46
ผลิตภัณฑ์
ที่คุณวิจารณ์แล้ว
0
ผลิตภัณฑ์
ในบัญชี

บทวิจารณ์ล่าสุดโดย Azure79

< 1  2  3  4  5 >
กำลังแสดง 1-10 จาก 46 รายการ
ยังไม่มีใครให้คะแนนบทวิจารณ์นี้ว่าเป็นประโยชน์
44.2 ชม. ในบันทึก
Better combat than the game that it's based on (Yakuza 6), though they overcorrected and made this game piss easy instead.
โพสต์ 19 มกราคม
บทวิจารณ์นี้เป็นประโยชน์หรือไม่? ใช่ ไม่ ขำขัน รางวัล
ยังไม่มีใครให้คะแนนบทวิจารณ์นี้ว่าเป็นประโยชน์
43.0 ชม. ในบันทึก
Good starting point for the series, though drastically lower quality than other entries due to being a big asset flip and PS2 animations. Majima everywhere is fun for me, though a toggle would have been nice.
โพสต์ 19 มกราคม
บทวิจารณ์นี้เป็นประโยชน์หรือไม่? ใช่ ไม่ ขำขัน รางวัล
ยังไม่มีใครให้คะแนนบทวิจารณ์นี้ว่าเป็นประโยชน์
78.6 ชม. ในบันทึก
Majima definitely stole the show in this game. I still wish Yumi had any screen time in this game so Kiryu's "love" makes more sense later on.
โพสต์ 19 มกราคม
บทวิจารณ์นี้เป็นประโยชน์หรือไม่? ใช่ ไม่ ขำขัน รางวัล
ยังไม่มีใครให้คะแนนบทวิจารณ์นี้ว่าเป็นประโยชน์
72.3 ชม. ในบันทึก
Shinada's theme didn't have to go so hard! Really enjoyed him and Haruka's section... though the game kinda drags on and story was the least good so far.
โพสต์ 19 มกราคม
บทวิจารณ์นี้เป็นประโยชน์หรือไม่? ใช่ ไม่ ขำขัน รางวัล
ยังไม่มีใครให้คะแนนบทวิจารณ์นี้ว่าเป็นประโยชน์
51.7 ชม. ในบันทึก
Parasite of Kamurocho
โพสต์ 19 มกราคม
บทวิจารณ์นี้เป็นประโยชน์หรือไม่? ใช่ ไม่ ขำขัน รางวัล
ยังไม่มีใครให้คะแนนบทวิจารณ์นี้ว่าเป็นประโยชน์
32.1 ชม. ในบันทึก
The RGG game with the 2nd best soundtrack, and probably my favourite overall.
โพสต์ 19 มกราคม
บทวิจารณ์นี้เป็นประโยชน์หรือไม่? ใช่ ไม่ ขำขัน รางวัล
ยังไม่มีใครให้คะแนนบทวิจารณ์นี้ว่าเป็นประโยชน์
75.5 ชม. ในบันทึก (51.3 ชม. ณ เวลาที่เขียนบทวิจารณ์)
บทวิจารณ์ระหว่างการพัฒนา
44 hours on just the demo (Patreon playtest) which was compelling enough for me to grind out 3 characters should say how I feel about the game.

The game is most similar to a dungeon crawler, but with a third-person perspective and some parkour platforming added in. If you dislike how those kind of games play after the beginning (as in, the loop of doing dungeons for loot drops and exp) then you'll find a similar issue here.

There is a wide range of customisation options, both cosmetic (tho only like 1 real body type which is being a 'shortstack') and player build wise so as long as you enjoy the game at a base level, you should be able to enjoy it however you want. The fact the game lets you change what stats a weapons scales on is great for player-tailored experiences. Combat kinda reminds me of PSO2, being action combat (slahing/ shooting) + spellcasting which makes sense considering the similar looking loading screen (also remnds me of spore lol) that is further contextualised when you find out that the dev has played Phantasy Star games. It is quite fast paced, sorta to the scale of mid-run RoR2.

The music is very atmospheric and sets a great mood. Artstyle is very cute emulating PS1 era graphics, and the (facial) animations on characters (mostly enemies) is very good.

Now, back to being a "Poon Novice".
โพสต์ 22 พฤศจิกายน 2024 แก้ไขล่าสุด 23 พฤศจิกายน 2024
บทวิจารณ์นี้เป็นประโยชน์หรือไม่? ใช่ ไม่ ขำขัน รางวัล
ยังไม่มีใครให้คะแนนบทวิจารณ์นี้ว่าเป็นประโยชน์
27.0 ชม. ในบันทึก (16.0 ชม. ณ เวลาที่เขียนบทวิจารณ์)
A very fun experience that lacks a bit of polish. I bought mostly cause I like STEEL_PLUS' music, coming from OSFE and the CrossCode DLC.

Now onto the game:
Fantastic loot/ upgrade design that does make runs feel different.
Classes with their own abilities (and upgrades) which all want to build loot differently.
Great music (but the lack of a victory theme does feel odd)
Very challenging, with solo/ multiplayer having different difficulties. The jump from normal to hard is quite a big leap, so I can only imagine what lunar is gonna feel like.

