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203 個人認為這篇評論值得參考
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總時數 60.0 小時 (評論時已進行 59.6 小時)
Frankly...I don't know what I could say about Persona 4 Golden that hasn't been echoed by so many folk during the game's time on the Vita and the short time it's been on Steam since last month, if the hundreds of reviews are anything to go off of. Persona 4 Golden is a great time. It's a great game with an interesting story and satisfying gameplay.

Although, since I had just finished Persona 5 Royal mere weeks before Persona 4 Golden came to Steam and had a chance to finally play it, I had a lot of things I really needed to readjust to. So if you've played Persona 5, the original or Royal, and are thinking of going back to Persona 4 Golden to see what this game was about, keep in mind that you may have a bit of a tough time re-adjusting to certain aspects of gameplay.

I'll actually start off things I disliked about the gameplay itself, which - excuse me if it'll sound like I'm just too spoiled by Persona 5 and Persona 5 Royal. But nevertheless, these are things that bothered me throughout my entire playthrough.

Things I didn't like:
- Dungeons
They felt...boring. The dungeons in this game were very very boring for me, as most of them were pretty much randomly generated sets of hallways covered with fog, teeming with shadows but also treasure. There have been countless times where going through the dungeons I genuinely felt like I was going to fall asleep. Thematically they are really good, I love the themes for dungeons that are presented here. I just wish navigating them was more fun than going through hallways, opening doors and grabbing treasure until you find the next staircase.

- Engaging shadows
This is what I had to readjust to the most after playing Persona 5 Royal and that game was very fresh on my mind. Engaging shadows feels incredibly clunky. I had this same issue with Persona 3 Portable but the same issue persists here too. I didn't like how shadows could see you from any angle you approach them, making a stealthy approach impossible unless you draw the Avoid Encounters card during Shuffle Time. I got the hang of it by the time I entered the third dungeon of the game, as it's about making your move during the second the shadow notices you and the "!" appears. But even after figuring that out, I still feel it was very clunky.

- Lack of encouragement for most social links
Again - another thing I'm kinda spoiled by thanks to Persona 5 (and Royal). There's not really much incentive to do social links in this game. Maxing out links with your party seems like a no-brainer - they get a bunch of awesome benefits as you level them, useful skills as you go through, the works. But maxing out non-party social links feels unsatisfying. If you don't care about earning additional money or raising your social stats, most of them feel pretty pointless. Of course 2 of them are required for story progression if you want to go forth to the true ending, but aside from them - there's not much point to social links aside from missing out on Arcana Bursts and money/social stats.

- THE PC PORT.
I REALLY REALLY DON'T LIKE THE PC PORT. It has its positives - I was very surprised and happy to find out my PS4 controller worked right out of the box without having to emulate it as an X360 pad, but holy CRAP. There's missing sound effects, there's random game stutters, particularly often when prompted for an All Out Attack, AND THE DAMN THING CRASHES OFTEN! These are issues I really hope Atlus will fix in the future. So depending on when you're reading this - this might not even be relevant anymore.

That's about it for the things I disliked about Persona 4 Golden. Keep in mind - this was essentially my first playthrough of the game. Now what about the things that I really liked about it?

Things I liked/loved:
- The story and characters
I still prefer Persona 5's story because it's a lot more relatable to me personally, but I really enjoyed Persona 4 Golden's story. Really! The murder mystery alongside a quiet town aesthetic, while a bit cliche, was very interesting to follow along. I honestly enjoyed how it continued to throw you for a loop, and some parts of the story actively made me jump out of my seat and go "woah what the hell?!". Of course it did have its low-points, but there's a lot of quotable lines from this game's story and it's overall very interesting to follow along. It knows how to pace itself, when the proper time to crack a joke, the works. Also screw Teddie. I found Teddie very annoying all the way through.

