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Käyttäjän MrDrayth viimeaikaiset arvostelut

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Näytetään 21–30 / 36
2 henkilön mielestä arvostelu on hyödyllinen
yhteensä 4.3 tuntia
Disclaimer: I played this on the Free Weekend. Also, I honestly wish Steam had a "Maybe" button instead of just "Do you recommend this? Yes or No." - This game would be one of those Maybes.

I'll start by saying, this game is solidly done. Everything works well, and I really enjoyed the idea of mixing a Tower Defense of sorts with a Roguelike Dungeon crawler.

However... I think at some point they confused Roguelike with "I wanna be the guy" and just drown you in tons of enemies, throw in random ones that knock down doors and spawn more waves on you that you literally can't prevent, and make your heroes super squishy even if levelled and armored up, with the only way to "Taunt" being a very specific set of Armor or a skill that causes it.

This wouldn't be as bad if the "Towers" you built were worth ♥♥♥♥. You get a piddly blaster tower at the start, and unlock more/level them up via Research Crystals you find along the way that cost Science, each of which takes about 2-3 door openings(which the game considers turns) to complete, and the crystal has to survive those turns to finish obviously. Neat idea. But most of the towers are extremely weak, very few kill the monsters before they just A) walk past them into the next room, or B) destroy the towers outright. They're squishy as ♥♥♥♥ even with the unlocked defense boosters and Stele buffs. They also cost Industry which is another currency, and that's also used for shopkeepers, building the currency Generators, and unlocking random-event things along the way.

On the note of Currency, it feels like there's too little of all of it, even for a roguelike, it's "too" unfair. This is more of an opinion of mine, rather than fact, so take that as you will.
>Industry costs keep you from filling every room with Turrets and Generators easily, which would help alleviate the issue that most turrets are ♥♥♥♥ and there's a limited # of randomly-generated turret slots per-room, if you get any at all.
>Science costs limit your research ability and make you choose between that and Industry for defense/more currency, or more Food to level up and heal with, so Science is usually third priority.
>Food costs are split between Healing your units and levelling them up to be tougher, as well as recruiting new guys into your team. Since it's used for Healing, it runs out fairly quick, and keeps levelling to a minimum.
>Dust is used to Power rooms and is also, sort of, your Crystal/Home Base's HP. If mobs get to your crystal and start whacking it, you lose this Dust and thus lose power to rooms, and anything unpowered isn't generating currency or defending so it snowballs VERY easily from there. Problem is, often, your Crystal room has 3-4 doors and you'll rarely if ever have enough dust to power more than a path to the exit, once you find it, so ♥♥♥♥ will constantly be spawning in dark rooms and running to your crystal, right through/over/past your weak defenses, often destroying them anyways which loses you out of the currency spent on them + whatever currency they were generating too, so again, it snowballs easily. TOO easily.

Other than one hero I found(maybe a couple more), most of them get bonuses from being with other heroes so you don't split up that often, and even when you do split 'em up, they're fairly weak and require babysitting to heal, burning through your Food supply quick. WAY too often i found myself retreating everyone to the Crystal Room to defend my precious Dust supply because hordes of monsters either walked right past my room full of 6 turrets and food generator, or outright destroyed it while I was on the other frickin' side of the map and could not have saved that room in time because I didn't have the Dust to power enough rooms.

TL:DR; I genuinely liked the idea of a mixed Roguelike and Tower Defense. The problem is, it falters in execution, resources are TOO limited and Heroes die TOO easily, taking any sense of fun out of it. The Crystal-Carrying mechanic to the exit is a neat idea on paper, but in execution, it's not fun. I got to about floor 9 before ♥♥♥♥ just overwhelmed me despite all my levels, research, and a solid team with decent gear.

