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Εμφάνιση 1-10 από 336 καταχωρίσεις
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4.5 ώρες συνολικά (4.3 ώρες όταν γράφτηκε)
I'd give it mixed.
It's a unique deckbuilder, but starter experience isn't great.

Unique Concept
  • Deckbuilder where you expand permanent pool of cards and build deck outside of runs.
  • Turn based combat on a grid. Movement and basic attacks only cost AP. Cards are spells, which can be more than just damage.
  • Delving into dungeons rewards currency, and card booster packs.
  • Whatever you bring back initially translates to raw power and eventually to synergies.

Tedious start
Starter deck is useless. It has low damage, low range, no synergies and some cars like Dispell are actually useless because they don't clear any afflictions I came across early on. This forced me to grind early stages for upgrades. That grind was tedious because with 3 AP (most actions, including movement, cost 1 AP) I was often forced to spend 2 of those just positioning myself to deal damage or avoiding damage each turn.

It took me about 3 hours to get to a basic deck with no synergies, but no cards that require perfect layout to be better than basic attacks.

Town design is mildly irritating. Tile-based movement in town feels clunky and restrictive. Visual design doesn't convey depth. It's difficult to distinguish a flat surface and an obstacle. Locations I wanted to visit after almost every trip are spread out across most of the town. That is only an issue because of that clunky movement.


Learning curve. I'd call the game easy to get into, but enemy attack patterns are different. Early enemies are clear as day. You hover over them you see EXACTLY where they can move/strike. Later enemies have range that cover entire map and you really won't know what that means until you see them act in battle. Adding to that "waste of time" aspect, some of them can also just run cicrcles around you, while you're limited by your 3 AP.
Αναρτήθηκε 1 Νοεμβρίου.
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0.7 ώρες συνολικά
Κριτική Πρόωρης Πρόσβασης
Close to top-down Dead Cells (by same devs), but they are iterating on the formula.

I only played a little of demo and early access and here's 3 massive differences right away
  • Feels faster/more responsive. Combat isn't necessarily faster, but I feel like the character is.
  • Switching weapons after full combo launches a powerful attack (or buffs you).
  • Finishers attack that are actually rewarded
  • No more block. Dodge away to safely stay out of range, or dodge into enemy's attack to deflect it and stun them. With how quick dashes are timing is more strict.


Just so I don't make it sound too good, it's still nowhere near the level of polish dead cells has.
The biggest drawback right now is stages are still linear with little reason to explore (there is a bit, but it's basically grind replacement). Dead Cells offered Metroidvania style area gating and risk-vs-reward type of exploration. Also I never really knew which way to go in dead cells. This game's format is generic roguelike arena fighter right now where you only have 1 direction to move in.


Anyways, even right now it's fairly fun. Given it's coming from devs of one of like 3 hyper polished action roguelikes the future prospects are promising.
I'll give it another shot once the game had some time to cook.
Αναρτήθηκε 24 Οκτωβρίου. Τελευταία επεξεργασία 24 Οκτωβρίου.
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22.1 ώρες συνολικά
Mixed feelings, due to combat feeling samey for far too long.

Summary
  • Refreshed combat (same baseline). It allows spamming combat skills, but also SIGNIFICANTLY reduces player's effectiveness until much later then previous games.
  • Linear (no real exploration)
  • Linear item progression
  • Bland reward structure.

Combat(6/10 --> 9/10)
One one had they finally tried to mix up the combat formula, that has been dying due to stagnation. There's no more MP, instead there's a resource for combat skills that regenerates quickly and a resource for support/healing skills that is somewhat limited. Spamming the same skill reduces its effectiveness, so it encourages to mix things up.

On the other hand player inflicted stagger is reduced, which makes early combat a slog. It's not hard, but a solo character often needs entire combo just to stagger an enemy (so they can't continue it alone), and to continue a combo you need to execute a boost attack (charges slowly early on). That means cannot do many real combos (until late game), which means it's long hours of awkward hit and run.

Just to be clear, it starts clunky and gets better late game, but it takes longer than in Tales games I've played.

Gameplay format
This game is linear.
You cannot stray from main path in any meaningful manner. Previous games had very similar limits, but they used their world more effectively, as you might have to backtrack to fight a powerful enemy, or to catch some NPC or access a chest you couldn't before. More importantly, accessing said chest often gave things you couldn't get elsewhere.

In 20 hours I only encountered 1 enemy that was an actual threat (very high level).
Enemies and locations offer unique resources, but those feed into a completely linear item progression.
The reward structure just isn't there. They didn't take advantage of the world. I could have backtracked for a powerful enemy to get a better weapon early on, or maybe unlock a branch of progression (something the franchise is famous for), but nope. Go forward, do everything in the vicinity and move on. I had to come back for few fetchquests so far.