- The soundtrack
PERSONA 4'S MUSIC IS GOOD. REALLY GOOD. I prefer the PS2 opening of the game to Golden, but I won't deny at all that this game's soundtrack is a serious bop. The song that plays right before dungeons, known as "Studio Backlot", is seriously my favorite song from this game. It's just so good.

- The gameplay loop
Yeah, I mentioned that I thought the dungeons were boring and that engaging shadows was clunky, but to be perfectly honest - the gameplay loop itself is very good. A good variety of meaningful mechanics and enough time to learn about, adjust to and then abuse the hell out of your enemies. The gameplay, despite being jank in some aspects, does often feel incredibly rewarding.

Do I recommend Persona 4 Golden? As if you thought I was going to say "no". Persona 4 Golden is a great time to be had. And while it is a bit jank and the graphics haven't exactly aged gracefully, seeing as Persona 4 was originally a PlayStation 2 game made in 2008, neither of those facts change that this game is phenomenal. And you should totally give it a shot. There's at least 60 hours worth of fulfilling content in this, if not way more. I just hope they touch up the PC port in the future so it quits crashing and stuttering, as well as fix the missing sound effects issue.
張貼於 2020 年 7 月 3 日。 最後編輯於 2021 年 1 月 2 日。
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24 個人認為這篇評論值得參考
總時數 137.1 小時 (評論時已進行 136.6 小時)
Honestly...compared to the original game on the PS3 - Hyperdimension Neptunia Victory - I consider Re;Birth3 to be a step backwards. I'm truly not a big fan of Re;Birth3, despite how much it actually attempts to remix and improve upon what Victory did bad.

Here are areas where Re;Birth3 improves upon Victory:
- Reduced difficulty.
Victory was sort of infamous for being insanely tough and very grindy. I've counted many times on Victory where I was thrown into a boss battle, only to realize I was incredibly under-leveled and underprepared for it. A perfect example would be the first Blanc boss battle where I had to grind nearly 15 levels to actually stand a chance against her. Re;Birth3 solves this problem by not only reducing the difficulty overall, but also by essentially shoving overpowered characters into your party that make grinding pretty much a non-issue.
- Additional story content.
Re;Birth3 attempts to remix the story from Victory by adding additional supplementary material. You get to experience it as soon as you start the game as you are thrown into a VR-esque world as Neptune and navigate a mini-dungeon to escape it. Stuff like that is peppered throughout the game and it's a welcome addition.
- More maker characters.
Victory as a whole was only played with CPU characters. IF and Compa were not playable and it didn't have any other maker characters, at least not without DLC to my understanding. Re;Birth3 solves that problem by giving you more maker characters to use in battle and actually incorporates them into the story without drastically altering everything.
- Framerate.
Victory on PS3 is also infamous for running like absolute crap. The game can't even hold a steady 30 FPS most of the time and dips into the teens very frequently. For some - that makes the game absolutely unplayable and I can understand that. Thankfully, Re;Birth3 solves that issue with a silky smooth, uncapped framerate, or you can choose to manually cap it to 60 with VSync or something.

Here are areas where Re;Birth3 falls short compared to Victory:
- The PC port.
I had a lot of trouble with the PC port of Re;Birth3 in particular. From random softlocks, game crashes, black screens, etc., it was genuinely frustrating at times to deal with this poor port of the game. There are tons of community made patches for these issues, but unless you know where to look - the experience out of the box is not going to be a pleasant one.
- The gameplay.
Re;Birth1 and Re;Birth2 were heavily based upon Victory's gameplay. Heck, I'd argue those games are just reskins of Victory slapped onto Steam, which wouldn't exactly be inaccurate, but those games are superior because Victory's gameplay formula works. Re;Birth3 attempts to mix things up from the other Re;Birth games by changing one small yet crucial mechanic - the EXE drive. Short and to the point - it's annoying and cumbersome in this game, making it way less useful than it was in the previous games.
- No scouting system.
The scouting system in the original, while a bit annoying since it was required for the True Ending, was overall a fun side-mechanic to unlock optional dungeons you can use for grinding or getting useful items early on if you get lucky. That system is gone from Re;Birth3 and instead replaced with the much slower, much less useful Stella's Dungeon mechanic.

