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Đánh giá gần đây bởi LucyLucy

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Hiển thị 11-20 trong 45 mục
7 người thấy bài đánh giá này hữu ích
1 người thấy bài đánh giá này hài hước
1.1 giờ được ghi nhận (0.9 giờ vào lúc đánh giá)
Review Date: 25/03/2022

At the time of writing the game has an unfortunately fatal flaw where if you run the game above 1080p, the cutsenes will play really slow but the audio plays completely fine; this makes it nigh impossible to follow the storyline.

Until that's fixed I can't exactly give a comprehensive review. If you play at 1440p or above, do not buy until this issue has been fixed.
Đăng ngày 25 Tháng 03, 2022.
Đánh giá này có hữu ích? Không Hài hước Giải thưởng
38 người thấy bài đánh giá này hữu ích
4.3 giờ được ghi nhận (2.4 giờ vào lúc đánh giá)
A great return to form for a niche series that's been losing it's charm with each new release. While I still don't think this reaches the unsettling and atmospheric heights of the first game, it's by far the closest the developer has gotten.

_____
SIGHTS AND SOUNDS -

Going back to the black and white aesthetic from the first game was a smart choice, as it coats this game in a nice found-footage esq atmosphere that hasn't been in the series since the first game. This has also made the game much harder as a result as well, having less visual info to go off of to find anomalies. Luckily this gets balanced out by all the environments being far less densely packed than previous games.

As for sounds, I do think this game could benefit from having ambience of some kind, all the games could even. It shouldn't be there all the time, but a little bit could go a long way into creating a far tenser experience. Asides from that the game sounds mostly fine. It's sometimes far better to be more reserved in sound design than being too excessive.

_____
HOW IT PLAYS -

In-case you aren't familiar, this is spot the difference but with an unsettling horror twist to it. You look around cams to spot objects that move, disappear, get added, but occasionally something more dangerous gets added, like a man who shouldn't be there, or worse.

Luckily this game did away with a lot of superfluous anomalies from previous games, like the growing and shrinking ones which were always a bit boring and annoying. However here is where I'm going to list probably my biggest negative with this game. It's not really that scary or unsettling unfortunately.

While it could just be me having poor luck, almost every intruder I've experienced has been far more comical than they have scary. There's a fine line between unsettling and comedic, and I feel this game has unfortunately dipped too much in the comedic side with so many intruders being unrealistically disfigured or contorted. There's a few great ones, like the man under the sauna[i.imgur.com], but so many are too ridiculous to be taken seriously[i.imgur.com].

The game is still tense and scary from time to time, but I feel far less on edge than I would playing the first game as the threats in that one felt just grounded enough to be creepy instead of funny.

_____
WHAT COULD BE IMPROVED -

More anomalies that imply a threat or that something is wrong would do a lot in making the very boring anomalies a lot more tense. This game already does do a lot of those types of things actually, tools being missing, doors being opened, lights being turned off, etc, but I feel they could all be elevated further to be more tense somehow. Maybe what this gameplay needs is a shift in premise, like you're monitoring/defending your own home instead of it being your job.
-
I personally prefered the previous games' UI for reporting, being small, compact, and more limited feeling. (In a good way. I had to search for what I wanted to report in previous versions.)
-
More "dynamic" events could be really cool and tense. More intruders that move between cameras, or have to be found multiple times, or try to fight against you reporting them. Basically expanding the gameplay beyond just seeing and reporting.

_____
SUMMARY -

Overall I think this is pretty damn good for what it is. It's nice to see the developer listening to the criticism their fans had and applying it directly to a new game. While I did list above that I think the original game is still scarier, this is a gigantic step in the right direction that led to a fun, enjoyable game that I can easily recommend others to try out.

As a small side-summary: These games are great fun to play with friends while screensharing, with everyone trying to spot the small changes before getting shocked at the sudden naked man on screen. It's a ton of fun!
Đăng ngày 24 Tháng 12, 2021. Sửa lần cuối vào 24 Tháng 12, 2021.
Đánh giá này có hữu ích? Không Hài hước Giải thưởng
3 người thấy bài đánh giá này hữu ích
1 người thấy bài đánh giá này hài hước
6
15.4 giờ được ghi nhận (9.6 giờ vào lúc đánh giá)
Đánh giá truy cập sớm
A very fun VR Fantasy RPG Dungeon Crawler that's also fully playable in four player co-op. The super responsive and variable combat keeps the game exciting and fun to play with tons of weapons and builds you could potentially play around with. Despite all these upsides, it's hard to deny just how barren this in level and enemy variety.