Objective based progression unlocks (like catch a fish to unlock skills) is still in game, it's just dumbed down and linear.

Lackluster mini games (like farming and fishing) only add to tedium, because developers didn't commit to making those mini-games engaging. Fishing is click 1 of 5 buttons 2-4 seconds. Farming is literally just a shop with a delay, because pay in, and come back later to collect materials.

Conclusion
I somewhat enjoyed it, but I'm not recommending, because I got too bored of it before I even finished base story.
If you're looking for a Tales game on PC, I'd still recommend this before Berseria or Zesteria. Graces F and Xillia 1/2 do pretty much everything apart from graphics better.
Αναρτήθηκε 22 Οκτωβρίου. Τελευταία επεξεργασία 22 Οκτωβρίου.
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0.0 ώρες συνολικά
The character is heavily focused around charged attacks and this GAME REALLY doesn't reward charge attacks.
While you're charging opponent often moves away (i.e. you just miss) and the damage if you do land the hit, it is still roughly the same as just doing basic combo in the time it took to charge. It just feels bad to use in most places.

Also I hate the fact the character was in the game day 1 and sold separately. DLC launched later, but the character was in game.
Αναρτήθηκε 17 Οκτωβρίου. Τελευταία επεξεργασία 19 Οκτωβρίου.
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0.0 ώρες συνολικά
There are like 12 weapon types in the game. Only 1 class can use the rifle (and it's not a great weapon). 3 classes can use the chain sword (it's good).

The shoulder works with all of them, but is difficult to fit cosmetically, because ALL shoulders that you unlock (not default ones) have a trim around them, which makes this one stick out as incomplete.
Αναρτήθηκε 5 Οκτωβρίου. Τελευταία επεξεργασία 11 Οκτωβρίου.
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0.0 ώρες συνολικά
1 helmet, color pack + a few icons.

Everything is item specific too. You can't use the same icon on left and right shoulders. You can't use 1 color in 3 color channels, because the color for other ones is unlocked seperatelly.

I have mixed feelings. On one hand I feel devs made a great game. On the other hand, I think they completely flopped on how disappointing they made cosmetics and DLCs in general feel.
Αναρτήθηκε 5 Οκτωβρίου.
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0.0 ώρες συνολικά
Base game is already mediocre, which puts in question the value of all DLCs.
On top of that it features a non-cosmetic Day 1 DLC that didn't launch day 1 (perhaps to pretend they didn't cut it).

The game's shows a DLC character and says it is unlocked by playing an early mission, but it doesn't actually get unlocked (there's an entire thread of confused people on steam forums).

I'll give them props though. Cosmetics are split by male/female, so you can actually equip any male outfit on any male character (unlike some similar games). I stand corrected. As Aeden pointed out Agil can't wear the Demong King's robe. He has his own variant, but it's not the same.
Αναρτήθηκε 3 Οκτωβρίου. Τελευταία επεξεργασία 13 Οκτωβρίου.
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131.1 ώρες συνολικά (128.0 ώρες όταν γράφτηκε)
Cashgrab if I've ever seen one.
EU server is almost dead (insane queues) and Asia server (not dead) lags.

Short summary
  • 60-100$ game with cash shop (always-online, predatory pricing, pay for advantage).
  • Combat ranges between mediocre and fine (more on that below).
  • Lazy RPG mechanics. Numbers bloat, you kill at the same speed.
  • PC port is lazy.
    • Keyboard+Mouse controls are atrocious (not just key mappings).
    • Default mouse sensitivity is far too low and sometimes the game ignores the setting I maxed out.
    • No ultrawide, or any features that benefit more powerful PCs
  • Story has "exploration", but crazy amount of invisible walls makes it infuriating.
  • Artificially grindy. Low drop rates, bloated item/stat pools, timegated battlepass that only progresses from daily/weekly missions. Some of them are really sit in lobby until somebody requests aid (not a common thing to happen right now). Most weeklies are ~15 runs each with specific class (a full set took me ~20 hours).
  • No chat.

