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Grand Theft Auto V Legacy
1 lệnh cấm VAC được ghi nhận | Thông tin
1650 ngày từ lần cấm cuối
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The Last of Us™ Part I
5
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Đã chơi 101 giờ
I bought a music album and it came with some video, so I decided to test it out.

It is exciting for me to be able to live this historic moment in video games. No one is wrong to consider it part of the podium of the classics, of those that come very occasionally to stay and to teach us something valuable: The illusion does not die, it is reborn, it transforms. It is painted.

I, who am an absolutely casual player within the JRPG and the turn-based universe, has found in this game an opportunity to return. Yes, I am aware that between FFX and this game it has rained a lot but ... what can I say. I've been more out than in for many years, because I'm an action gamer and I'm not ashamed to admit it. The turn-based thing is something that was never my forte either, and if I approached it and I stayed it's thanks to Final Fantasy when I was little and already as a teenager. I don't hide. And here inside I have found a hybrid (without being a completely new proposal, I am aware) between action and tactical, a formula that feels fresher than ever thanks to the current systems. This game is a formal invitation for those who are like me, to come back to the genre. You have to respect us veterans, as not all of us have followed the rich path of turn-based JRPGs over the years.

Being able to perform a parry, a dodge or a perfect dodge every time an enemy attacks is a pleasure. Everything can be dodged: spells, projectiles, cosmic rays, swords, and even buildings if an enemy decides to do so. You have to be guided by the visuals but also by the sound: small camera slowdowns, graphic spasms (or flashes), and the sound, which is very important to know when to block in time. In return the game rewards us with a satisfying counterattack that makes us constantly doing damage. In fact, I loved the power “shooting range”, being able to spend PA to shoot in third person to what we believe to be the enemy weak point, which sometimes makes you can end fights like this or inflict altered states preventively. A major success that there are 3 ways to damage in summary (by counterattack during enemy turn, by “free shots” and by our turns strictly speaking. In battle not much more to say, extremely satisfying and customizable to the extreme, being able to use reflexes and skill to compensate for a poorer equipment or a “bad preparation” in the RPG layer (which has happened to me). There are EMOTIONAL bosses on a mechanical and tactical level that I will never forget. What a marvel. That's how regular JRPG players feel anyway, I'm not saying anything they don't know, BUT, HEY!!! that like I said, I had been away for years.

If I have some downsides: the construction of scenarios at the level of mapping does not shine so much. There is an abuse of somewhat long and sometimes insipid paths. It is not the general trend, but there is a feeling of lack of inspiration depending on the map we play. The game is also aesthetically beautiful and each biome brings something totally new, but inside they are repeated and I have the feeling that I go through worlds without much soul or too homogeneous as I spend more time inside. I'm talking on a purely mechanical level, because artistically they are a fever dream in the good sense of how original they are. I would have opted for maps a little shorter in walking tour in some of them. In some things you can tell that this is the first game of these people (but what a first game, my goodness; others would like it already). The world map really blows me away. How marvelous the beautiful model aspect it has, and how cool that there is so much optional content (even if you feel more lost than the milk all the time). The good thing about it is that the born explorer is going to have a good time, I can attest. Sometimes I've been overwhelmed by the amount of things to do and the amount of enemies to defeat.

The menus can be improved, let's not fool anyone. But at least I managed to clarify despite not being the best strategist in the world (lousy, if you ask me). The good thing is that at least the action layer has helped me a lot, not only to love the game, but to be able to face it in conditions.

About the plot, a marvel. An out of series. Well-written characters, a TOO interesting universe with almost unlimited potential, brave and consistent events. Everything that happens matters, resonates, is discussed. Everything transcends. Everything serves a purpose. There's no filler dialogue, for naught or embellishment. There are no wasted interactions. We are not treated as stupid, new or old. We are treated with the respect that a gamer deserves and that a gamer pays for. And on top of that you can feel the excitement in what they have created, you can feel that these people have come to conquer us. The parallels with FFX are there for those who want to see them, and even at the sound level there is something.

And I can add little about the sound. A soundtrack that for many reasons will accompany us all our lives. Make room in your brain for those of you who had Zanarkand's theme fluttering around, a serious melodic-nostalgic contender has come to make a name for himself.

What a wonderful videogame. Thanks to all who have made it possible. A game with a great look, that has come to be a canvas of what videogames with ambition should be. A painting that is cool to see and play (and that needs a light coat of paint to be fully rounded, let's give them time).
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DEATH STRANDING DIRECTOR'S CUT
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Đã chơi 36 giờ
The diary of my doppelgangers and me about searching for life on another planet

Developed and published by 11 bit studios, creators of such masterpieces as This is My War and Ice Age, Multiple Lives is a sci-fi adventure game that combines elements of adventure, survival, base building, and deep drama. The gameplay is based on exploration and construction with minimal resource management, but the main highlight of the game is what the title embodies - combining multiple parallel temporal and spatial selves from different lives and pulling the narrative toward a common life question, if a life can be pulled back if the original...

The game is set in a classic sci-fi setting, and the main character, Jan Dorsky, was originally an ordinary construction worker, but due to an accident the ship he was traveling on crashed on a distant planet in an extremely hostile environment. The core gameplay of the game can be reduced to resource management and exploration as due to the game's setting, the player can only be active during the daytime and at night there will be deadly radiation, collected resources such as metals, minerals, organics etc are used to build a base and some high level collectibles can be built through the base under resource accumulation.

This set of resource management exploration path cycle path is also considered a market proven gameplay, exploration part is still some of the sense of death Stranding, players must build a mining station after finding the mine, and between the base and mining station through the tower cable to connect, connect fast movement, back more in accordance with the chapter recommendations will be a few more complex resources must be obtained through new paths, but overall it is still a bit of Single, basically the only thing to do during the

Base construction using horizontal modular construction, visually and this is my war somewhat similar to the use of resource provision rational planning of various layouts, including the construction of research laboratories used to unlock new technologies, increase the base level of science and technology and the ability to survive; build a social room, game room, gym, and even a small park and other recreational facilities and so on!

Where the game really shines is in the various alter egos of the protagonist, these NPCs, who in other games have been categorized into simple professions and positions, are given a stronger narrative foundation in this game. These doppelgangers are different protagonists born out of different decisions made at key crossroads in their lives, and because of their different life decisions, each of these doppelgangers has a unique set of skills, personality, and backstory, but essentially they are all “me”.

The game allows you to interact with your doppelgangers to understand their different life trajectories, dynamic choices lead to different directions, and you can learn different things from each doppelganger, ultimately looking at those who seem like they could have been better, but they're not actually perfect.

Within the mature exploration and building gameplay, the numerous life stories of this game confirm the phrase, “Life is a wilderness, not a highway.” Perhaps in all parallel universes we prove the same resilience in different ways.

(For those who want to write that I'm reviewing the game without having spent enough hours in it, I want to say that I played it as soon as it came out on Game Pass).