_____
SIGHTS AND SOUNDS -

I'm going to sound quite harsh here, but personally I think this game's visuals are pretty unappealing. It's extremely generic visually and lacks any real artstyle to it. What makes the visuals all the more bland is how almost every single room in the game is identical brown bricked squares. Once you've played your first dungeon for 10 minutes, you've seen almost everything this game has to offer visually. At least the UI is typically very nice.

Sound-wise it also lacks quite a bit as well, everything you'd want is there, but there's no flourish or style to any of it. Easily the most grating part of the sound design is how you will be listening to the exact same track for hours on end when exploring a dungeon. Stick on your own music to be honest.

_____
HOW IT PLAYS -

This is where the game gets some serious meat on it. The combat is addicting and REALLY fun. It's like Blade and Sorcery, but with stats and loot progression, and playable with multiple friends. Melee combat has quite a decent chunk of depth to it, especially since you can interact with your weapons in pretty much any way you want, hold them in any way you like. You can block in so many different ways, make actual use of different stances for different situations, whiff punishing enemies, grabbing them and doing anything you want with them, using the environment like chairs, pots, or even your enemy's own limbs against them.

Mix in all that with dozens of different weapons and a good handful of fun spells and the combat is for sure the big seller here. There's few things that give me more dopamine than perfectly parrying an attack, grabbing the enemy by the throat, slamming them to the ground, then executing them in one swift chop.

Honestly it's nice to just go in and have fun. Screw about with weapons or playstyles, find one you really like, then hone it like absolute crazy, feeling like an expertly trained swordsman.

I also have to give praise to just how polished and full of quality of life systems this game has. So many safety nets that stop you from losing your gear from technical problems, and lots of well thought out interactions between players to players with gear. There may not be a whole lot here content wise, but what is here is massively polished, which is especially impressive for an early access VR title.

_____
WHAT COULD BE IMPROVED -

Magic as it stands feels pretty depthless and clunky. Some smoother ways to use it, more variance, more interesting spells, new mechanics, maybe even something like alchemy, could all go a long way into making magic feel like a playstyle you can fully dedicate yourself to without feeling like you're missing out in the excellent sword combat.
_
Enemy variety is actually just abysmal. It's 95% skeletons, 5% small weak goblins. You better get used to fighting the same skeletons, because right now that's literally all you get. This isn't as big of a problem for me since I do enjoy the combat that much, but I can't deny that these enemies are getting super stale already.
_
Location variety suffers the same problems too, but I already mentioned that up in the visuals section. Would be nice to explore more than just brown bricks.
_
A faster way to move would really help the sluggish running speed, especially on huge dungeons. Maybe something like you can run faster if you swing your arms or if you're holding nothing.
_
Dungeons sizes could do with quite a bit of tuning, as sometimes I end up with a dungeon that takes me 15 minutes to explore almost in it's entirety, and sometimes I get one that takes over two hours to find the exit. Maybe let players even choose a dungeon size, tailor the experience to them and what they have time/energy for.
_
While more a suggestion than an improvement, I wouldn't mind being able to customise my character, their armour, hands, etc. Would be a near addition to have.

_____
SUMMARY -

It's an extremely solid foundation with combat and stat building that's already super satisfying to engage with. Being able to play with with friends is a phenomenal cherry on top. There's plenty that is begging out for improvement though, and the lack of enemy and location variety makes much less engaging long term.

I recommend the game regardless, it's a pretty steep price as it stands, but it just about makes up for it. I'm eagerly awaiting to see how the game expands and progresses, because in a year or two's time, this could be one of VR's greatest titles.

Đăng ngày 4 Tháng 11, 2021.
Đánh giá này có hữu ích? Không Hài hước Giải thưởng
Chưa có ai thấy bài viết này hữu dụng
41.7 giờ được ghi nhận (9.9 giờ vào lúc đánh giá)
Đánh giá truy cập sớm
Review Date: 28/07/2021

A stylish, sleek, and fast titanfall inspired, rogue-like first person shooter that's gameplay loop is the equivalent of rapid-fire dopamine shots straight to the head. Almost every aspect of this game is deserving of some level of praise, with the biggest downside being that there's not enough of it to go around at the time of writing.