I'm sorry to say but I don't really recommend Re;Birth3. The additions and improvements are nice and all, but with a crappy PC port, inferior gameplay due to the gimped EXE system and the removal of the scouting system makes me prefer the original version of the game by a longshot. It sucks too because I think that Victory's story, despite being incredibly long and the cutscenes feeling like they take 60 years to complete, is the best in the series, considering it's the perfect chance to get to know a set of CPUs from a different dimension right down from their humble beginnings.

Victory/Re;Birth3 takes place in what's canonically known as the Ultradimension, and you begin the game in a very primitive version of Gamindustri with 2 nations, eventually expanding into 5 as you go on through the game. You get to see each CPU's humble beginnings and how they deal with hardships running their nations and all that stuff - it goes through a very Neptunia-esque story about competition, co-operation and then defeating some bigger villain in the picture. In Victory/Re;Birth3 - you get to experience every waking moment and, to me - that makes the story engaging and a lot more personal. I seriously prefer the Ultradimension CPUs to the Hyperdimension ones.

It's just a shame that Re;Birth3 is just not very good in my opinion. If you have a PS3 and don't mind the flaws I pointed out about Victory here - that version is the one you should get, should you want to experience it. But if you don't and are considering Re;Birth3 - at least consider looking into fixing the awful PC port yourself via community patches so the game doesn't freeze or softlock constantly for you.
張貼於 2020 年 6 月 29 日。
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26 個人認為這篇評論值得參考
總時數 101.6 小時
Superdimension Neptune VS Sega Hard Girls is what I personally consider the best Neptunia spin-off. Gameplay-wise, it's the closest you'll ever get to the mainline or Re;Birth games as it uses that for it base gameplay. However, one cool thing about this game is that it actually tries something new with the standard Neptunia formula, stuff like platforming challenges, crawling, sprinting, fever mode, etc. - it feels like an actual remix!

Another cool thing about this game is that it has actual new areas. Not to say it doesn't reuse assets from Victory - in fact it reuses plenty from that game - but it still had enough effort and love put into it that it has areas that are unique to this game to explore, which, once again - gives a nice change of pace for Neptunia fans looking for something different.

Okay, so the gameplay is remixed and it has new dungeons alongside reused ones from older games. What else? I could talk about the story. I feel like this game could work as a standalone RPG, as it's not set within the Neptunia universe. This game, as you could guess by the title, is a collaboration game between Hyperdimension Neptunia and Sega Hard Girls, and because it doesn't take place in either universe - it's free to do whatever it wants with its story, making it accessible to people who have experience with one, but not the other.

Overall, a solid spin-off from the Neptunia series. If you're longing for a new Neptunia mainline entry after having finished VII, yet haven't tried this game - consider picking it up! It can get a bit repetitive with the whole time travel gimmick and it does get silly with Neptune turning into a bike in this game, but it retains the Neptunia charm the rest of the series is known for and throws fans into a familiar yet different experience!
張貼於 2020 年 6 月 29 日。
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45 個人認為這篇評論值得參考
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總時數 16.5 小時
Short and to the point - I think A Hat In Time is one of the best 3D platformers I've ever played, and if you haven't tried it - you should. Was that enough to convince you? Good! Hope you enjoy this game as much as I did.

Still not convinced? Allow me to try to do that then. A Hat in Time is just a really fun game, period. Usually I'd go on to talk about a game's story mode, but for once - I don't think that's necessary. A Hat in Time's main focus isn't to tell a compelling narrative or to constantly break the fourth wall for some bigger picture - its focus is to take you on a fun yet silly adventure. And the game's design is representative of that.

I earnestly love the level design in this game. The levels encourage exploration and always have a reward for those looking to deviate a bit from the normal path. Be it pons, yarns for hats or even hourglasses (the main collectible) - there's always something waiting for everyone. Of course, one sentiment I share with a lot of people is that it's really easy to get lost in the game's forgettable locations - Subcon Forest is particularly awful with that and I ran around in circles trying to find my destination on a number of occasions - but it makes up for it in the end.

