had the boss fight get stuck where I had to restart the scene and redo the fight in order to progress. And finally, the animation of forming Voltron, which is 'on rails' and should be smooth as butter, has some elements of the lions juddering about as the scene progresses. A minor detail but it seems weird to happen in the first place.

It may be worth it to someone teenage or younger, but it's not for the adult crowd
Verfasst am 8. November 2018. Zuletzt bearbeitet am 8. November 2018.
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Niemand hat diese Rezension als hilfreich bewertet
21.0 Std. insgesamt (0.5 Std. zum Zeitpunkt der Rezension)
UGH
At the rate a level can be cleared (2-3 minutes) this game can easily be beaten in 3 hours. Though I say beaten as though this game has any challenge to it. It really doesn't. It's just an awful, boring, mess that feels totally rushed. Every detail is half-assed and the custom character, despite having voice selection, is mute for every cutscene.

NerdCubed did a livestream of this game in which he didn't even try and beat the game in only 3 hours. Not to mention that while there are difficulties, there's only normal and hard, and hard is a ♥♥♥♥♥♥♥ joke. The biggest challenge in this game is awkward/unexplained controls as the character you play as changes.

DON''T BUY THIS GAME

EDIT
So I ended up buying it again and I've put in a lot more hours. It's still not a great game but on sale I think it's could be worth a buy.

Is the gameplay good? I think so. Your custom character will play differently depending on which wispom (weapon) you have equipped, which is what makes the gameplay unique and saves this game from being a Generations clone. Generations is definitely better Sonic gameplay than this, but this is a LOT better than Lost World, and the wispoms are a unique addition.

Is the storytelling well done? Sort-of. Half of the story gets delivered via standalone audio with no accompanying video (i.e. talking head style), which is especially jarring in Episode Shadow, where some accompanying sound effects were desperately needed (or maybe even a re-recording of the voice actors). The other half of the story is told decently enough to stitch everything together, save for the frankly bizarre choice to give Tails a nervous breakdown (I'm convinced this happened behind the scenes[www.deviantart.com]), though in a few of the cutscenes that have a lot of characters, the number of unique character models is obviously far less than the number of characters.

Is it too short? Yes. Most of the game's replayability factor comes from side quests (basic missions) and collectibles that you don't really deal with until after the story is over, so the game length is only successfully padded if you really want to 100% the game.