_____
SIGHTS AND SOUNDS -

Both the visuals and audio are fantastic. I've seen many games attempt this simplistic, neon tron-esq visual style, but I think this might be the game that does it the best. Most games are content with just doing the style and leave it at that, but GTTOD jogs a little bit with it, creating some wonderful, color and detail rich environments with lots of gradients and effects. I'd love to see it taken even further, more gradients and detail and colours, but I'm far from disappointed as is.

The sound design is top notch too, every gun sounds super impactful to fire and reload, and that's partially due to the incredible animations every weapon has. Each weapon's reload animation is so full of weight and life, and they really accentuate how chunky and impactful they feel to use. Out of everything, the animations was what surprised me the most.

And of course, a boppin 80's synthwavey soundtrack as the icing on the cake. Lots of high energy tracks with a few quiet ones mixed in to keep things moody. Great stuff.

_____
HOW IT PLAYS -

Wonderfully, that's how. The potent mix of blisteringly fast titanfall-esq movement, incredible gunplay, and a tightly woven combat loop keeps this game unbelievably satisfying to play for hours. You're always doing something, shooting someone, moving somewhere, yet it still manages to pull in some slow moments to let you catch your breath.

It is also a rogue-like, but the levels aren't what's randomised. The levels are static, never-changing, but the weapons and buffs you get are, making each run feel unique enough to warrant playing more. I don't even think I've seen all the guns the game has to offer yet and I'm 10 hours in, and they're all just as satisfying as the last.

_____
THE NEGATIVES -

While the gameplay loop is satisfying enough to keep coming back, there's no denying a lack of content here. There's functionally speaking only around 3 levels you'll be playing the most, one of which is the same, kinda easy boss. I'd really love to see more levels mixed in more than anything else right now, as the gameplay foundation is already titanium strong; there just needs to be more to ping-pong around.

I did state that the game is rapid-fire dopamine shots to the head earlier, but I won't lie that the game does get exhausting to play. The flashy, neon rich visuals and sounds bombarding your senses coupled with the high intensity gameplay can become very tiring to play after a few hours. It's best to take this game in over time, take breaks like game manuals would always be obligated to tell you.

Overall though the biggest negative is the lack of content, like I stated. What's in here is super satisfying, passion-filled, and fun, but there just need to be more of it. Give me more. I desire more. [i.makeagif.com]

_____
SUMMARY -

Read the first paragraph of my review again, then go buy it already. There's a lot of IOU's currently in the game promising something more fleshed out and content rich, but what's already here is enough to warrant a purchase; the gameplay loop is just that enjoyable. I'm super excited to see this already special game become even more special in the coming months, and can't wait to see it be held next to the other highly regarded indie shooters like Dusk, Ultrakill, and Fortnite.
Đăng ngày 28 Tháng 07, 2021.
Đánh giá này có hữu ích? Không Hài hước Giải thưởng
Chưa có ai thấy bài viết này hữu dụng
236.5 giờ được ghi nhận (23.4 giờ vào lúc đánh giá)
A fighting game that does a ton of really clever things with it's storymode while having a very enjoyable cast of characters to work with in multiplayer. It's very approachable to new or inexperienced players, all while having some phenomenal netcode to boot. It's no surprise that it was given the spotlight at EVO.

EDIT: Review was edited to factor in recent patches and my longer playtime.
----
VISUALS:

Maybe one of the game's biggest strengths is it's insanely strong art direction and visual style. Every inch of this game oozes with superb visuals, from it's pixelated RPG storymode to it's un-cluttered and pleasing multiplayer. On top of that the UI design is also excellent, being very pretty without compromising any of it's functionality. There's pretty much nothing I have to complain about in regards to the visuals, anything I do is kinda just whiny nitpicks.

One whiny nitpick I'd say is that it doesn't seem to scale too well with 1440p, looking a bit pixelated and jagged when in actual 2D combat. This could also be entirely intentional, maybe it is just pixelated naturally. Another tiny nitpick is that Tianhuo's flame effects (on her moves) are a teeny bit visually cluttering; just a smidge. For real though, I need a big magnifying glass to even catch a whiff of any nitpicks.

----
STORYMODE:

What an absolute highlight, seriously this storymode is something special. It's a very clever, well designed storymode that eases the player nicely into the game's mechanics, and has plenty of charm in it's writing to boot. It used to have some severe difficulty spikes in it's bosses but was quickly fixed a week after launch. That leaves only one problem left; I just want more of it.