And while I did mention this game doesn't really care too much about the story, the humor in this game is compelling enough to keep you engaged throughout the whole adventure. Chapter 2 and the conductor is seriously my favorite part of the game with the whole detective murder story aesthetic. It's executed so well, it's written well and it just makes me smile all the way through each time I play through it.

As with every game - not everything is perfect. I mentioned Chapter 2 and the conductor, but I also wanna mention Chapter 2 and DJ Grooves - screw his parade. I hate the parade mission. It's needlessly difficult and infuriating given how it's basically littered with "bottomless pits". And need I mention how I think Subcon Forest makes you feel like you run around in circles because everything looks the same? Alpine Skyline too with the giant bird was also a bit irksome for me.

But despite that - I can't praise A Hat in Time enough. Do you love 3D platformers? Do you want one that primarily just wants to focus on making sure you have a good time? Are you in for a good soundtrack and witty humor with clever level design catering to all skill levels? A Hat in Time is the perfect game for you. If you haven't tried it yet - you should.
張貼於 2020 年 6 月 27 日。
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57 個人認為這篇評論值得參考
1 個人認為這篇評論很有趣
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總時數 15.2 小時
VA-11 Hall-A is...special. It genuinely is. I first learned of this game's existence through Girls' Frontline, back when they held that collaboration event between the two games. I thought the character designs were interesting to say the least and my interest was piqued, but I never really gave it much thought until one of my friends gifted me the game. I played (or read through) the entire game on-stream, and by the end, I was honestly touched.

VA-11 Hall-A takes place in the future. Sometime after 2069, in a world where the economy is garbage, the streets are dangerous, dogs can talk and you have robot sex workers. I really have to give the game credit where it's due - it holds nothing back. If it decides it wants to talk about messed up stuff, be it societal or in peoples' personal lives - oh it will. It will delve into the uncanny valley at times. This is about as much as I wanna say because it's best to experience this game as blindly as possible, really.

VA-11 Hall-A is a great time. I don't like visual novels. But I make an exception for VA-11 Hall-A. If this game piques your interest even in the slightest - be it the art style, word of mouth or even the old Girls' Frontline collab event - pick it up. This is one story that it tells that will stick with you for a while to come.

also stella and jill are best girls don't @ me
張貼於 2020 年 6 月 27 日。 最後編輯於 2020 年 6 月 27 日。
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40 個人認為這篇評論值得參考
2 個人認為這篇評論很有趣
2
總時數 19.7 小時
In my review for the original version of Fairy Fencer F, I mentioned how Fairy Fencer F is outright my favorite RPG that Compile Heart has developed. Advent Dark Force is essentially the definitive version of that "favorite RPG".

ADF does to FFF what Persona 5 Royal did to Persona 5, if you want a recent example to compare it to. It took the base game and added in a bunch of additions and improvements to make it the definitive experience. Advent Dark Force introduces new routes with new endings, new dungeons, new playable characters, new characters just in general, and with that - way more incentive to replay the game if you've beaten it once.

I genuinely love how it pulls a twist on the original Fairy Fencer F story depending on which route you choose to take, which can genuinely throw off your perception on certain pre-established things in the universe.

Of course I have gripes with ADF, but in all accounts - this is definitely the definitive way to experience the best of what Compile Heart has to offer if Neptunia really isn't your thing.

Highly recommended, and honestly something I'm considering revisiting once again. If Neptunia isn't your cup of tea, Fairy Fencer F: Advent Dark Force might just be by offering a more "traditional" experience.
張貼於 2020 年 6 月 27 日。
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23 個人認為這篇評論值得參考
1 個人認為這篇評論很有趣
總時數 4.8 小時
During my brief play time of the game - I had fun. Me and a friend sat down for a few FFA DM matches and marathoned every single map in the game, and we both had some decent fun with the game. It's clear the developers are trying to make this game worthwhile with stuff like upgrades, progression and the like.

