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Скорошни рецензии на Bill Simmons

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Показване на 31 — 40 от 45 постъпления
2 души намериха тази рецензия за полезна
1.0 изиграни часа
Alien Flex starts out hard as heck in the tutorial level, but scales down in difficulty once you learn how to approach fights. The first sequence of levels took me over 30 mins to complete.

Game has its flaws, but persevering through them makes winning all that much more satisfying.

Kill the guards, steal the drugs, and boogie.
Публикувана 5 август 2021.
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2 души намериха тази рецензия за полезна
29.5 изиграни часа (16.0 часа по време на рецензията)
Had a great time playing through the game. While it is casual in comparison to the usual souls experience it offers those unacquainted to play something souls-like at a comfortable pace.

I did hope for a harder difficulty option when watching the game trailer, and while there isn't one the idea I'd only have fun if the game was challenging slipped away relatively fast following the first area.

Combat is simple, and that's ok. Mashing X tirelessly on my playthrough never felt dull, as enemy variety forced you to pick and choose your strikes. Thankfully tanking all incoming damage and carelessly attacking is not a viable strategy, and likely ends in death. Death, while not much of a setback, since you keep your souls and respawn at your last used door, at least forces you to approach the fight differently.

There were challenges in-game that caught me off guard, and I greatly appreciated those. To note some, the avarice challenges, parts of boss battles, and the power upgrade fights. Not breezing through the game, winning every encounter on your first attempt, brings about a sense of accomplishment when you do win. Thankfully these moments, while not frequent, do occur and were something I was happy to see.

Sound design is very well done and immerses you into the environment. Likewise music flows well with combat and the surroundings.

Death's Door while casual is still a great time and a title I'm glad I didn't overlook.
Публикувана 22 юли 2021. Последно редактирана 23 юли 2021.
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4 души намериха тази рецензия за полезна
1 човек намери тази рецензия за забавна
8.0 изиграни часа
Рецензия от „Ранен достъп“
The game is far from balanced and endgame is probably the best consistent example of this. Once all 3 rituals are completed survivors have the choice to use items and traps to exorcise the Spectre OR survivors can escape via multiple exit doors. In every match that ended with 4 survivors alive at the end, the option to exorcise the Spectre was always chosen. The game offers you so much time (~10mins+) to escape, which is a ridiculous amount considering it takes maybe 10 seconds to escape via one of the doors and a few minutes to stunlock the Spectre and exorcise them with items. The large surplus of extra time gives survivors multiple second chances to reset if the Spectre gains any momentum in the endgame. Not to mention at any point if survivors just feel like leaving they can, granted they have enough health to tank a single hit at the exit door. There's no way to interrupt the exit animation, even when you land a hit, allowing the survivor to just slip out and escape.

This game caters to someone who enjoys entertainment at the expense of others, or a player who is interested in a difficult challenge. You will get to see some stronger Spectre gameplay once you grind out the first 10-15 player levels and add some good perks to your kit. However until then, unless you choose to buy one of the other Spectres to skip that grind, expect Spectre games to be very difficult. Matchmaking often paired me with experienced players, who constantly had me questioning how someone could play this game as the Spectre role. On the other hand, Survivors should have no issue using their base kit to win. So if you want to skip a frustrating couple hours worth of games stick to survivor to grind out a decent Spectre loadout.

Survivor games didn't bring me much joy either. It didn't help that I was already disliking the game after playing Spectre for a couple hours. However in the games where it played out normally, 360'ing the third hit in a row, comboing items together to extend a chase, or taking advantage of mechanics that remove your hitbox just felt cheap and lackluster of any actual skill. I did experience some Spectre players with full perks and found it harder to do some of the same things you'd get away with playing against a newer player, but all in all the game stays the same.

I'm always interested in finding some new asymmetrical multiplayer horror game to play, but this was terrible.
Публикувана 26 април 2021.
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1 човек намери тази рецензия за полезна
17.5 изиграни часа
Game starts off slow and sort of maintains a soft jog throughout the playthrough. The gameplay you probably want is stretched out slightly via the back and forth you're forced into when retrieving technokeys. I don't think I would have minded this as much if the "Big fights" were more challenging and memorable.

Personally I enjoyed the diverse enemy population that gets revealed through the game. However regardless of the enemy, and most of the time even bosses, the strategy of just mashing basic attacks and ignoring incoming damage proved to be a successful way to progress. I want to adapt my combat for the fight, I want to learn their moveset to win, I want to feel like I deserved the victory. Instead Narita Boy coddles you with the health/life system allowing you to get away doing the bare minimum as death serves 0 regression penalty once the fight is over.
I will mention while I didn't find the combat challenging, it was still interesting to a degree.