The game has two different modes you smoothly swap between during gameplay, a top down RPG style pixelated overworld, and it's 2D fighting game combat. The fantastic thing about them is that one can influence the other, like how creeping up to sleeping enemies in the overworld lets you get off one free combo when you transition to the 2D combat. It's honestly genius since doing so lets you freely experiment and practice combos for one turn. On top of that you can also stomp on enemies in the overworld, which then stuns them after you transition into the combat again.

Enemies also have attack patterns that perfectly complement your character's moveset, stuff like the most basic enemy having a very telegraphed jumping overhead that you can catch if you time your air lasso right. I could gush for hours about everything well designed in this campaign, not even touching on it's story, characters, or writing, all of which are just as enjoyable.

I honestly just want more of the storymode to play as it only lasts about 4 hours with more chapters coming at some point in the future. Even still, 4 hours is more than enough to be worth it, and knowing that plenty more is on the way makes me very happy.


----
GAMEPLAY:

If you've played a 2D fighter in the past two decades, you should have a clear idea of how it plays. Traditional 2D fighting game combat with an enjoyable neutral, rewarding combos, and plenty gimmicks and mixups to work with. There only being six characters makes it feel especially approachable to inexperienced fighting game players too, all while having plenty depth within each character for experienced players to dig their teeth into.

I don't really know what else I could say beyond that. It's defensive game is great and rewarding, every character has their own unique tools to fight neutral, combos and blockstrings are just the right amount of challenge to be rewarding. Overall everything is pretty much as sound as it gets.

I guess I can mention the netcode, which is quite possibly the best netcode I've seen in a fighting game to date. Even when connecting to people across the world there's zero problems and it all feels as if I'm sitting there playing a local match. Hopefully this game's inclusion in EVO 2020 for having rollback netcode really makes a clear statement that delay based netcode should not be the standard any longer.


----
CONCLUSION:

Should you buy it? Absolutely. The price they're selling this for is impressively low for what you get.

The storymode is absolutely excellent and the multiplayer has a ton of depth to satisfy experienced players while still being very approachable to those who aren't as well versed in fighting games. I didn't mention it much but the balance overall is very great with some very rare discrepancies here and there which feel a lot more matchup/play style dependant than they do actual balance issues.

I forgot to mention the training mode is also pretty excellent, covering pretty much everything you'd need to know about not only this game, but fighting games in general.
Đăng ngày 3 Tháng 05, 2020. Sửa lần cuối vào 23 Tháng 05, 2020.
Đánh giá này có hữu ích? Không Hài hước Giải thưởng
36 người thấy bài đánh giá này hữu ích
1.9 giờ được ghi nhận (1.7 giờ vào lúc đánh giá)
This isn't a comprehensive review, but wow is this a total mess. Its almost exactly what it looks like from the trailers and gameplay; its the first One's Justice but it has a dozen more characters added in, yet somehow its actually worse than the first game in many ways, to the point I don't even know what it wants to be mechanically.

---
VISUALS:

At it's best it's "fine", but at worst it's absolutely hideous. It looks pretty much exactly like the first game character model wise, but its the animations that really set it back. A majority of supers in this that weren't taken straight from the original game look downright hideous[i.imgur.com], bordering on lazy. Everything from their pacing and choreography to their their animations and effects just yells rushed and lazy. One of the main appeals of these anime fighters is that they tend to be visually gorgeous and stylish to play, and OJ2 is neither.

On top of that some of the textures in-game are extremely bad for no real reason, even the textures on the characters themselves are littered with gaudy compression and rubbish resolutions. Its almost embarrassing. To give credit where credit is due, Shoot Style Deku's new super is absolutely excellent, and Nomu's intros and outros look fantastic; they're examples of what this game could have been visually.

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GAMEPLAY:

It plays like the first One's Justice, but with an immense amount of game mechanic whiplash. So many things cause the game to slow down or freeze (not from performance, its intentional), like hard hits and assist calls for example, but when the gameplay isn't freezing, its barreling ahead at a full speed, almost to the point of feeling like chaos sometimes. Character's overall damage seems like its been nerfed across the board since OJ1, but you also feel like you gain zero meter whatsoever now so actually getting to decent damage feels like an absolute rarity.

Couple all those things together and you have a game that seems like it wants to be a fast based arena fighter, but matches feel so insanely slow to complete. Constant freezing from specific moves coupled with how you do next to no damage while gaining such small pockets of meter creates such a weird sensation of pacing whiplash. I'd rather play OJ1 instead because at least it's matches were very consistent in terms of flow and pacing, OJ2 is just all over the place.

