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กำลังแสดง 31-38 จาก 38 รายการ
3 คน พบว่าบทวิจารณ์นี้เป็นประโยชน์
35.1 ชม. ในบันทึก (22.9 ชม. ณ เวลาที่เขียนบทวิจารณ์)
Axiom Verge is game that features an "address disruptor" that causes various elements of the game to glitch out and behave in unexpected ways as one of its central mechanics, and it still can't even manage to be glitchier than an Early Access/Ubisoft game.

I owe this game a review/thumbs up. I followed development for 2 years prior to release. Being a long time fan of Super Metroid, I wanted something that was as good as Super Metroid. I gave Axiom Verge a lofty set of expectations, and it exceeded almost all of them. But to keep things short and concise, my personal takeaway:

Pros:
  • The world is very well-designed. The way pathways connect in both expected and unexpected ways, and the means by which the layout of blocks guides/teaches you is superb
  • The story - some may not be a fan of it, and it can be a bit hard to grasp, but I found it both different and intriguing. It's not limited to dialog/journal pages, but more subtle world elements as well
  • Upgrades - they start out fairly boring, almost a carbon copy of what's been done before (weapons, high-jump, etc) but eventually become bizarre and unique, allowing the player to glitch through walls and such
  • Controls - Movement mechanics in particular become a lot of fun once you get all the mandatory upgrades
  • Scope - The game is a good size; large enough to sink several hours on your first playthrough, but small enough to complete in a sitting once you've mastered it
  • Secrets - There are a lot of them, including an entire avenue of secrets I didn't even know about in my first playthrough. Some are very devious to find

Cons
  • Secrets - They manage to be both pros and cons, because while a lot of them are clever, a lot are equally esoteric and almost frustrating
  • Note taking - you're able to mark "reminders" on the map, but those reminders are just "1" and "2" - having a means to note "come back when I can jump higher" or "glitch wall I can't open yet" would serve the player much better. This issue bugged me in SotN, and it's not any better here.
  • Weapon balance - There are a bunch of unique and interesting weapons - and most of them are useless gimmicks. The Axiom, the Kilver, the Flamethrower and the lightning gun/piercer are about the only weapons you'll ever use when dealing with day to day combat
  • The Climax - not strictly the "ending" or the "final boss", but the entire lead-up to the finale felt weak compared to the rest of the game. There was a lot of build-up, and the final area just didn't live up to the rest of it

In short: the weapon balance is terrible, the climax was disappointing, and in spite of that Axiom Verge is pretty much guaranteed to be my game of 2015 and one of the best platformers I've played in the last 20 years, if not the best thing since Super Metroid.


And since everyone seems to like talking about price: Axiom Verge is absolutely worth the $20 price tag for anyone who likes games in the vein of Super Metroid.
โพสต์ 20 พฤษภาคม 2015 แก้ไขล่าสุด 20 พฤษภาคม 2015
บทวิจารณ์นี้เป็นประโยชน์หรือไม่? ใช่ ไม่ ขำขัน รางวัล
2 คน พบว่าบทวิจารณ์นี้เป็นประโยชน์
2 คน พบว่าบทวิจารณ์นี้ชวนขำขัน
371.5 ชม. ในบันทึก (12.4 ชม. ณ เวลาที่เขียนบทวิจารณ์)
บทวิจารณ์ระหว่างการพัฒนา
Killing Floor 2 isn't just a new Killing Floor, it's a better Killing Floor.

Nearly a decade of technical advancements can be seen throughout, such as how dosh behaves more like a physics object: bouncing, rolling twisting, and piling up. Players can now throw dosh into physical piles, enabling them to clog doorways and small tunnels by whopping their wads with gusto.

There are other enhancements to take note of as well, such as the advancement of the lore in the world of Killing Floor: Dosh is now called so by name, sporting its very own currency symbol, just to name one example. The in-game UI is a lot more stylish and informative, letting you know just how much Dosh you've earned when performing various actions (such as healing teammates, killing zeds, or throwing/collectiong Dosh).