Combat(5/10)
Button masher with sub-par responsiveness.
  • Clunky controls (just some of the issues, there's a lot more):
    • Some inputs don't trigger on first press (e.g. reviving often takes 3 attempts, chained skills sometimes trigger immediatelly other times not).
    • Animations lock you in place. Some of them are long. You cannot steer them if enemy moves out (happens a lot, because most enemies move freely). You can only cancel basic
      attacks once every 10 seconds.
    • Enemies (and bosses) casually move out of your combos. Some enemies (not all) consistently just walk out of them, forcing you to chase with really clunky combos. Flying enemies are the cherry on top, because they both run do that and sometimes ascend making them impossible to reach with melee.
    • Most attacks aren't designed to be avoided in real gameplay. There are usually multiple damage sources with no real rhythm to them. Inability cancel animations realiably (and having to use cancels to reach enemies that walk away) means you take damage you can see coming, but can't avoid.
    • You can get stuck in enemy hitbox preventing you from moving in any direction.
    • Combat movement and directional skills don't always follow camera. This is especially bad when enemies walk out of range, because your dash to close the gap can go in a random direction.
    • Lock-on is garbage. It doesn't rotate camera to face nearby, it doesn't reliably have your character face the enemy, and prevents you from rotating camera.
  • Multiplayer combat severely reduces visibility.
  • Telegraphs in few places they exist aren't accurate (you get hit outside of them) and several of Trommel (mecha boss) attack telegraphs aren't even close to where the boss hits.

With all of the issues above melee feels like 2000s 3D platformer where combat was not the main point. Tanks, support, mages and such are just a name. EVERYONE is who is not a ranger is a melee.

Ranged combat feels much better because it's not reliant on character animations, BUT enemy animations are twitchy, so hitting weak-spots (the only way ranged character compete) is difficult. Lack of proper sound design makes guns feel like air-soft guns.



One thing I do want to praise them for is character skills and special action. I won't sugarcoat it, there are too many characters for all of them to have meaningfully unique skills, but a fair amount of them aren't JUST larger/stronger attack. There is some creativity in skill design.


Multiplayer (4/10)
Multiplayer has several modes and experience is slightly different in each one, however the core is roughly the same everywhere. You compete with everyone (including your own team) for damage.

There's no reason to engage in anything besides primary objectives, and even primary objectives that aren't related to doing damage don't increase your score (they give the score to all teams who participated, so it's 0 advantage). With no rewards for side content it should be no surprise everyone rushed to the boss and skips objectives like console activation. There are also optional objectives that boost score and they are also mostly about damage (like achieving highest combo or landing highest hit).

In theme of competition, "kills" for various objectives only count for person dealing the last blow. In free roam (the only mode where grouping up could make sense) you are punished for grouping up, as it results in significantly longer completion times.


Itemization/crafting(5/10)
It lacks any real impact on gameplay, and the item/stat pool is very bloated with unnecessary duplicate items (2 item types for different classes having 95% identical stats pools) and unusable stats. Drop rates for highest tier of items and cosmetics is abysmal. Based on my runs/rewards so far weapon skins (basic recolors) drop at ~5% rate and clothing items at <0.4%.

It feels like everything RPG related was implemented as an afterthought to keep people in game longer. Other systems following similar redundant time waste support that theory. For example: it takes upwards of 16 hours (optimistic estimate) to max level on 1 character and you cannot really focus on 1.

Crafting makes another fine example, as you can level things up and extract/inject effects.
Sounds good? Here's how it works:
  • Effects can be extracted from Epic and Legendary items
  • Adding effects to an item cost common currency
  • Replacing an effect costs a currency I've only seen in Battlepass(not even enough to make 1 "perfect" item).
  • Effects can only be added to items of same type (despite different items sharing identical effects).

Due to the bloat, the odds of you good effects on Epic/Legendary are very low. By the time you reach level 100 (when crafting is no longer a massive waste of time), you might have enough to equip 1 or 2 characters. The money cost of upgrading items is roughly 30 runs worth and if you're upgrading a legendary, it's hundreds of runs.

Story Mode(4/10)
I did not like the fact it is long (for how repetitive it is), and is required to unlock all characters. I couldn't skip it if I want to try every character.

The mode itself is similar to multiplayer, except you can switch between characters and there's "exploration" in from of random hidden glowy things that don't give you anything worthwhile apart being required for "S" rank. The one thing about the story I thought was cool is the explorable areas had a sort of secondary boss monster that drops cosmetics.

Always online and monetization
Presence of cheaters indicates 2 things: this is not a server based game and it doesn't have to be always online (because it's not server based). Always online is only there to "protect" premium currency against cheats.



As mentioned in itemization section, you require an item only available through battlepass to replace items effects. If I was a betting man, I'd bet on this item appearing in cash shop a bit later.

This game has consumable "Lucky charms" that add extra drops. There are 3 in battle pass and you can buy more for 1$ a piece (6 packs) I'm getting Diablo Immortal vibes.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3350350502

Conclusion
If you can enjoy a fantasy of playign SAO with the level of game design of 20$ game, go for it.
If not, this is a straight ripoff. This game doesn't do anything better than competitors don't already do MUCH better. Some games manage
Αναρτήθηκε 1 Οκτωβρίου. Τελευταία επεξεργασία 19 Οκτωβρίου.
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8.5 ώρες συνολικά
Κριτική Πρόωρης Πρόσβασης
It's unique which earns my recommendation.
I suspect souls-like progression (and punishment for death) can put some people off.
I love it, but I recommend waiting for 1.0 to avoid burning out on an unfinished game.