I would really give this game a "Meh" if Steam would just give us the option, but since I did have fun and I still have it installed I'll say Yes.
Verfasst am 19. Oktober 2018. Zuletzt bearbeitet am 15. Februar 2022.
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Niemand hat diese Rezension als hilfreich bewertet
53.0 Std. insgesamt (28.2 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 9. Oktober 2018. Zuletzt bearbeitet am 12. Februar 2019.
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7 Personen fanden diese Rezension hilfreich
1 Person fand diese Rezension lustig
12.6 Std. insgesamt (12.4 Std. zum Zeitpunkt der Rezension)
RIP Stage-9
Verfasst am 28. September 2018.
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3 Personen fanden diese Rezension hilfreich
0.7 Std. insgesamt
For the meager amount of time I've played 20XX it seems I've already seen a lot of what this game has to offer. Repeating level elements and the same few environments... this game will get old pretty quickly. It would be nice to aim up or down but that's not an option. Love the art style and the characters, but it's a repeat of not enough assets over and over again.
Even on the hardest difficulty there's not much of a challenge unless I turn skulls on.
Verfasst am 18. Juli 2018. Zuletzt bearbeitet am 18. Juli 2018.
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21 Personen fanden diese Rezension hilfreich
2.0 Std. insgesamt (1.4 Std. zum Zeitpunkt der Rezension)
Short but Fun
Rick and Morty: Virtual Rick-ality is a short puzzle based game where you're a Morty clone tasked with doing Rick's chores. It's quite a fun game if you're a fan of Rick and Morty, with many nods to tropes in the TV series. It even introduces Morty deciding to go vegan, then declaring it canon in the show. The main story lasts about an hour and a half, less if you know what you're doing.
Once you finish the main story, you can go back and replay a few minigames in an endless mode or hunt down the easter eggs, which will probably last you another couple of hours.
There are a couple of small bugs in the game that could do with fleshing out but probably won't affect your gameplay too much.
All in all, it's a fun, somewhat overpriced VR title for Rick and Morty fans and it actually feels made for VR unlike some titles. Get it on sale if you're a fan of the show.
Gameplay
6/10
Duration
1 to 1-1/2 hours
Replayability
4/10
Quality and QA
8/10
Percieved Value
$10-$15 USD
Verfasst am 18. Juli 2018. Zuletzt bearbeitet am 18. Juli 2018.
War diese Rezension hilfreich? Ja Nein Lustig Preis verleihen
10 Personen fanden diese Rezension hilfreich
1 Person fand diese Rezension lustig
1.3 Std. insgesamt
What a serious letdown
Score Breakdown
Section
Score
Puzzle Difficulty
4/10
Graphics/Art Style
4/10
QC/QA
6/10
Replayability
0/10
Conductor appears to have some promise on the store page, but unfortunately what you see is all that you get. The devlopers didn't hide anything about what you're doing in the trailer and that really is too bad.
Puzzle Difficulty
Some of the puzzles have (small) challenges. The very last puzzle probably has the most unique solution. The rest of them are a bit less exciting. The stop with the windmill was possibly the only other one I found somewhat reasonable. The rest are fairly obvious once you understand the rudementary game mechanics operating them.
Gameplay
The game narrative depends entirely on the player reading and listening to narrative dialogue, which can work when the narrative supports a growing story but doesn't work when the prewritten dialogue is the entire story. Despite the fair* amount of story given to the player, the world never really builds on the dialogue to make the game more interesting (i.e. it's never really incorporated into your gameplay; it just exists).
There is neither a penalty for failure or a way to fail in the first place unless you either ignore the drones shooting at you or let the train crash into the barricades/overheat. The main gameplay element (the puzzles) have no failure conditions.
Once you finish this game once you'll never want to play it again unless you're the type that loves to speedrun.
* Definition of fair is based on the meager 1 to 1-1/2 hours of time in which the content has to be delivered.
Graphics
This game is very low-poly for most objects. There are a few assets scattered around the game (e.g. battery, gravity gun, gravity gun parts strewn about) that are very high poly by comparison, which makes me wonder why everything else is so low poly count. I have a 500-1000+ poly count gravity gun and in the other hand I have a 12-sided lump of coal.
Glitches (QC/QA)
  • The gravity beam doesn't work through perfectly wide-open holes.
  • Objects are occasionally dropped at random during teleport.
  • There's a key that appears to have no use whatsoever.
  • In the final puzzle, you and the (gravity operated) elevator are not affected by the gravity generator, despite the fact that boulders outside the lab are affected by the generator. Possibly a design decision to keep the game working, but it's more immersion breaking than anything, all for the sake of making the puzzle solution work as intended.
Footnote to Developers
The promise was of something good. But instead of letting us explore any of what's going on, you only gave us the exposition of what could have been a great game. Right where the game ended is where the opening title should have played on a much bigger game.
Verfasst am 16. Juli 2018. Zuletzt bearbeitet am 16. Juli 2018.
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Niemand hat diese Rezension als hilfreich bewertet
1 Person fand diese Rezension lustig
0.9 Std. insgesamt
Meh
Game Type
  • Single Player
  • Semi-scripted wave-based gameplay
  • Single enemy waves
  • Tech Demo
Difficulty
What difficulty?
Replayability and Engagement
Depends on wow-factor of VR to keep the player engaged in the game. Uses lots of puns and jokes to keep the player humored. Only replayable as long as you are still engaged.
Value
<$5 USD
Verfasst am 11. Juli 2018. Zuletzt bearbeitet am 16. Juli 2018.
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1 Person fand diese Rezension hilfreich
7.0 Std. insgesamt (5.2 Std. zum Zeitpunkt der Rezension)
SEGA, WTF With Room Mode?
For the longest time this game had a single engine that worked great. Imperceptible lag in controls and audio, and extremely light and efficient. Everything changed when Unity attacked. The team at SEGA released a ♥♥♥♥♥♥ 3D room view that makes everything less enjoyable. The lag is abysmal and for the longest time the performance was awful even on high-end PCs. The performance of the room is okay now, but the emulator running inside it is still horrible.

For now at least, you can still run the old emulator, or as SEGA calls it, the simple launcher. Always run the simple launcher. I don't even know what SEGA was thinking releasing such an awful engine into the wild and continuing to persist with making it default.
Verfasst am 4. Juli 2018.
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Ergebnisse 11–20 von 57