I'm used to dying in roguelikes. I go in expecting to die. But I usually have fun doing it, e.g; FTL, Isaac, etc, as well as non-roguelikes that still expect you to die while learning, like Dwarf Fortress/Gnomoria/etc clones. And while this game is very well put together in general, it doesn't have that "je ne sais quoi" that makes dying fun. I didn't enjoy it, but maybe you will.
Julkaistu 4. elokuuta 2018
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
Yhden henkilön mielestä arvostelu on hyödyllinen
yhteensä 20.3 tuntia
An extremely faithful remake of the original, from looks being translated from sprites to 3d without ruining the original feel or look, to even the oddest little quirks of the game's systems being replicated perfectly. Anyone who says this looks "bad" or was poorly done is full of $#!t. This is an extremely well-done and, most importantly, FAITHFUL 3d remake of the original.

The price is a little high, though, I'll agree. Get it on Sale or via GMG's discounts. I had a ton of fun with it and it was exactly what I expected it to be. Unlike that trainwreck that is the FF6 iOS/Steam port.
Julkaistu 22. helmikuuta 2018 Viimeksi muokattu 22. helmikuuta 2018.
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
7 henkilön mielestä arvostelu on hyödyllinen
yhteensä 0.6 tuntia
It looks nice enough graphics-wise. I had no issues installing it or getting it to run or running well. But...it's just so shallow. There's not really any goal or creative freedom to it.

You start out in a slow tutorial. I'm usually huge on story, but it felt like it dragged on to me. It doesn't really explain how readying items works. It barely explains combat, but that's because combat is painfully simple - walk up to a zombie and your char auto attacks. That's it. Maybe press 1 or 2 every so often for a strong hit or heal, and left click for a Stamina-burst attack.

Problem is...all your weapons lose durability and break forever. That's some Breath of the Wild level stuff right there. But then, maps are packed chock-full of weapons and food/water to the point that you never have to worry either. Which basically renders the entire point of a durability system pointless and instead becomes a hassle having to equip a new weapon every few zombies or so.

Inventory is super small, like 16 items small. Nothing stacks even if it's the same material. I looted all kinds of things that seemed useful... food/water (once you refill you're set for a LONG time so carrying more is pointless, + with it being littered across the map and in every safe camp, why bother?), weapons(cuz they break so quick), and what seemed like materials(couldn't find a use for them after progressing a good chunk of the first map post-tutorial).

For the kleptos among us that like to loot everything in sight, you're going to be driven crazy - half the things you see in those screenshots is lootable, but as mentioned above, there's little point in doing so other than backup breakable weapons. I also lost a Levelup Reward flare gun with high damage because my inventory was full. It didn't drop to the ground or anything, it just vanished into thin air.

Character customization is nearly non-existent - a handful of color options, 3 top/pants/shoes options and that's it. I can kind of understand this because extras in that department are their monetization plans, which makes sense, people love to buy fashion, just look at FFXIV lol

In short...it's a well-built game. But the actual gameplay leaves something massively to be desired. The entire inventory/looting system seemed like nothing more than a list of weapons to smash over zombie heads recklessly and replace, rendering any other use of it moot. I'd have to say give it a pass unless you're super bored and just enjoy zombie things.
Julkaistu 14. helmikuuta 2018 Viimeksi muokattu 14. helmikuuta 2018.
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
5 henkilön mielestä arvostelu on hyödyllinen
yhteensä 11.1 tuntia (11.1 tuntia arvostelun laatimishetkellä)
Do you like Super Metroid? Do you like Rogue-lite elements such as randomized maps and unlocking new upgrades with every run like Binding of Isaac? Then you'll love this. It's not even that punishing since enemies can drop health and be respawned by re-entering a room, and you unlock limited-use (and technically optional) respawn machines in case you still screw up and won't lose your whole run, if you chose to use them.

Now if only Nintendo would learn that THIS is the style of Metroid we want, not that Prime or Other M ♥♥♥♥...lol
Julkaistu 22. marraskuuta 2017
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
Kukaan ei ole vielä merkinnyt arvostelua hyödylliseksi
Yhden henkilön mielestä arvostelu on hauska
yhteensä 439.3 tuntia (394.6 tuntia arvostelun laatimishetkellä)
Let's keep the review short and sweet, shall we?

Pros:
It's fun as hell
Grand-daddy of Action Combat games - Tera, C9, Dragon Nest, etc can't come close to how good Vindictus' system is
Recently released a Stormblood/Cataclysm-esque patch that streamlined the heck out of the game and made a ton of QoL improvements and removed dead weight from the game (could be a con to some, and I'd agree on some points but not enough to make it a con) - Exp gains up, no need to re-run dungeons over and over nearly as much if at all.