But the game is lacking in a lot of areas. For one - it's buggy. After a lobby ends, the game is supposed to send you back to the menu but no menu appears, forcing you to alt+f4 out of it. Another is the bots, who seem to be obsessed with going out of the map and killing themselves constantly, which made racking up a lot of kills feel trivial. And of course, need I mention the low amount of players? Throughout the entire run - we were the only 2 people playing and the only thing that ran through our minds was "this would be way more fun with more people".

But the core gameplay is solid. It's fun, it's diverse with the class system and customization, the shooting is fun and just playing the game in general feels fun. Just wish it was a bit more fleshed out.
張貼於 2020 年 3 月 31 日。
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33 個人認為這篇評論值得參考
1 個人認為這篇評論很有趣
2
總時數 4.9 小時
Having replayed this start to finish on-stream in about 3 hours, I can confidently say that Sonic Generations is a game that, over 8 years later, has aged wonderfully. While the story itself is laughable and forgettable from a writing perspective, it serves as good fan-service for long-time fans of the series up until this game's release, with refreshing revisits to old stages.

Granted, some of it has been spoiled by later games (cough cough, Mania & Forces, cough cough) but that doesn't take away from the experience that is Sonic Generations itself. With surprisingly intricate level design for both Modern & Classic Sonic that gives you many paths to explore with neat goodies at the end of them, like Red Rings that actually mean a damn thing for unlocking cool extras and unlockables like artwork & music, to extra rings and the like. Sonic Generations' level design is really well done. I think that if Sonic Team will want to continue with the boost formula for Modern Sonic, they should look at the level design they managed to accomplish in this game.

I'm not a fan of everything in Generations though - I do not enjoy stages like Classic Seaside Hill, Classic Crisis City and both acts of Planet Wisp. Classic Seaside Hill feels very floaty and dreary, a bit dull perhaps, leading to a level that actively puts me to sleep with how slow you'll be going most of the time. Classic Crisis City feels very gimmicky with the tornado and all and the abundance of bottomless pits EVERYWHERE leads to a pretty frustrating level to play, double-so if you're like me and actively look for the Red Rings. And Planet Wisp...man, what a dull level it is. It's really long with many stop & go sections constantly breaking up the flow, tons of spikes and enemies that require you to wait before you can attack and need I mention the really dull factory aesthetic? Yeah I get what they're going for, but I wish the entire level was based more around the forest you get to run around in at the beginning. Classic Planet Wisp does it better than Modern, but both retain the problems.

Another gripe I have is with Classic Sonic. He feels pretty imprecise to me - his jump is really heavy and his acceleration is a bit too slow, leading to precise platforming being a proper exercise and a chore. Out of the 2 Sonics, he's my lesser favorite one. Modern Sonic isn't without his problems too though - control-wise, I don't really understand how the game handles changes in camera perspective with him. When it goes from a third-person "behind Sonic" view to a 2D view, I don't get whether the game wants me to continue holding up on the stick or start holding left - neither cause him to go anywhere unless I fully let go and then let the game re-adjust, which causes lots of frustration in some of the game's challenges it throws at you. Modern City Escape and Modern Rooftop Run are very guilty of this and I have my fair share of deaths thanks to this.

But where the game lacks in length, some of the levels and control, it makes up for in everything else. I'm a huge fan of a majority of the levels - Modern City Escape being my absolute favorite stage simply for how many concepts it revisits from Sonic Adventure 2 at once, being the snow-boarding and the G.U.N. truck chase and for overall how fun it is to play, the amount of things you can unlock and experience with the gallery and the like and tons of customizability with the skill shop, Generations is a game that feels replayable.

And I haven't even mentioned the modding scene for Generations PC. The community has done amazing things with the game, a few examples being the Unleashed Project, ports of levels from Forces into Generations and fan-interpretations of older games with the Generations game engine such as Sonic 06, if you want even more time sunk into this game - then modding has you covered.

