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Kukaan ei ole vielä merkinnyt tätä arviota hyödylliseksi
yhteensä 60.7 tuntia (24.2 tuntia arvostelun laatimishetkellä)
Early Access -arvostelu
A superb cooperative experience set in the backdrop of a catastrophe that has struck an expansive underground science laboratory. Many visual, story and level design elements have been inspired by Half-Life and will feel familiar for any HL fan picking this up. Best enjoyed with mates.
Julkaistu 1. joulukuuta 2024
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
Kukaan ei ole vielä merkinnyt tätä arviota hyödylliseksi
yhteensä 63.2 tuntia
This game is an anomaly. I remember thinking this when I first saw it released for the PS4. I imagined the devs pitching an idea for a game about bikers fighting off zombies in a very specific part of a state most known among non-Americans as being a place where people died of dysentery.

"Like Darryl Dixon from the Walking Dead!" They pitched with great enthusiasm.

"Use sick crossbows to take down walkers (we'll find an original name for the zeds later, don't worry) and ride a big chrome Harley from town to town gathering supplies!" They slapped their hands together.

The producers adjusted their ties nervously.

Whatever was said in that meeting (if it did go down like that) clearly worked because I am grateful their vision came to pass. The game came out when the Walking Dead was at the height of its popularity and was clearly inspired by the TV series, but ultimately Day's Gone left its own mark on a heavily saturated genre, introducing unique concepts to the zombie medium.

From a mechanical and tactile perspective Day's Gone plays and feels a lot like the Last of Us in terms of its looting and crafting systems. Supplies can be found littered across the world which can then be transformed into various crafting materials to produce molotovs, bombs and other aids haphazardly, accessible from a selection wheel at any time. The world is actually well detailed, spread out across different biomes and is surprisingly rich in environmental story-telling, painting a canvas of loss, horror and a fallen civilization. The comparison between Last of Us and Day's Gone however stops shy of story where Day's Gone drops the deeply intimate and grounded tale of two humans reluctantly working together, in favor of a gun-ho journey involving government conspiracies, fanatical cultists and lunatic militias. There is a lot crammed into the narrative which results in predictable twists and somewhat disjointed sections, and i sometimes found the story going a little bit too fast for my liking, which I managed by focusing on side missions until I felt ready to progress. It's not all bad though. Despite its frequent ups and downs, the narrative has a lot of diversity in terms of themes and you end up encountering a large caste of characters with differing morals and attitudes to the new post-apocalypse. However the relationships you build with those people end up being paper-thin.

In a highly saturated genre, I believe Day's Gone's greatest strength and contributions to the zombie medium are its fresh take on zombies -known in-universe as Freakers- which are well integrated in the PVE mechanics of the game. The Freakers are more akin to animals than mindless shamblers. They roam in packs forming small social units. At night they come out to feed, drink and hunt wildlife. In the day they hibernate in sheltered areas. Some packs have grown into full-blown hordes consisting of hundreds of Freakers which act and move as one. The beauty of the horde mechanic is that they don't wait around on the player to find them. By chance you can stumble upon them shambling towards a lake or back to their cave for a nap. For the first half of the plot, the game doesn't tell you where hordes are meaning you need to ride out at night and hope you (do or don't) stumble upon one. Being chased by a horde of Freakers is a unique experience and one not seen before in zombie games and I feel this was executed very well. They are a terrifying menace and an unprepared player can quickly find themselves at the mercy of a ravenous swarm.

Otherwise the game is large and beautiful crammed full of unique locations, naturescapes and apocalyptic imagery. I did not get bored of exploring the environment and felt there was enough diversity to differentiate each region and make them separate and unique.

Despite all this, the game suffers from flaws common with "console-style games." By this, I mean that it feels watered down. It is quite literally a "pick up and play" experience and there isn't really any nuance to its gameplay (learning to fight hordes efficiently may take some time but there is a meta to this.) It is also packed full of QTEs and the game holds your hand quite often at times. And before you point out that this is a console game - its fellow PS exclusive title Ghost of Tsushima felt significantly more polished and had a learning curve to its gameplay.

