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目前顯示第 41-43 項,共 43 項
目前尚未有人將此評論標記為值得參考
總時數 127.1 小時 (評論時已進行 31.7 小時)
Human Revolution, like its predecessor from 2000, is one of the best games of its decade. As a stealth-action game it succeeds with tight core mechanics and complex enough arenas to allow for multiple emergent approaches based on how the player decides to tackle a given situation. The hub worlds are small, but extremely deep and breath authenticity; the questlines within these levels are much more complicated than most of what was available in the mainstream at the time, with multiple, less than obvious decisions and widely varying outcomes. Jensen's augmentation system that relies on gaining skill points through experience or finding Praxis Kits in the world; it stands up as being one of my favorite RPG progression systems of all time, because Jensen begins as a man with a small set of tools to handle situations and by the end of the game he is a cybernetic god with a wide array of powerful abilities to subvert the obstacles he will face.

Any gripes I have with this game are based on losing some of the emergent gameplay that was available in the original Deus Ex game. 2000's Deus Ex was the Magnum Opus for Looking Glass Immersive Sims; it lived up to every aspect of the design philosophy. In 2011, the immersive sim was largely dead and forgotten about to an entire generation of gamers, thus Human Revolution plays it very safe in terms of reviving that philosophy. My primary complaint that the levels to not become sufficiently non-linear and complex until the game is nearly over. Specifically, the hand holding ends in Montreal, which is highly effective from a narrative standpoint, but it also means that by the time the game plays at its best, you only have a couple more missions to enjoy it. The best level in the game has the same level of openness as Liberty Island from the original and it's literally the last real mission.

All that said, this is a game that everyone should experience at least once. Take it slow, commit a few B&Es and read through peoples' personal emails, as is tradition.
張貼於 2014 年 2 月 26 日。 最後編輯於 2020 年 7 月 2 日。
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目前尚未有人將此評論標記為值得參考
總時數 10.3 小時 (評論時已進行 1.6 小時)
For me, FTL is tied with Bastion for best Indie title ever released for a number of reasons.

Aethstetics: Flawless; art direction is unique and gorgeous, while the music perfectly matches the style and helps immerse you in the universe. It all gives a bit of a Star Trek vibe, but still manages to maintain being unique.

Gameplay: It is heavily inspired by classic pen and paper RPGs. You traverse different "sectors" of the universe encountering somewhat random events with various outcomes depending on the decisions you are faced with making. The combat focuses on waiting for your weapons to charge up and firing in hopes you can deal some damage to the enemy's hull and maybe even disable one of their systems. The combat can be unpredictable and brutal. If an enemy with a high evasion stat will cause you to miss shots repeatedly while they bombard you, if they have a transporter, they can beam combat units onto your ship to target your systems or slaughter your crew, sometimes a bloody star will light your whole ship on fire and you'll be forced to open the air-locks. The game is designed to put you in situations very different from one another, where you'll be forced to think quickly and adapt in order to survive.

A few issues:
-The game seems to have inconsistent difficulty scaling, you'll finish 2 sectors with ease and then suddenly get blown to pieces by the first enemy you face in the third.
-There aren't very many random encounters and they're almost too simplistic; should I send a unit to the planet's surface or ignore the distress beacon? Either option could be the wrong one, frequently they both are.
-Also, stupid complaint, but the character limit for naming your ship is too low.

Recommendation: FTL is an extremely hardcore experience wrapped in a beautifully designed package. If you're the kind of person who enjoys playing a rogue-like over and over again just to get a little further, then this is for you.
張貼於 2014 年 2 月 26 日。
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總時數 56.7 小時 (評論時已進行 46.5 小時)
I hate this game more than I like it, but I just keep going back. Good sign I guess.

XCOM: Enemy Unknown is a turn-based tactical strategy experience that is not for the faint of heart. It is meant to simulate the management of a resistance force opposing a dangerous threat from the stars. You will have to manage resources, build up your base and reverse engineer alien technology in order to combat your enemy. The game begins fairly easy, but exponentially increases in difficulty as you encounter stronger and smarter enemies in greater numbers.

Pros: Refreshingly hardcore experience, unique design, interesting and ultimately rewarding tech trees, enemy classes are vastly different from one another, solid art design, large number of maps for missions(rarely repeats levels).

Cons: Bugs remain after over a year after release, intense stuttering of cutscenes for a fairly large number of users, "Interceptor" mechanic is boring and overly simplistic compared to the rest of the game, "Elite Soldier Pack" is already on the disc, but locked for those who didn't pre-order or buy the dlc.

Recommendation: I recommend this title for anyone who wants a challenge out of the games they buy. Too many modern titles hold your hand and make sure the ending is accessible to even the least skilled of players; XCOM completely defies this trend and instead creates a sharp learning curve that will cause most gamers to steer clear.
張貼於 2014 年 1 月 7 日。 最後編輯於 2014 年 11 月 19 日。
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