There's also an arsenal of new weapons at your disposal, provided you have the Dosh - including the ability to pelt your foes with Dosh.

Also, Berzerkers can reload their sledgehammers.
โพสต์ 22 เมษายน 2015
บทวิจารณ์นี้เป็นประโยชน์หรือไม่? ใช่ ไม่ ขำขัน รางวัล
ยังไม่มีใครให้คะแนนบทวิจารณ์นี้ว่าเป็นประโยชน์
19.2 ชม. ในบันทึก
Plays a lot like Serious Sam 1 and 2. Lots of frantic running around, blowing things up, carrying 16 guns at once, and a whole bunch of enemies on the screen at once. SS3 has a couple failings/annoyances though.

One, the start of the game is actually pretty slow and boring. You have to get through the first couple episodes before the game starts getting good.

Two, those invisible flying witches that use psychic powers are jerks in large numbers and really hurt the game's otherwise frantic pacing. The more of these enemies in an area, the worse. They're pretty rare, but irritating.

Three, no checkpoints in co-op mode. If you lose all your lives, you go back to the beginning. It makes sense, but if one player loses all lives, the rest end up handicapped. I played co-op with one other person and soloing Boss sections (which are not always bosses!) was unmanageable.

Four, the last boss kind of sucks. It's also not clear at all what you're supposed to do, but even after figuring everything out, it's a bit disappointing.

Those are the things I personally didn't like about the game. Excluding these minor gripes, the game's a blast. The environments weren't quite as fun as in SS 1st/2nd Encounter, but the spirit of the series remains intact.
โพสต์ 7 ตุลาคม 2014
บทวิจารณ์นี้เป็นประโยชน์หรือไม่? ใช่ ไม่ ขำขัน รางวัล
29 คน พบว่าบทวิจารณ์นี้เป็นประโยชน์
15.8 ชม. ในบันทึก
Recettear is essentially two games rolled into one, and neither is particularly deep, though the store management aspect is still pretty fleshed out. What it does, it does well (minus a few gripes) but somehow manages to both drag itself out and rush you to the "end" of the game. The problem with the end-game is that, while it has plenty to offer, it arbitrarily bars you from it with unnecessarily padded goals.

So the shop sim is the meat of the game. There's no point detailing the mechanics, so I'll just point out the failings and oversights I didn't care for.

Patrons have a finite amount of money when they enter the store. This value is influenced by how much they "like" you, or what "patron level" they are. The maximum amount of money they have when entering your store is a very important number and it is also completely invisible to the player. So when a patron says "I don't have that much money!" there's no option to say "Well how much do you have?"

Buying items: some patrons will sell YOU things. You have no option to politely decline; you either make a reasonable offer for something you may or may not want, or you make a terrible offer and piss them off. Patrons also have their own dialog style, and occasionally it is unclear whether you're buying an item from them or selling an item to them.

The goal is to do a capitalism until you pay off all your debts. This happens rather rapidly and they kind of rush you through this section of the game so that your time limit is over and you can go at your own pace. This is particularly good for the dungeon-crawling portion of the game, as entering a dungeon will consume most of an entire day and leaves little opportunity for vending.

The dungeon crawling plays very smoothly and each of the playable characters has enough uniqueness to their playstyle to give them all a wholly different feel. There's a considerable number of dungeon and environments. And they're all the same randomly-generated box rooms and hallways given fresh paint at regular intervals. After a short while, it gets stale, and as much as I enjoyed the gameplay, I did not feel compelled to complete even the Obsidian Tower. They just don't keep it fresh or interesting, and that kind of killed the game for me. There's lots of end game content and no motivation or reason to experience it.