I love Sonic Generations. I highly recommend it if you're a Sonic fan.
張貼於 2020 年 2 月 21 日。
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86 個人認為這篇評論值得參考
12 個人認為這篇評論很有趣
總時數 43.6 小時 (評論時已進行 34.0 小時)
For someone who has multiple monitors, Wallpaper Engine is fantastic. It's fun to customize each monitor with different animated wallpapers and with the seemingly infinite amount of custom user-generated content out there, it's never really a dull moment on my computer. I can go from having a digital audio visualizer & clock to "uh oh stinky but it's a lo-fi beat" with just a click.

Performance-wise, I've tested it on a range of systems from my main gaming rig to my mom's weak Pentium laptop and your mileage may vary, depending on what you do. It can and does affect system performance on lower-end systems (such as start-up time if you have it boot up with Windows) and I don't really recommend it for people with weak hardware, although to be fair - there's a lot you can customize to make it perfectly usable such as having the wallpapers shut off when you maximize an application or open a game.

My main gripe is the workshop exploration within the app and how much they discourage using the Steam Workshop browser itself. I prefer the Steam Workshop browser personally simply because it's just far more comfortable to use. The other gripe I have is with some of the UGC, as some wallpapers don't offer any kind of customization options or are just straight up still images, which defeats the point of the app. But that's not really a developer issue but more of a content issue uploaded by the users.

I love Wallpaper Engine. I've had it for over 3 years at this point and enjoy having animated wallpapers on my desktop. Use it on my college laptop and my main rig. With the cheap non-sale price, I don't see why not. You'll be getting a lot out of it so it's most definitely worth it.
張貼於 2020 年 2 月 18 日。 最後編輯於 2020 年 2 月 18 日。
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38 個人認為這篇評論值得參考
總時數 1.9 小時
Really Big Sky is a game I received from a giveaway way back in the old days of 2014. I don't exactly remember where I got it from - IndieGala, HumbleBundle, somewhere else - point is, I got it for free from a giveaway. I went into the game at the time with really low expectations. No, really - there was a reason this game was being given out for free, surely?

With those low expectations, I was legitimately blown away. RBS is genuinely amazing. The game itself is fairly simple - you are a spacecraft and you basically just shoot down enemies, bosses and drill through entire planets. Your run-of-the-mill generic space shooter. But what sells me on the game are 2 things: the upgrade system & the game's visual (and audio) aesthetics.

The upgrade system is the lesser of the two, just letting you upgrade your ship's capabilities. It's a small addition, but enough to make repeat visits of the same few stages way less stale because each time you upgrade something, even if marginally, you feel it in gameplay. You feel more powerful than before, even if it's insignificant. I can think of at least one space shooter I've been putting my time into that could honestly learn from this game on how to properly do a space shooter that feels replayable.

The aesthetics though...god I can't get enough of the soundtrack. Seriously! I wish I owned the soundtrack DLC for this because these tunes slap. I especially love the Main Menu theme, to the point I have it on my phone to listen to on my daily commute to college or work. The announcer is also a fairly good addition to the overall audio design with the only problem being that it's hard to hear what he's saying sometimes. The game's visuals are full of quirky details too if you pay very very close attention.

If there's one thing I have to criticize the game for, it'd be its optimization. It's not very good and the game can struggle insanely hard to run at times. Especially the menus. If you sometimes don't have a powerful enough PC, good luck getting past the main menu at less than 10 FPS. It's annoying to play the game on power saver mode on my laptop while on my daily commute because it just runs very poorly.

If you haven't yet - please give Really Big Sky a try! Whether you have it in your library from way back when that you never dusted off or are considering buying it, please do give the game a try! It's a diamond in the rough in the over-saturated space shooter genre on Steam and one that'll (hopefully) keep you engaged!
張貼於 2020 年 1 月 13 日。
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