Summary
  • First person shooter with relatively fast action against nice variety (for now) of enemies.
  • Great reward structure, as equipment unlocks (and upgrades) are roughly based on your level and time played. They offer different play-styles.
  • Equipment upgrades give power under specific conditions (not flat damage buff). For example: Headshots give power charges after reload, or firing a charging weapon the moment it finishes charging deals massive damage.
  • Character stats improve survivability and resource gain akin to a soulslike (but without weapon damage scaling).

Core gameplay loop has you entering an island, shooting your way through a nice variety of enemies (for now) to find treasures/currency. You lose currency on death (you get 1 chance to get it back), but you can extract whenever you want. There's also the souls like stamina-bar, but as far as I can tell timing is not as important is positioning.

IT'S NOT A STRONG ROGUELIKE. Equipment determines 90% of your playstyle and it's chosen before the game session. Everything you get in-session are buffs that add nothing to replayability. It'll take you a while to clear it, but once you do, there's no reason to come back.

State of game
The amount of content isn't massive.
A couple of features are missing (based on placeholders in UI).
A few interactions that could be improved.
As far as gameplay goes it's polished. I couldn't tell it's early access based on action alone.
Αναρτήθηκε 29 Σεπτεμβρίου. Τελευταία επεξεργασία 1 Νοεμβρίου.
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243.0 ώρες συνολικά (226.5 ώρες όταν γράφτηκε)
I think it's a great pack. I don't think many buyers will finish this pack (let alone 100% complete it) ancient design in first 2 games requires some patience.

Collection/port quality feels lacking in basic features (such as volume control) and still has problems people reported back in ps3 days.
To avoid cutscene lags: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3311399293


Summary
Gameplay in all games mixes action, exploration (to some degree) and something unique in the combat. The "unique" it goes from potentially annoying to amazing as you go from oldest game to most recent one.

The story is fun as it tackles this sort of existensial dread topics through cartoony, childish perspective. I played 1 game years ago and been itching to learn the rest of it.
The biggest negative thing I have to say about story is Winnie the poo is a burden on society. I hope I never have to deal with him again.

Gameplay
  • Kingdom Hearts 1 (7.5/10) - great gameplay elements, but dated game design.
    There are lots of clunky fights (melee combat with tall or fast flying enemies that are difficult to reach). Controls are a bit clunky (old 3d platformer type) and camera being slow as it is also actively fights against being corrected.
  • Re: Chain of Memories (5/10) - It should have been shorter. The game is too similar to 1st game (identical locations and even reuses mechanics like high jump that serve no purpose in this game). Combat mechanics are almost identical except most things are activated through card mechanics that lack complexity to reward the ~40 hours it takes to 100% complete this game. Targetting is somehow worse than in first game (even outside battle) AND it actually wastes resources.
  • 358/2 Days - is a collection of cutscenes. Too long and fragmented which makes its story difficult to follow. The lore is cool though, if you put the pieces together. I get why it wasn't included in console versions, it should have been included in PC version.
    By the way: The original game is on Nintendo DS and there's an unofficial "remastered" version for PC.
  • Kngdom Hearts 2 (7/10). The gameplay is an upgrade over previous 2 games. Exploration is dumbed down by lots of unclimbable surfaces and invisible walls. Combat feels a lot better and even if some bosses are downright awful in terms of game design, many of them are very creative.
    I got stuck in animations 6 times in my playthrough and only managed to unstuck myself twice. Googling shows these are all ancient bugs.
  • Birth by sleep (9/10). Best game in this pack. In terms of progression and combat it's very different from prevevious games and despite having some grind the progression is spread out through more areas and nicely distributed between pure grind, challenges and crafting.
  • Re:Coded is another collection of cutscenes. Same problems as with 358/2 Days. Watch a recap on youtube, or play the DS version if you're interested.

Crappy Achievements
100% for this pack is an actual chore.
  • Each game requires multiple playthroughs (ranging from identical slop, to some of the best multi-playthrough handling ever).
  • First 3 games have an achievement that is an actual waste of time (not a challenge).
  • First 3 games have an achievement to reach max level (often pointless).
  • All games have annoyng minigames to master (driving, rhythm games, timing, monopoly and RNG too).
  • Chain of Memories requires 358/2 days fully watched and can glitch out, forcing you to do watch it again.
  • Chain of Memories also have bland RNG-based grind achievement.
Αναρτήθηκε 11 Σεπτεμβρίου. Τελευταία επεξεργασία 11 Σεπτεμβρίου.
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