Overall a great experience paired with an action-packed story with twists and turns and a fresh new take on zombies. Perfect for anyone seeking a game they can pick up "straight out of the box" that offers rewarding progression, a good story and the opportunity to mow down hordes of zombies.
Julkaistu 26. syyskuuta 2024 Viimeksi muokattu 18. tammikuuta.
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
Kukaan ei ole vielä merkinnyt tätä arviota hyödylliseksi
yhteensä 118.6 tuntia (31.9 tuntia arvostelun laatimishetkellä)
Fascinating laid-back space exploration game with base building attributes. Plenty to praise it for but I cannot get over how it runs like absolute ♥♥♥♥♥♥♥.

-Terrible performance all around with stuttering and severe lag on various planets.
-Creatures and sentinels often spawn underground. Why the ♥♥♥♥ do deep-sea horrors spawn underground?? It makes absolutely no sense.
-Bugs galore.
-Taking Steam screenshots freeze the game.
Sean needs to take a break from new content and focus on bug fixes and optimization.
Julkaistu 16. elokuuta 2024
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
Kukaan ei ole vielä merkinnyt tätä arviota hyödylliseksi
yhteensä 65.9 tuntia (65.6 tuntia arvostelun laatimishetkellä)
A highly polished hack n slash set amidst the backdrop of the Mongolian invasion of Japan.

-Superb story that is both a celebration and critique of samurai culture. This is all I'll say. I understand there may be a few inaccuracies but for the most part the game captures Tsushima very well (which is a real place and many of the areas are named after their real life counterparts.) I found myself becoming attached to Jin Sakai and his adventure through Tsushima. Truly one of the greatest protagonists in gaming.

-Fluid combat mechanics that are easy to grasp yet give you a lot of room to play around and form a combat style. Playing on Lethal difficulty comes highly recommended (after becoming familiar with the controls) as this removes the arcade-like mechanics of repeatedly slashing enemies with your blade and makes landing hits far more satisfying and rewarding. While you may be downed in one hit, so too can your enemies.

-Stunning graphics that encapsulate a beautiful and diverse set of regions and areas to explore. I'm grateful we are able to enjoy this former PS-exclusive title on our PCs and bask in its glory.

-Outside the main quest there are a lot of side-stories and activities to hunt down and complete. It took me around 65 hours to 100% the base game (not counting Legends and Iki Island.) A lot of the side quests do become repetitive but they're small and bite-sized.

Julkaistu 9. elokuuta 2024
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
Yhden henkilön mielestä arvostelu on hyödyllinen
yhteensä 1.7 tuntia
hello everybody, my name is markiplier medical doctor from nicaragua

phallic_member.tif
Julkaistu 22. toukokuuta 2024
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
3 henkilön mielestä arvostelu on hyödyllinen
yhteensä 9.8 tuntia
A unique concept and perfect for people who like to operate complicated looking equipment, and maintain a base through various technical operations. However its biggest flaw is that the unique and spooky encounters you [most certainly] came for are entirely randomized. Each time you scan the sky for a new star, you are rolling the dice on whether you will encounter such a sequence. Outside of these, the game is bare. In-between the star scanning/decoding sequences, gameplay consists of cleaning solar arrays and driving around a flat desert expanse in your buggy, manually calibrating each deep-space array. There are radioactive meteorites that appear but they are few and far between.

Signal Sim has also been abandoned by its developer.

If you enjoy this kind of concept, check out Signal Sim's spiritual successor Voices of the Void, a superb and worthy successor that adds onto the Signal Sim experience while enhancing its game mechanics paired with a story that intensifies with each day.
Julkaistu 27. huhtikuuta 2024 Viimeksi muokattu 3. kesäkuuta 2024.
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
Kukaan ei ole vielä merkinnyt tätä arviota hyödylliseksi
yhteensä 90.9 tuntia
At its core, Death Stranding follows a lonely, anxious man delivering parcels across a post-apocalyptic United States. Along the way, he encounters a range of quirky and sometimes bizarre situations, including:

-Strangely awkward sexual tension with nearly every male character, while the few female characters treat him like a brother.