Also, there's a new "parry" mechanic where pressing the armour input while you're in blockstun makes you do an instant counter move that launches you both back to neutral, Its honestly really horrible because it makes blockstrings entirely useless. Any clever pressure or okizeme capabilities characters have become entirely null when every player has the equivalent of DBFZ's sparking blast on standby for every blockstring. Oh, and you can still get out of any combo you want just by tapping an assist if they're available, just like in OJ1.

----
STORYMODE:

If you were expecting it to be better than OJ1's storymode, you'll be letdown here as well. Its the exact same thing pretty much, the same boring comic cutscenes and the same uninteresting 1v1 fights. Unfortunately its worse than OJ1 here as well, because it makes obscene small changes and omissions to the MHA story which feel very much like a fanfiction rewrite. It does everything it can to absolutely milk every fight they can squeeze in, an example would be Midoriya asking Mirio to fight him for permission to be brought to Nighteye's agency. Small things like this completely litter the storymode from top to bottom, making it also not serviceable as a way to experience the MHA story.

----
RAPID-FIRE COMPLAINTS:
1: Their hit detection[i.imgur.com] is laughable[i.imgur.com]
2: The game uses your cursor in the character selection screen despite using a controller
3: Character select screen takes about 10 seconds to load when in an online room match.
4: A lot of the textures are pretty unbelievable.[i.imgur.com]
5: Its still obscenely[i.imgur.com] jank.
6: Bandai can't keep it in their pants so we know all the DLC characters already[i.imgur.com] thanks to their code.
7: So many moves still feel super clunky and floaty.[i.imgur.com]
8: On some maps the lighting is flashbang worthy[i.imgur.com].
9: They completely abandoned patching the first game, there's no saying they won't do so again here.
10: Jiro still has her nonsensical apparating speakers that do the same thing her hero suit would do like wtf lmao
----

My Hero Academia fans deserve better, and Kohei's work deserves a lot more respect than this. If you enjoy it then go nuts, I won't stop you, but I can't recommend it. Its rushed, its lazy, mechanically a mess, doesn't have much respect for the source material, 40% of it is recycled from the first game, and its very clearly just a cash grab to cash in on the MHA license. This needed another three months of development at least.

There's far better out there to spend your money on and it shouldn't be this. Despite all the jank it had I really liked the first game, and admittedly there's a handful that I do like about this one too, but its far too overshadowed by it's negatives. I'm going to wait for patch or two before moving on to Doom or Animal Crossing or whatever else this game decided it had a chance to compete with releasing in March.
Đăng ngày 12 Tháng 03, 2020. Sửa lần cuối vào 14 Tháng 03, 2020.
Đánh giá này có hữu ích? Không Hài hước Giải thưởng
1 người thấy bài đánh giá này hữu ích
17.2 giờ được ghi nhận (11.5 giờ vào lúc đánh giá)
The best way I can summarise the game is this. You know how when the very original Binding of Isaac came out, the item pool was quite small, the enemy types were fairly limited, each room had only a handful of possible patterns, and the farthest you could go was practically Mom? The Legend of Bum-bo is in very similar situation I feel. It's got a fantastic foundation that's grounds for some grand expansion, but right now definitely feels somewhat unfinished and rough around the edges.

----
VISUALS:

80% of the time I'd say it's visually gorgeous, being done in a beautiful cardboard style with some great stretching and pulling animations to really make everything come to life. A few reviews here state the game has some visual information problems, not really telling you accurately where enemies are on the field / if they're flying or not / what's blocking them. Personally I haven't experienced this, but there wouldn't be any downsides to adding more visual clarity for gameplay purposes and would just be an overall improvement for the game as a whole.

----
GAMEPLAY:

This is where the game truly shines in my opinion, because the foundation here is very appealing and enjoyable, even in a somewhat rough state. Getting into the intricacies of gameplay would take far too long to write, and a lot of what I would say would completely change depending on what build and combinations you had. For a TLDR: It's a turn-based matching game where the blocks you match give you specific types of mana which you can then put into spells which can do a dozen different things like helping you extend your turns, do damage, or defend yourself. Of course there's gimmicky stuff here and there too, it's a BOI based game after all. With 5 different types of mana and all your spells costing a random amount of those, you should be able to see how this can completely blow out into some mighty deep puzzling to min-max your turns.