Cons:
It's still owned and run by Nexon, king of p2w
It's still Lobby-Based
It's still probably going to be difficult as ♥♥♥♥ at endgame and full of min/max high-requirement dinguses running the raids (could be a pro to some!)

I'd say if you never played it, give it a fair shot. It's fun for at least a little while. Just don't play Lann unless you're a Masochist.
Julkaistu 13. heinäkuuta 2017 Viimeksi muokattu 13. heinäkuuta 2017.
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
Kukaan ei ole vielä merkinnyt arvostelua hyödylliseksi
yhteensä 420.6 tuntia (311.7 tuntia arvostelun laatimishetkellä)
What can I honestly put in a review for this? It's an old game that keeps getting big-ass content updates every so often and one I come back to and it's always practically a new game. There's a small modding community as well with some big game changers that can extend that life even further.

Honestly, if you don't have it already I'd wonder what rock you're living under, it's been on super-cheap sales in the past. But if you like progression RPGs similar to Minecraft but less of exploration and more on Action and RPG aspects, give it a shot. Even when it's not on sale, 10 bucks for a game like this is a steal.

Edit: 2 years, almost to the day, that I posted this review and it's still true. They're STILL working on another update that's due out sometime soon, and with the HUGE modding community behind it, the game has insane amounts of content to keep you playing, and replaying, for ages. Whether it's on sale or not, grab it!

Edit 2: 2020, 1.4 dropped. Honestly? It was extremely underwhelming. Very little actual content was added despite the years of waiting. What content we did have was nerfed so we would play "how they wanted us to" e.g; no TNT for mining meteors, some picks got nerfed massively(reavershark) to prevent "breaking progression" (in a ♥♥♥♥♥♥♥ sandbox game? Where you can break it in other places anyways? Lol), a Luck system and NPC Happiness system that makes things more convuluted than necessary, and a new end-boss that's basically some chick's self-insert goddess and can one-shot you during the day, but is the only way to get the new sword. Just a touch of woke-broke going on there.

Overall? Still one of the best indie games out there, just disappointed in their "final" patch basically being meh. Once TModLoader updates to 1.4 and mods some of the meh parts out and mods in general catch up like Magic Storage we'll be good to go.
Julkaistu 23. marraskuuta 2016 Viimeksi muokattu 27. toukokuuta 2020.
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
Kukaan ei ole vielä merkinnyt arvostelua hyödylliseksi
yhteensä 35.9 tuntia (29.3 tuntia arvostelun laatimishetkellä)
TL;DR Short Review: It looks like Terraria, but it's not. It has similarities, but the actual gameplay is different enough to warrant trying out. I've found it fun so far and I poured a lot of time into Terraria.

I went into this worried that it would be Terraria 2.0, or a weaker Terraria. Luckily, I was wrong.

Where Terraria has you on a single, but evolving map and relatively limited resources with a bigger focus on building and npc collection with bosses being a source of progression and even crafting materials, Starbound has tons of "different" planets with varying climates, entire npc villages, and less focus on building(though you can build just as much as in Terraria if you want to and with way more material variety)