I really wanted more from this game, and constantly found myself looking for that great moment I really enjoyed. As a whole I can appreciate the project, but I couldn't find that individual moment I thoroughly enjoyed. I'm recommending it as a nice casual game with a well done soundtrack and beautiful art style.

5.8/10
Публикувана 7 април 2021. Последно редактирана 7 април 2021.
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1 човек намери тази рецензия за полезна
77.2 изиграни часа (54.4 часа по време на рецензията)
While I definitely had my issues with Loop Hero, I did enjoy the playthrough and would recommend it.

I really wanted to beat the final boss before reviewing and I'm glad I did. Not that the final boss really sold me on my decision, but at the time I disliked the game because of the always increasing grind I was facing. However this was mainly my own fault because I failed to build the Alchemist Tent. It allows you to just create the materials needed for upgrades rather than having to find them on a run.

Should be important to mention that you don't need to reach the final boss to build the Alchemist Tent; I was under the impression it didn't serve much use to build it as the game sometimes has cryptic descriptions and I happened to make the wrong decision.

In addition there are important parts of the game loop that I either totally missed/misunderstood, which in turn made my playthrough less enjoyable. I had no idea until 5 or so attempts on the final stage that you could retain all your resources after dying by exchanging boss skulls. The button/area is top right of the death screen and what appears to be the only two options "Retreat"/"Resurrect" are dead center of the prompt. After learning about it I used that option multiple times to mitigate the 70% material loss.

Those misunderstandings bled through to situations where paying more attention would have proved to be useful. Initially thinking 15-20 loops on the first stage was a better choice than multiple 5 loop runs on the second stage was such a time sink for no good reason. Not to mention when looking for certain materials their drop chance is so incredibly low on the first stage it was night and day moving onto the second stage to grind those materials.

The game constantly wants you to figure things out on your own, but at the same time has options that pop up on each run, which if chosen lead you down a path that's more of a time waste than one that would reward you. This effect only gets multiplied later down the road where more runs = more materials/supplies. The earlier you learn that the quicker you'll progress.

Loop Hero just feels empty after beating the stage boss, there's no real bonus to continuing on. Part of me wanted to see what would loop level 20 look like, and it turns out, it's kinda the same, just takes a while to get there. Overall a long run was about the same collection you'd get on multiple runs, with just a larger possibility you'd lose 70% if you died before a campsite.

This being said backtracking isn't really a thing in Loop Hero. Can be a ok tool to test out a new class, but ultimately isn't something you should be doing if you want progression.

Loop Hero gave me a fun experience even if I made the game harder than it was intended to be. Progression over the levels guides you on how to play pretty well, making the final level not some insurmountable task.

6.4/10
Публикувана 28 март 2021.
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Все още никой не е оценил тази рецензия като полезна
62.5 изиграни часа (46.1 часа по време на рецензията)
Satiated my need for a blood pumping action game.

DOOM Eternal greatly outperforms DOOM (2016) in overall gameplay, pacing, player movement, arena layout, and many more features.

Playing through DOOM Eternal and dying many times was the catalyst which revealed how much I liked the game. Very rarely do I find dying/losing in a game have such an affect on me. Didn't matter how the death happened, I was ready to go back in and outperform my last life with virile DOOMGUY rage.

The soundtrack and gameplay coupled together are about as perfect as you can get. If the absolute destruction of every demon in hell wasn't enough to keep you going the soundtrack surely will.

Doom Eternal is a great game I've played through multiple times, I'd even go to say its earned a spot in my favorite games of all time.
Публикувана 10 януари 2021.
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2 души намериха тази рецензия за полезна
183.0 изиграни часа (107.4 часа по време на рецензията)
In a constant loop of uninstalling/re-installing games, Risk of Rain 2 will always remain installed in my library.

The value I've gotten out of this game is far more than I ever would've expected. Having played many other rougelikes in the past, I enjoy them in the moment, but then tend to drop them to play something else and usually don't revisit them unless there's some large update released.

Risk of Rain has changed that usual loop I follow, and has remained very entertaining and challenging over the 100+ hour mark. I look forward to the roadmap this game plans to follow for the future and highly recommend it to anyone who plays video games in general.
Публикувана 10 януари 2021.
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1 човек намери тази рецензия за полезна
15.2 изиграни часа (6.4 часа по време на рецензията)
Casual battle royale platformer can bring you to insanity in a few minutes.

It's a very easy game to pick up and play for all ages. Very quick games, allow players to hop in and out as they please. Grouping up with friends is fun, and while it doesn't really increase the odds that you will win, you at least have someone to root for after elimination.

That enjoyment sort of slows down after my play sessions pass about an hour. The RNG/Luck based game balance takes a toll after a while for me. From spawning in the back of the pack to getting unfortunately placed on the team that gets ganged up on, sometimes the match outcome feels out of your hands.