The gameplay here feels almost built from the ground up to support major expansions, it feels like the type of game that will go the same route of BOI: Rebirth, where a few years down the line it'll be expanded sevenfold. I'm not saying what's already here won't sustain you, but I am saying that I have big hopes for what will probably be here in a few years; there's a lot that can be done here, it'd be a shame if it went to waste.

----
THE BAD STUFF:

It isn't marked as mixed right now for no reason, this game most definitely feels unfinished in areas and there's a lot of frustrating thing here and there. For starters, others are supposedly experiencing a considerable amount of bugs, some gamebreaking. I haven't experienced any so far, but that doesn't mean they don't exist.

There's a frustrating lack of "backing-out" when it comes to most menus in the game. Once you've advanced, typically there's no reversing that choice. This is most annoying in places like menus, where going to the character select screen ends up meaning you can't actually go back to the main menu, or how when opening the pause menu in-game, you have to select "continue game" instead of just pressing esc again.
One of the more annoying places this exists is when you enter an item room but already have all spell slots occupied. Once you click on a spell, you will be forced to put it into your kit and can't back out to choose the other spell instead. There has been plenty of times where I've wanted to change my mind and go for the other spell instead upon seeing my current kit, but the game legitimately just does not let you go back. It just feels wrong.

A big problem to me is that a lot of the menus are a borderline joke, they look insanely unfinished. A prime example is the main menu itself, which could quite literally be a jpg image with one of the most boring, dev-tool looking UI's I've seen in a long while. (Here's what it looks like: https://i.imgur.com/FZAF313.png)

However something that plagues a lot of corners of the game is the odd lack of sound design when it comes to anything that isn't core gameplay based. Almost every menu in the game has zero sound effects in it when cycling or selecting anything.. Bosses don't make sounds when dying despite exploding into pieces when you kill them, coins being dropped or collected makes zero sound, almost the entire shop area has zero sfx, despite having plenty of actions which you feel should have distinctive sounds. Of course this doesn't affect gameplay at all but it just feels rather odd, as if half the sounds folder got abruptly deleted a few minutes before launch.

This isn't exactly a criticism, but you will be given setups that you just can't avoid taking damage on. Sometimes the puzzle board and mana you get ends up being so not-in-your-favour that you will just have to take damage, which can end up killing some runs (and dying this way feels dreadful and unfair). This is usually not a big problem because you're quite rarely this unlucky, but with the 5th playable character it can happen almost every other room (the one with only one movement), which makes them just insanely luck based and unfair. I said it's not a criticism because it's most likely intentional and doesn't happen anywhere near as much on other characters, but just be warned that there will be hands you're given that you just can't win with sometimes. RNG can be quite a deciding factor, and if you don't like that, this might not be for you.

-
All of these problems here do sound like very minor problems, but that's because they are. It's mostly just to drive home that this does feel like an unfinished game.
-
EDIT: Supposedly there's no controller support yet.

----
CONCLUSION:

I still think the game is very much worth the price it's asking for currently, as the gameplay foundation is incredibly solid and enjoyable. Most of the problems above can be ignored as they don't actually effect gameplay to a major degree, but this most definitely doesn't feel like a complete game yet; it's lacking a lot in audio presentation and QOL features. This also isn't factoring in any bugs or anything, since they haven't affected me personally.

If you're sceptical, I'd wait for a few patches, maybe even wait until an expansion comes in somewhere down the line; if one does come.
Đăng ngày 15 Tháng 11, 2019. Sửa lần cuối vào 15 Tháng 11, 2019.
Đánh giá này có hữu ích? Không Hài hước Giải thưởng
364 người thấy bài đánh giá này hữu ích
10 người thấy bài đánh giá này hài hước
6
1
108.6 giờ được ghi nhận (7.5 giờ vào lúc đánh giá)
EDIT: Review was edited

The game itself is fan-freakin-tastic. It's probably one of the most fun fighting games I've played in a quite a while and is miles better than My Hero One's Justice, and eons above shovel ware crap like Jump Force. So why is the review marked "not recommended?" TLDR, it's the port.

----
VISUALS:

The visuals are incredibly damn good and faithful to the original show, recreating scenes, moves, and ultimates straight from the source. Just watch a video showcasing all of the ultimates in the game, because that will show you just how gorgeous it looks. My only problem with the visuals is the odd blur and pixelation the game has, it's especially noticable when comparing gameplay to the UI, but it's definitely nowhere near a game killer and doesn't impede gameplay in any way; either way, I think this game looks grand. Not DBFZ level grand, but it gets close.