Pros:
  • Better Digging system - leftclick for foreground objects, rightclick for background - Ores can spawn on the background, too. No Tier-limiting, you can dig anything you see, it will just be slower until you upgrade the tool. Starts off digging 2x2 area with Shift hotkey to dig 1 square, can be upgraded to 5x5 as well as upgrading the speed, as well as the range, and the ability to harvest ANY Liquids with it, whether it's simple water/lava, or Oil, Poison, Swamp Water, etc.
  • Quests - NPC Villages offer randomized quests that always reward a Random Loot Bag, which could contain vendor fodder, or a nice weapon upgrade. Also a Main Story that helps those of us that don't like to grind for the sake of grinding feel more involved and with a proper goal that isn't just "progress through the gear tiers". More "Traditional" progression then fight a boss and repeat.
  • Material Variety - Wanna make piles of treasure for walls and live like Scrooge McDuck? You can! not just shiny gold bricks but literal piles of coins. Wanna live in garbage heap? There's junk piles and Post-Apocalyptic-style blocks & decor too! Prefer a steampunk look? They got literal gears in the walls.
  • World "Variety" - I use quotes because, let's face it, Random Generation can only be so random. Worlds will feel like Terraria's, except there's no left and right edge - it loops around, you can literally walk around the world and end up where you started. There's random caves, most of which do eventually connect in some way so just exploring you'll find your way to the "Deep Lava Sea" at the bottom of the map; there's nothing below it, so once you reach it, you're done there. There's some biomes per-planet, a deep cave might suddenly turn to an ice cave, and a ruined dusty wasteland on the surface might suddenly turn into a volcanic one.
  • Cosmetic Slots and options right from the start - You find a hat you like? Slap it in the Cosmetic slot. They even have a Back/Cape slot if you prefer to be all heroic and ♥♥♥♥. At the time of this review, my char currently looks like ♥♥♥♥♥♥♥ Darth Vader with a Neopolitan Ice Cream sword.
  • Good Workshop Mod Community - There's a ton of good mods for this game on the workshop, from simple things like making crops only take up 1 tile, to an Automated Gardening Robot mod, to entire overhauls like Fracken' Universe that adds enough content to the game to make it worth a whole new, but difficult, playthrough(as it adds ♥♥♥♥ like molten iron rain that can melt your base, entirely new threats as well as tons of new things to make and do)

Neutral:
  • The Scan System - So your digging tool also has a "Scanner" built in that you can use to not only be a flashlight you can't lose, but also Scans any objects in range - it will highlight new items in Blue, and previously-scanned ones in reddish-orange. However, this is also tied to the Main Story Quest - you HAVE to scan a certain # of items from a specific race to "locate" each Race's artifact, and these will show up in Green on your scan highlight. Problem is, you may not find all you need on a single planet. I've been stuck on the Bird one for a few planets now, 2 whole cities of bird people and still only about 85-90% done with that part of the quest. I sat for awhile on the Plant people one too, but my Crew was Flora and sometimes talking to them would progress the quest progress slightly until it finished. -- Scanning DOES have a purpose though! Later on, you get a crafting station that lets you craft anything you've scanned so far, so if you ever found something neat you'd like in your base but it wasn't common or harvestable, bam, there ya go.

Cons:
  • Crewmen - Their AI is absolutely ♥♥♥♥. Their damage is also absolutely ♥♥♥♥. The worst example is the now-optional boss, Dreadwing: Your crew mates won't attack his non-tank penguin minions at all. So they'll sit there picking you all off, and their dmg is nothing to laugh at on top of Dreadwing himself constantly assaulting you. They'll shoot Dreadwing, occasionally, though. But their damage is also ♥♥♥♥ so they kinda stand there, do piddly damage, and eventually die leaving you alone. They're hit and miss on normal exploration too, an extra defense but their dmg is nearly negligable against mobs. Stuff that takes me 2-3 sword swings to kill, they can spend 5mins shooting at and will probably die before their target does. The Penguin Mercs are a little better(which are unlocked by beating the aforementioned Dreadwing) but not by much. Even the only mod on the workshop for them only boosts their health and a few other things, their dmg and ai still sucks.
  • Fall Damage is much deadlier in this game and kicks in seemingly sooner. This makes the Double or Multi-jump tech skill completely required to negate fall damage when you take a leap of faith, and even then you fall so fast it's hard to tell sometimes and you may miss and die anyways. There are no Horse Shoe trinkets and the like here to negate that.
  • Monster AI - From what I understand, they toned down the RNG on monsters, as they used to be procedurally generated with various "parts" and AIs - so far, almost all I've seen have been either 1) Birds/Bats with the same "swoop at you and hug you" AI, 2) Tons of slightly diff looking Quadriped lizards that charge at you, 3) Ghosts that charge at you, 4) Things that spit at you, and 5) Humanoids that either stand still and shoot you, even if you go out of los they'll wait till you come back in range, or they whip out melee instead and take their sweet time swinging at you. Overall, the AI is very samey and lazy. Though to be fair, not many games do good AI these days. You'd think being nearly 30 years after the early PC games we'd have better AI by now though.
Julkaistu 4. elokuuta 2016
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
5 henkilön mielestä arvostelu on hyödyllinen
yhteensä 19.3 tuntia (16.2 tuntia arvostelun laatimishetkellä)
First off: This is neither a wholehearted recommendation, nor a "Don't get it and stay away" review. This is a "how I see it, make your own decision" review. This is also aimed at Newcomers - Anyone who "grew up" playing this, you'll probably still enjoy it purely for the nostalgia.