I kinda dislike that the final boss just... ends when you beat them. It feels lacking in impact, but maybe higher difficulties/ completing the story would change that.
I feel that items should display which of your skill they'd affect, altho I admit thats a QOL feature I enjoy from other games which doesn't always. Oh and please show the outcome of math items
โพสต์ 5 ตุลาคม 2024 แก้ไขล่าสุด 6 ตุลาคม 2024
บทวิจารณ์นี้เป็นประโยชน์หรือไม่? ใช่ ไม่ ขำขัน รางวัล
ยังไม่มีใครให้คะแนนบทวิจารณ์นี้ว่าเป็นประโยชน์
53.4 ชม. ในบันทึก (31.3 ชม. ณ เวลาที่เขียนบทวิจารณ์)
Watched my brother and a random girl I picked up in a bar get knocked out by a catapult, proceeded to kill 39 dudes with a hatchet.
โพสต์ 23 กรกฎาคม 2024
บทวิจารณ์นี้เป็นประโยชน์หรือไม่? ใช่ ไม่ ขำขัน รางวัล
ยังไม่มีใครให้คะแนนบทวิจารณ์นี้ว่าเป็นประโยชน์
52.2 ชม. ในบันทึก
A game that's a bit hard to get into, either because of technical issues (though it works better for me than WotS 4) or from gameplay being poorly explained. The fact the tutorial is an area that isn't told only exasperates that issue. I love this game, with all its quirky humour, jank, imperfect and outdated systems. One thing this game nails, is it's ability to feel like an alive world with how many things could occur. You could really treat this game like a visual novel with travelling, scheduling and samurai duels once you get your bearings in.

I over-explain a bunch here... because the game only explains the bare minimum (just the fact they exist).

Storytelling
The game's story really is told though 'inklings' on the map, with you only able to do some based on your actions, and only allowing 12 before the climactic event. If you've played any 'social sim' game before, like Persona or more closely... Stardew Valley, then it's like that. Through all of these events there are at least 21 named endings, though a majority are small variations of others, making it really 8 endings with multiple variations of most of them. The game doesn't have a set number of days (unlike the other games in the series), allowing you continue forever before you get an ending.
Over my playtime, I did eventually enjoy the characters. On a first playthrough, you feel randomly dropped into these people's lives and it feels hard to connect with them, but as you play more you see what kind of person they are and who they will be. I didn't feel a personal connection to anyone, but I did enjoy their presence and that's perfectly fine.

Combat
Combat feels very simple, but has some surprising nuance to it which gets lost as soon as you discover how to juggle enemies permanently. Many weapons have capabilities to launch enemies, and if it's fast enough you have time to stand next to your target, block their get-up/ wait for them to begin standing allowing you to repeat it. Fighting occurs as a one-on-one, regardless of how many enemies are around.
Push and Pull
An interesting mechanic unique to this series. While attacking (with light attacks) you may hold forward to 'push' an enemy's blade when they block. Conversely, you may 'pull' on the defensive (by holding away) to knock attacks to be unstable. The catch: attempting to pull only works when the enemy is pushing (red icon above head), otherwise you lose balance, enemies will do this against you when there icon is blue. The result of that is the constant need to be attacking, as defence is harder to do and generally less rewarding except on regular enemies.
Instant Kill & Chain Kill
A new mechanic added in this instalment, allowing a perfectly timed guard to start a QTE to instantly kill the attacker. Doesn't work on Unique enemies (have a purple border on their health bar). Successfully doing it allows you to reattempt it on a nearby enemy, but with a random button as the QTE. This mechanic trivialises enemy encounters entirely.

Progression
You keep items, money, weapons, cosmetics and whichever partner you have living with you. Between playthroughs, you gain "samurai points" based on your actions, unlocking some gameplay additions, cosmetics and extras. You need a lot of money to do things, unless you decide to rob shopkeepers.
Partners
Partners are a mechanic unique to WotS 3 (to other games in the series). Aside from annoying you, they have benefits and or downsides. Their most useful function is to generate compound interest on your savings.
Weapons
Weapons have randomised stats (within a range). Upgrading weapons is semi RNG, and doing specific thing allows you to add titles which give +100 stats to them. They level up as you use them, slightly improving stats and unlocking more moves for use from their stance type (it is set for each weapon), certain items skip this skill grind. This system generates quite a lot of variety, at the cost of being grindy and making weapon swapping a pain.
Cosmetics
A very fun extra feature, to make your character more personal. Either by attaching accessories, or using a model of an NPC you like. There very much is some jank here: smaller characters have smaller hitboxes, letting you dodge attacks from big characters occasionally; female characters (with 2 exceptions) cannot run while sheathed, but unsheathing in unarmed stance gets around that without causing most NPCs to get aggressive. I did in fact do this for most of my playtime and you get used to doing it if you decide to use a female character.

Art
For a PS3 game, it's honestly quite good (slightly better than old gen monster hunter in terms of graphical fidelity). The only issue one could really have is the number of reused assets in the game, making it look cheaper.
Music is fitting for the game, but cuts out in combat frequently (due to fading out the instant no enemies are around). There aren't that many tracks, but they are all used well, but there is some multi-layering issues: battle at Castle Minori after Nobunaga event plays both the area theme and the battle theme, though it would be good if it was made into a full version.
Menu sound effects regularly play from a kilometer away for some reason.
โพสต์ 16 กรกฎาคม 2024 แก้ไขล่าสุด 21 ตุลาคม 2024
บทวิจารณ์นี้เป็นประโยชน์หรือไม่? ใช่ ไม่ ขำขัน รางวัล
< 1  2  3  4  5 >
กำลังแสดง 1-10 จาก 46 รายการ