----
STORYMODE:

The story mode is honestly a massive highlight in this game for me. All the cutscenes are fully voice acted and animated, with scenes lovingly and passionately recrafted from the original anime. As someone who has KLK as their number one favourite show of all time, I'm overjoyed I get to experience even more of it, especially considering how much passion and heart was put into the entire game as a whole.

Storymode is also not just a series of bland 1v1 bot matches, it actually does interesting and cool things with it's fights, like giving you 1v2's, 2vPVE, 2vs1+PVE. Probably the least common thing you'll be doing is 1v1 bot matches, and that's quite a wonderful thing to say. It also has genuine bossfights and encounters with playable and non-playable characters who aren't in the game's official roster. Overall I found the story mode to be incredibly enjoyable, and for an arena fighter that's pretty special.

----
MULTIPLAYER:

Multiplayer is equally enjoyable and fun to play. There's a great deal of depth in it's gameplay and combos that you may end up overlooking for the first few dozen player matches, but you can quickly figure out that the 10 character roster (+2 free DLC soon) was indeed quality over quantity. Each character is massively unique, and coupling that with a lot of not-so-immediately-obvious mechanics, strategies, and moves really begins to show just how much work they put into making this game's gameplay top notch. TLDR? It's Jump Force but if it actually had lots of thought and passion put into it with every character being completely unique to fight as, or fight against. Stellar stuff.

---
THE BAD STUFF:

However, here is where we get into the problems. This PC port sucks. It sucks really, really hard. The options menu is a unity-esq pop-up you get when launching the game, that of which has very little ways to change how the game looks, and only three resolutions you can choose from, and none of those go above 1080p. As someone who plays with a 1440p monitor, it's absolutely brutal to be forced to either keep the game windowed and smaller than I'd like, or fullscreen and looking like complete ass due to the pixel density difference. Don't bother checking for any .ini file you could edit either; one exists, but it's basically just a text version of the screen you get when starting the game (Resolutions aren't exact res in the ini, it's just Resolution: 1/2/3, meaning you can't give it a custom resolution if you really wanted to)

On top of that there's odd audio bugs where music will not stop playing in the background, causing an overlap in tracks if another plays on top of it. I've actually had three tracks in the game overlay over each other, and the only way to fix it for now is a full restart of the game.

Some are reporting wild crashing, mad memory-leak-esq lag and cpu usage, some visual glitches, and sometimes the game doesn't even start for some people. This port is a complete mess, one I really struggle to see getting untangled in a timely manner. I have avid hopes that it will be fixed eventually, but by that point I think the damage will have been done.

----

I truly speak with disappointment and sadness when I say that I can't really recommend this game on PC. As much as I want the PC version to have more players, and as much as I want it to succeed here, the port is just too bad. But trust me when I say that this game is phenominally good, it's an absolutely fantastic game that's held back by external issues surrounding the port that are just too big to ignore.

If you're looking to buy this game, I recommend buying the PS4 or Switch versions instead. If you can deal with the issues it has on PC, then feel free to try it out; clearly a lot of people are still loving it (myself included). I highly encourage you buy it if you're interested, as I can say nothing but praise for the game itself, but probably don't buy it on Steam, at least not yet.

(Also there's entirely free demos for the game on PS4 and Switch, you can try the game out for completely free there.)
----


December 2019 EDIT:

Mako and DTR are now in the game after an absurd wait time for what was supposed to be DLC close to launch. They're both really cool and unique characters, but I think I'm now just officially done with the game and kinda have been for quite a while now.

In patch 1.03 they completely butchered the combo system in the game by making it so your combos artificially drop your opponent after an invisible bar is filled. Seemed intended to stop loops and infinites, but ended up stopping neither (if anything I saw more of them that update than ever) and instead just ended up punishing legit combos in the process. On top of that the game will literally force you to abruptly do moves that will end your combo if it's long enough; the game basically rips control from you to ensure your combo ends. Now labbing is just a frustrating mess and genuinely makes me emotionally upset to play.

I absolutely adored this game in it's 1.02 state, I'd gush for weeks about it, but after 1.03 I can't enjoy it anymore. I would have said this was the best arena fighter ever made, but not anymore. If you still want to play it, buy the PS4 version. The PC version has no players.
Đăng ngày 26 Tháng 07, 2019. Sửa lần cuối vào 29 Tháng 11, 2019.
Đánh giá này có hữu ích? Không Hài hước Giải thưởng
Chưa có ai thấy bài viết này hữu dụng
3.3 giờ được ghi nhận (1.7 giờ vào lúc đánh giá)
Đánh giá truy cập sớm
A kinda-decent "rogue-like" shooter with less than ideal gun mechanics and some notable problems and a lack of any real depth.