-Forced pep talks about rebuilding a country that nobody else within the game cares about, delivered by some guy in a mask.

-Frequent abductions to a military LARP session by an obsessive Hannibal Lecter and his skeleton "rattle-me-bones" army.

-Corny jokes and suspicious speeches from a lady in a red dress, who the game tries to portray as innocent but is hella sus.

-Encounters with another masked character (this one is actually evil mkay) who has a creepy obsession with Sam and commands a goon army.

-Facing off against specters of those who failed to die properly, now haunting the landscape with a thirst for your blood.

Despite these eccentricities, Death Stranding is a polished experience right out of the box. Its intricate story and diverse cast explore profound themes of life, grief, love, parenthood, and the courage to confront the unknown in a world shattered by catastrophe. While Hideo Kojima's signature "quirks" sometimes veer into cheesy territory, I found myself captivated by the supporting characters and their personal struggles, each shedding light on different facets of the post-apocalyptic landscape. Graphical and technological finesse lace the game's fantastic cutscenes. Characters have weight to them, possessing a real living presence in each scene they're in. Paired with fantastic mo-cap and acting, the cutscenes are a delight to any fan of the game's story however prolonged they may be. There are moments where you might find yourself setting down the controller.

Death Stranding offers a tailor-made experience that grants players significant freedom in tackling challenges while still maintaining a tight grip on the narrative. Although it's primarily a single-player journey, you can engage in limited interactions with other players—helping each other locate lost cargo, utilizing shared infrastructure, and collaborating to create efficient transport networks. This blend allows for a personal experience while still fostering a sense of community, as you collectively reclaim the world from demons, ghosts, terrorists, and thieves. You can contribute resources to build roads across the world that makes it easier to navigate dangerous terrain. Different resources and tools are available to you and present a challenge in terms of where you are going forcing you to plan ahead. For example, the cold wind-swept mountains require specialized gear. It is possible to traverse that area without it, but you will be at a significant disadvantage. The support and cargo space offered by vehicles further entices you to contribute to the road network while a broad set of weapons and ammo types are great for planning assaults on MULE/Terrorist bases and BT-infested spots. However one criticism is that even on Very Hard, it is relatively easy to find strategies to overcome MULEs thus giving you virtually unlimited access to ceramics and metals which you can then ferry via trucks to the regions that need them (for road building.) It becomes a matter of time rather than survival because MULE base resources respawn quickly.

However, Death Stranding does have notable flaws in its story and execution. The compelling narrative, which generated a lot of interest and attention when we saw the trailers for the first time becomes mired in typical "Kojima-isms." The dialogue can be cryptic, unending and occasionally cringe-worthy, raising more questions than it answers leaving lore-hungry players such as myself unsatisfied. Many aspects of the game's backstory—the origins of the Death Stranding and the world's downfall—remain unexplained or unclear. It often feels like the dialogue was deliberately crafted to reference obscure themes and media that Kojima enjoys, rather than advancing the narrative. Sometimes it doesn't feel like you're in a real world but rather inside a simulation created by an insanely optimistic man with a flair for nordic architectural themes and Lin Manuel Miranda's Hamilton.

Snippets of lore are scattered throughout the game, often found in tedious in-game emails penned by the same writers which the game constantly nudges you to read. They tend to bombard players with compliments and an overly optimistic message about cooperation and networking while waffling on about mostly nothing. Ultimately, it feels like much potential was left unexplored, resulting in a fascinating yet somewhat half-baked story teeming with references and allusions to other works of media such as Sapiens, Hamilton, Die Hard, and other influences that Kojima clearly holds dear.

Other elements do feel needlessly complicated. For instance there are about 6 different materials in-game that you can withdraw from the distro centers or find lying around in the world. Out of all these, only two are important (Ceramics and Metal.) The rest are useless and are only used to upgrade buildings.

In summary, Death Stranding is a unique experience with both stunning visuals and thought-provoking themes, yet it struggles with pacing and clarity in its storytelling. It’s a journey worth taking, albeit one that may leave you yearning for more coherence and depth.