Additional Disclaimer: Do NOT expect a Refund for this. Not only will Square Enix outright permaban your Squeenix account if you refund it through Steam's System(Which is understandable), but you won't be able to actually PLAY the game before Steam's 2hour Refund limit is up. Why? It takes 3 hours minimum to patch AFTER the 11gb install. I post this purely as a Caveat Emptor. Roommate and I both took 3hrs to patch, simply due to the sheer number of files it updates. Apparently they don't and will not update Steam's default install, ever.

Onto the opinions: Honestly, this is FFXIV if it were made in 2002. It has literally the same systems and even names for many things(or rather, XIV reused them). However, this was CLEARLY designed for a Console, even more than XIV's 1.0 was (and that was BAD). If you're coming into this expecting anything remotely like current MMO controls, prepare to cry and accept either using your keyboard for 95% of everything, or a Controller.

It's an old-school, solid but grindy MMO, if that's what you're looking for and don't mind the "highest" population server having 800+/-, with the rest having 600+/- or less, might as well give it a go. Be prepared to jump through hoops with their antiquated "PlayOnline" launcher & login/account system.

You also pay differently per-month based on the number of char slots you want - the base sub is like, 10 to 12 bucks USD, but each char slot adds a dollar or a buck fifty to that. You do NOT get any char slots by default, so the Sub is closer to the 11 to 13 USD/month range for 1 char slot across the account.

If you want the same game in an updated engine that properly supports KB+M, but is basically turned into a WoW clone rather than FFXI 2.0, and uses a slightly less confusing(but still confusing) account system via the Mogstation, try FFXIV instead. You probably won't regret it.
Julkaistu 30. kesäkuuta 2016
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
3 henkilön mielestä arvostelu on hyödyllinen
yhteensä 15.6 tuntia (13.7 tuntia arvostelun laatimishetkellä)
I'll keep it short and sweet:

Pros:
  • It looks a bit like RO
  • The soundtrack is nice
  • It's okay early on, both in gameplay, levelling speed, and things to do.
  • They're decent about getting you going in the right direction without outright holding your hand, but...

Cons:
  • ... but the quests, and maps, are generally so linear that's pretty much why.
  • It's nowhere near as robust as RO. Sure, RO is 16+ years old at this point(counting Alpha), but the hair options, colors, etc are obscenely limited and the hat system isn't anywhere near as nice so far. Costume options are terrible, and class-limited, too.
  • At this time, "Early Access", the servers are absolute ♥♥♥♥. If you want to quest, be ready to wait literally 15minutes before the npc dialogue pops up, or boss-spawning triggers about 10mins later AFTER you went to an area, did stuff, left, and get teleported back for it with no warning. They're not saying anything about it, either, despite good communication prior to Launch, so that confuses me. Other than the whole, "We got your money for Early Access, we don't need to pretend to care anymore" conspiracy theory.
  • Cash Shop is essentially useless. You can buy a few instant-rez consumables and other stuff, and class-limited Costumes that're mostly generic and boring, and a few hairstyles that aren't at all unique.
  • Skill Training is horrible. Spend tons of Silver AND you have to wait anywhere from a few minutes to 30+minutes before you actually LEARN the skill/passive/bonus. And you can only train 2 at a time between all your Trainers, so if you set 2 30min trainings, you can't learn anything else until those finish, even if it's an Instant learn.
  • Respawn times are horrible, mob count is horrible, and in some areas where you have to use mechanics to progress and people're just blindly killing things instead of using the share world object instead, noone progresses. But that's a fault of both the game design not being clearer, and the players' for being so blind to trying something besides killing things.
  • You can't rotate the camera, which is something we took for granted in RO but could make so much of a difference in not just gameplay, but in aesthetics and immersion, too. It seems so simple and petty yet it's one thing that could have made so much of a difference.