---

Visually it's pretty much all aces, that's probably the game's strongest aspect actually, the fact that it looks really, really good. All the bright colours, the distinct edges and pixelated textures, it all just looks really fantastic and gives it quite an outstanding and distinct feel. The sound design and music are also pretty great, giving off a nice chill vibe with most important enemies either looking, or sounding distinct.

---

However it's once we get into gameplay that things start to move more to the "eh" side.

My biggest complaint is something subjective, and might not bother a lot of people who'd buy this game, but the weapon mechanics are sorely lacking in QOL and depth.
There's no two-handing mechanic in the game, meaning you effectively start holding every gun as if it were a pistol and ultimately have to start using it like such as well. All the reloading is mostly done with a single button too, and while it doesn't just automatically reload with some dumb canned animation, it's still on the lower side for how much interactivity you can have with each gun.
On top of that the way in which you carry and store guns could also do with a bit of work and refinement. As it stands you can only logically carry two weapons with you and can't let go at all or else you'll end up dropping one (On Index). I'd much prefer a physical storing system like being able to place guns around your body instead, something where I can at least air out my hands a bit if they're getting far too sweaty from being forced to hold onto them the entire time.

All of those subjective complaints about the guns combined end up making the game feel a bit too clunky and makes all the guns feel weightless and toy-like. It's somewhat funny because you can genuinely interact much more with the environment than you can with any of the guns you actually have to use.

---

Speaking of the environment, visually they're all good like I said, but this game really does not play to a "rogue-like's" strengths at all. If the maps were the same shape and size every single run, not a lot would change because the randomisation doesn't actually add much to the runs at all. The most different thing you will experience in each run, is what order you will get the guns in, and there's only about 8 guns, effectively meaning that once you've used all the guns once, you've kinda seen all the game has to offer.
After that point each run feels exactly the same. A lack in any satisfying interaction mechanics with your guns further accentuates this nothing-ness feeling as there's pretty much nothing else you can do to make the runs feel any different from another.

---

Despite these walls of criticisms, this is still some good groundwork for something greater. That's all it really is though, just the foundation for a more in-depth game that I hope this turns out to be one day. Truthfully speaking I expected more considering the months I waited after having initially refunded the game back when it came out, but I think I'll keep it now and just leave it for a few more months to see how things develop.


As a TLDR, it's visuals are fantastic and it's music is great, the gun interactivity is pretty poor and clunky, the random environments add very little to the game so far, and you've seen it all after about 30-90 minutes of play.

Is it worth a buy? Eh, probably not right now, especially for the price. Whether or not this game becomes worth a buy really depends on where it goes from here and if it gains any true substance, but I'm giving it a thumbs up just because I'm cautiously optimistic. If I could rate a game squarely down the middle, I definitely would here.
Đăng ngày 16 Tháng 07, 2019. Sửa lần cuối vào 16 Tháng 07, 2019.
Đánh giá này có hữu ích? Không Hài hước Giải thưởng
Chưa có ai thấy bài viết này hữu dụng
3.1 giờ được ghi nhận (0.8 giờ vào lúc đánh giá)
Fantastic, albeit short and janky free demo. It satisfies the itch of wanting to feel like Spider-Man swinging around New York, but asides from that it has little else going for it.

Web swinging is more like using a grappling hook, where the game is trying to pull you directly to your web instead of letting you truly "swing" around, but it functions well enough to sell the illusion of web swinging.

Combat is just janky and has little more to it than spamming the trigger; nothing really much to say there other than it works I suppose.

Probably the worst part of the experience is the bizarre controls, like using the grip buttons to move. It was fine while using the Index, but on Vive controllers no doubt it'd feel pretty god awful. You get to perform a single web ability where you make your own web wall, and the way in which you activated it was pretty fantastic; I'd love to see a lot more web abilities where you can do them naturally like this with just using your basic webs in different ways, much better feeling than making them a setting you switch to or something like I would have expected.

Try it out, it's free after all, and it's worth it for the 30 minutes of web swinging you'll end up doing.
Đăng ngày 29 Tháng 06, 2019. Sửa lần cuối vào 29 Tháng 06, 2019.
Đánh giá này có hữu ích? Không Hài hước Giải thưởng
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