FINAL COMMENTS:
I know Death Stranding became the butt of many jokes for its gameplay, but in an era where long-shelf life MMOs, battle arenas and franchises have become the norm I think it's important to remind ourselves that games can be (and are) an art form. Kojima has always experimented with ways to push the game-gamer relationship throughout his career and I am so thankful he sacrificed his career at Konami to produce Death Stranding. I look greatly to Death Stranding 2 and hope many of the critiques above will be corrected.
Julkaistu 26. huhtikuuta 2024 Viimeksi muokattu 4. helmikuuta.
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
Yhden henkilön mielestä arvostelu on hyödyllinen
yhteensä 149.0 tuntia (92.7 tuntia arvostelun laatimishetkellä)
Early Access -arvostelu
This game has come a long way and I am very happy to say that 7 Days to Die has -through the dev’s trial and error- transformed into an incredibly fun survival game.

I find its take on most survival elements as a breath of fresh air in an otherwise saturated genre. I’ll give some examples:

-Balanced skill system that rewards and encourages exploration. XP unlocks points which can be invested into various combat and passive skills while skill books found in the world are required to craft higher level items.

-Every structure in the game is a puzzle. Many of the Places of Interest (POIs) were designed with a lot of thought. Some have traps, others have clever ways of hiding zombies in order to surprise you. You are rewarded with loot crates and chests (as well as a big horde of zombies) at the end of the puzzle. POIs range from simple houses all the way to massive skyscrapers and underground complexes. Very impressive map design by the devs.

-Fun combat system which is prone to jank, but is easy to learn its shortfalls. There are numerous weapon classes which adds to a variety of different gameplay styles. Snipers and spears, batons and shotguns, machine guns and knives. There are even robotics and drone crafting which is a mid-late game mechanic.

-Crafting system is perfect. Time and grinding is required to craft various materials but most prerequisites can be found easily by deconstructing furniture and house blocks. It’s a grind but without the tedium of said grind. As you read skillbooks you can eventually craft better weapons, armour, consumables and even vehicles.

Julkaistu 20. helmikuuta 2024
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
Kukaan ei ole vielä merkinnyt tätä arviota hyödylliseksi
yhteensä 155.2 tuntia (121.5 tuntia arvostelun laatimishetkellä)
Early Access -arvostelu
Best survival zombie game. Nothing else comes close.
Julkaistu 1. syyskuuta 2023
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Yhden henkilön mielestä arvostelu on hyödyllinen
Yhden henkilön mielestä arvostelu on hauska
yhteensä 9.5 tuntia (1.8 tuntia arvostelun laatimishetkellä)
>be girl unwillingly roped into a guerilla resistance group
>asked to assassinate a local commander inspecting her troops at a tank base
>given a whole spiel and a condescending "here-you-go-sweety 💅" lecture about stealth mechanics.
>"remember, right tool for the right job. Good luck amigo"
>see target at the base below.
>Immediately activate back-mounted rocket barrage turning her and her elite guards into Viviro™ grade fertilizer.
>Collective tim_allen_grunt.mp3 from all the nearby guards
>get into tank
>tiananmen-square-massacre the entire military base
>sniper sees me getting out of tank
>jumps down from sniper tower and charges me
>eats .50 cal and dies le epic style.
>guerilla i rescued from the military base runs into burning grass and turns into a los pollos hermanos family pack

This experience pretty much sums up Far Cry 6 and mind you this is on the hardest difficulty. This game is literally the Fast and Furious equivalent of Vin Diesel going into space.

EDIT:
The minute I realized I could save and spawn tanks at any vehicle station, the game's intended gameplay loop was defeated. I then spent the next several hours capturing every FND base and checkpoint and destroying every anti-aircraft installation I could find.

wArNiNg! YoU cAnT cHaNgE tHe DiFfIcUlTy LaTeR
Julkaistu 13. heinäkuuta 2023 Viimeksi muokattu 14. heinäkuuta 2023.
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
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