All said, I'd still recommend the game if you can nab it for a few bucks because the first 5 to 10 hours are a pretty fun ride.
โพสต์ 4 ตุลาคม 2014
บทวิจารณ์นี้เป็นประโยชน์หรือไม่? ใช่ ไม่ ขำขัน รางวัล
1 คน พบว่าบทวิจารณ์นี้เป็นประโยชน์
37.4 ชม. ในบันทึก (13.5 ชม. ณ เวลาที่เขียนบทวิจารณ์)
Inspired by classic NES games without being hindered by the limitations and lack of design wisdom of the age, Shovel Knight is an absolute gem that doesn't hinge on nostalgia to be enjoyable. It's about the length of a Mega Man or Mega Man X game, but, in my opinion, a bit easier. There's a decent amount of side content beyond just the boss levels, and user-options to make the game more difficult (such as beating the game without the use of relics). The levels are well-designed and there are very few "cheap" moments. Boss designs, both aesthetically and functionally, are fantastic.

Like old-but-good NES games, it's short, sweet, and has plenty of replayability.
โพสต์ 29 มิถุนายน 2014
บทวิจารณ์นี้เป็นประโยชน์หรือไม่? ใช่ ไม่ ขำขัน รางวัล
2 คน พบว่าบทวิจารณ์นี้เป็นประโยชน์
2.6 ชม. ในบันทึก (2.3 ชม. ณ เวลาที่เขียนบทวิจารณ์)
This game is far more enjoyable than the metacritic score would have you believe. If you're looking for actual structured goals, Goat Sim has a few, but overall very little to offer in that regard. There are trophies hidden throughout the maps, some in clever spots. There are secret areas and tasks, some of which unlock things (other characters, jetpacks etc) which give you more ways to tackle stuff.

But ultimately this game is just a stupid, ♥♥♥♥-around, ragdoll/physics simulator. If you're okay with having your IQ damaged, give it a whirl. It'll give you a few hours of fun. I happen to like screwing around and accomplishing nothing in games, and this entire game accomplishes nothing. It's a blast.

Being drunk helps.

Oh, but beware: certain things, like the Demon/Jesus goat and the softball launcher (which spawn game assets) will gradually slow the game down. There is NO garbage collector. Objects do NOT despawn. If you pick up/become something that creates objects, the game will start to perform worse and worse as time goes on. So that Restart button comes in handy.
โพสต์ 28 มิถุนายน 2014 แก้ไขล่าสุด 28 มิถุนายน 2014
บทวิจารณ์นี้เป็นประโยชน์หรือไม่? ใช่ ไม่ ขำขัน รางวัล
1 คน พบว่าบทวิจารณ์นี้เป็นประโยชน์
1.8 ชม. ในบันทึก
I wouldn't say it's worth the full asking retail price of $5, but whenever it drops to a buck or so, it's worth picking up. Can get through the game from scratch in just an hour and a half easy, if your reflexes are good enough, and it'd be an hour and a half well spent.

While the game sticks to the mechanic of "run around and flip gravity to get through areas" it changes the rules or environment in each of the areas in a way that keeps it interesting. Except for the "escort quest" spots that make up about 2 to 10 minutes of your time (depending on skill) I found the whole thing enjoyable. Final level's rough, and some of the shiny trinkets are asking too much, but they're not necessary.

So yeah, worth the hour or two it will ask of you. Also a good candidate for speedrunning, if that's your thing!
โพสต์ 25 มิถุนายน 2014
บทวิจารณ์นี้เป็นประโยชน์หรือไม่? ใช่ ไม่ ขำขัน รางวัล
1 คน พบว่าบทวิจารณ์นี้เป็นประโยชน์
200.7 ชม. ในบันทึก
Not quite as good a world as Fallout 3 in my opinion, but the gameplay is close to what you'd expect if you played Fallout 3. I thoroughly enjoyed this game, and if you're thinking of getting it, be sure to pick up the Old World Blues DLC at a minimum - it was the highlight of my first playthrough.

It's also worth checking out mods for this game - there are tons of fan-made content/mission packs, but also some nice-looking aesthetic packs as well.

The "Hardcore" mode in this wasn't as deep or well-thought-out as the Survival community mod for FO3 was, though, so bear that in mind if you actually know what this sentence means!
โพสต์ 29 ธันวาคม 2013
บทวิจารณ์นี้เป็นประโยชน์หรือไม่? ใช่ ไม่ ขำขัน รางวัล
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กำลังแสดง 31-38 จาก 38 รายการ