Neutrals:
  • It's still a nice new world to explore. Probably a month or two's worth of playing for you MMO Hoppers out there. I wouldn't recommend buying any packs though until you've played and are sure you want one.
  • Gameplay's okay though nowhere near as deep as RO was, but not as simple as many games trying to be lazy-ass Console pandering lately either. Could use more skill options early on and in general, but there's enough variety to be interesting.
  • They provide Joystick support(it's meh and crashes on win10, but what doesn't crash on win10 right now?), and unlike RO, they actually let you move with WASD, though their system is wonky and prone to oddities.
  • Maps are your standard "branching paths" with invisible walls everywhere, a la FFXIV. Not completely a Con, but if you ever played RO where every map is a Square with tons of open space, you'll know this is highly restricting, moreso without a flywing mechanic. Conversely, it does make things a little easier to find and explore, but that's why this is in Neutral and not Con.

Overall, TL;DR: Wait for it to be free to play and try it then. You may enjoy it, but it's not a spiritual successor to anything, let alone RO, in any manner besides art style and music.
Julkaistu 4. huhtikuuta 2016
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
4 henkilön mielestä arvostelu on hyödyllinen
Yhden henkilön mielestä arvostelu on hauska
yhteensä 35.5 tuntia
Early Access -arvostelu
Rewrote this Review due to new updates, current Stable: Alpha 17, but Alpha 18 is playable and looking good too. Previous Review had 4 of 7 Helpful votes.

Short Version: It's still a Dwarf Fortress/Gnomoria style game, but less focused on deep digging and more on exploration, crafting, and building. Class System is simple but interesting and more unique than simply assigning jobs, and much more user friendly than most. Don't let the simplicity fool you though, you can pour some fair time into this if you like these kinds of games.

Since my previous review, it's still in Alpha, but has resolved or at least lessened alot of the Optimization issues, with more tweaks focused on that to come - judging by the dev blog and their videos, they genuinely care about fixing this, and they should since 2d Dwarf Fort lags up pretty bad once you have a big enough population going, imagine how bad it's going to be in a 3d game like this. Smart focus on their part, one of the rare devs that learns from others' issues, unlike every MMO dev out there.

The AI is much better now, though still a little prone to bad decision-making. You can somewhat "control" their pathfinding by building Roads, as it favors those almost exclusively unless no road exists to follow nearby. The Building issues I had before seem resolved for the most part, though I'll still find a ladder or scaffolding stuck floating and undestroyable without using the Console.

Combat has advanced by leaps and great bounds since my previous review - many more weapon/armor options, as well as 3 new classes: the Knight, with heavier armor and 1h/shield focus, bonus defense/stats and buff auras for his allies, as well as Taunt skills to protect the squishies - the Archer, your standard ranged attacker who can either slow or burn enemies based on their Arrow Quiver equipped(and double-shot at max lvl) - and most importanly, the Cleric, a Healer Monk who can do melee dmg and defend himself but puts their first priority as healing any nearby units with damage, both directly and through a passive aura. I make 2 groups of 1 of each class and it protects my bases pretty well + deals with the Story armies nicely.

The Mining system is a little more controllable now but still not as fine-tuned as I would like to see, and usually see in other games of this kind - there's no Ramps or Stairs to be dug, and manually digging them up doesn't usually work because the AI prefers to build and use Ladders instead of stepping up/down 1 block steps.

Overall they're making nice strides in the right direction, and I'm eager to see more.

Bonus: There's already a decent-sized Mod community, and they make some pretty good mods so far, from whole new classes and items to entire Biomes(The Archipelago one is awesome)
Julkaistu 16. marraskuuta 2015 Viimeksi muokattu 30. elokuuta 2016.
Oliko arvostelu hyödyllinen? Kyllä Ei Hauska Palkinto
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