Ultimately it boils down to more playtime doesn't equal skill in this game, a win can happen on your first game or your hundredth it mainly depends on if you get lucky. With the many pitfalls that can trip the player up and remove those possibilities where a win would have existed definitely doesn't feel good and usually caps off the play session with a sour mood.


Overall I think the game has a fun atmosphere. It can be a enjoyable experience in small doses, but I don't think it has the charm of a game that'll keep you playing for hours on end.

If you want a party game to play with friends, or a casual game to play for an hour or so at a time this is a good choice.
Публикувана 14 август 2020. Последно редактирана 16 август 2020.
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4 души намериха тази рецензия за полезна
26.4 изиграни часа (14.2 часа по време на рецензията)
After plenty of hours I still find myself getting scared.

Scrutinized brings out the paranoia as you sift through reports attempting to find the culprit behind your cousin's murder. Whether it's questioning what that sound was or if getting up from your PC is certain death, it's a tense experience. But when you survive and make it to the next night, a sense of relief washes over you, only for a moment before the next night starts and the cycle continues.

It's a unique experience for sure, and a true gaming accomplishment if you can complete it. With a range of difficulty modes, an option to turn jumpscares off, and Detective mode which removes the threats from the game so you can focus solely on the reports; Scrutinized is a challenging horror title that's accessible for the faint of heart or those looking for an easier challenge.

With a couple balance patches out the game is feeling more fair. As with the other titles from Reflect Studios, you'll still need to learn the mechanics of the report system and threats before you stand a chance in succeeding. That's exactly where Detective and Casual modes excel.

In the market for a game to show off your god gamer prowess or looking to do some casual investigating Scrutinized can fulfill either.
Публикувана 9 август 2020.
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4 души намериха тази рецензия за полезна
162.4 изиграни часа (25.6 часа по време на рецензията)
I waited a long time to play this game, after going through cycles of loving and hating DbD I really wanted another asymmetrical horror game to come out and fill those periods of loathing DbD.

This game is much more realistic in the sense that you will get caught if you attempt to loop the killer too long, yes you can get a decent chase in, but the only way to survive is to hide. Whether you do that by entering a dumpster or one of the other myriad of survival choices is up to you.

But dying isn't the end of the world (in Extraction the 3v1 gamemode currently available) after death you'll respawn in a coffin needing a teammate to break you out and bring you back into the game with slightly less health each time. Getting camped? Well there's no struggle meter, kick back and wish your survivor friends good fortune as they find a way to rescue you.

Game length can vary from a couple minutes if survivors play right into the killer to around twelve minutes if survivors take the most time to complete objectives and escape. The in-game timer applies pressure for survivors to do the objective or suffer defeat, no more immersed players that crouch walk around the entire game and then get out scot free.

In my earlier games I found myself constantly losing to the killer over and over again. After building up a full perk & augment loadout I still continued to die from the killer or failing the objective. I'm a solo queue player, so as expected I blamed my teammates for being new, convinced myself that a SWF group was the only way to balance the game out. Then a hotfix came out that allowed the survivors to see each other at all times during the match, along with some other changes that helped survivors. At the time of the patch I had about 15hrs so I'd be lying if I said this was my saving grace to actually winning more survivor games, but it definitely helped. Now my ratio is around 30%/70% Win/Loss as survivor, which is immensely better than the 95% of games I was losing before, most of which without even finishing the objective.

Touching on the killer role, with the ability to turn into a black mist to learn the approx location of survivors and the overall dark atmosphere in most of the maps majority of the time you can get the jump on a survivor and get a hit in before much of chase happens. This builds your confidence in the power of the killer, since you don't have to eat 5 pallets to the face, mind-game like there's no tomorrow, and rely on certain perks or abilities to get your first hit on a survivor. Only to then have the same circle of events happen again before you can get another hit in.

It wouldn't be a fair review if I only expressed my positive experiences with the game. Overall my largest qualm with the game is the unbalanced platforming/climbing that can occur with survivors against the killer. Reaching a location with the information that a survivor is somewhere nearby and checking everywhere and coming up with nothing only to tilt your head up towards the mountain of boxes and see them staring down at you, making the high ground the element that removes all immersion and fear from the game. The problem comes down to balance, the survivor can stand in the objective zone as they attempt to parkour to a highly favorable spot plenty of times and suffer no penalty. Whereas the killer wasting time attempting the same thing over and over again hinders their performance in the match. Should elevated hiding spots exist, yes; should those said spots only be dangerous if the killer can climb up and push you off, no.

Current game 5.5/10 would recommend if you like asymmetrical horror games
Публикувана 4 май 2020. Последно редактирана 4 май 2020.
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Показване на 31 — 40 от 45 постъпления