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Análises recentes de whitenoiseの理ここにあり

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I could not possibly begin to make a value judgement on Library of Ruina as a standalone work because of how little time I put into the game before I ultimately dropped it, but it is clear to me that Library of Ruina is NOT a sequel made for fans of Lobotomy Corporation. Everything that kept me going in Lobotomy Corporation has been shafted to appeal to a entirely different audience, one that I do not resonate with at all. Maybe if I simply watched a YouTube video explaining the story of Lobotomy Corporation instead of laboriously soaking in the 100+ hours i put into that game I would have the capacity to enjoy Library of Ruina, but unfortunately for me I found immense value and enjoyment in Lobotomy Corporation's dedication to artistic integrity and ludonarrative development unlike Project Moon which continues to sully the themes built upon In Lobotomy Corporation with slot machine skinnerbox garbage. Many people love this game, but I cant imagine a reality where I fall into that crowd.
Publicada em 19 de março.
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As someone who doesn't really care for SCP and didn't play this game retroactively after being enthused by the likes of Library of Ruina/Limbus company; my experience with "Lobotomy Corporation" has been quite different compared to most people's experience with the game.

When people say to just watch cutscene compilations of games like Drakengard or Lobotomy Corporation often referring to them as "a chore to play", I think it is clear that the perception of these games are that they are just stepping stones to something greater—but I think this couldn't be further from the case when it comes to Lobotomy Corporation—which to put simply, is a masterclass in ludonarrative harmony—completely blowing out the likes of Yoko Taro and Kojima—to the point where it is nearly detrimental.

This game, despite being a very fun and addictive management simulator at its core, is very much riddled with game design flaws so egregious you could label them as "mortal sins"—whether it be the various abnormalities that serve as cheap recurring instakills, the mountains that are the various difficulty spikes sprinkled frequently throughout the game, or the whole "roguelike" aspect that ties it all together. All of these things come to form what is on paper, a terrible game—but Lobotomy Corp really does shine specifically because of it all.

Nothing in this game feels pointless—every qliphoth meltdown, ordeal, sephirah suppression, day one reset, ruined run—aided by the absolute finesse Kim Jihoon demonstrates with his character writing and story presentation—really hammers in this idea that you created this hell and you're going to go through true suffering over and over and over again if you want to redeem yourself.

While I do think that Lobotomy Corporation is a excellent ludonarrative experience, its very important to also look at it plainly. Lobotomy Corporation was made out of Kim Jihoon's fervent obsession with SCP in college and the reliance on the unity engine(which causes extreme performance issues), various game breaking bugs, the entire ost as far I know being royalty free music, and extremely small dev team all are constant reminders that this game was a college passion project and it should be treated with such nuance even if none of these factors are inherent detriments(especially with the updated translations that the games ship with now).

Like any other PC game, the development of the modding scene has enabled some much needed QOL to be added into the game and while it is up to your discretion whether to use mods like 10x speed, repeat works, and daily ordeals list(which should have all been in the game to begin with IMO). It is crucial that you download the memory leak fix. If the past is anything to look back at, this game will most likely never have this issue fixed and frankly its enough to render the game unplayable at times.

There's something to be said about the 100+ unique and striking SCP-like characters the game calls abnormalities and their extremely detailed entry logs, or maybe how religious mysticism is ingrained into the game from the moment you open it up until the very last moment you're in control, or maybe the sheer amount of literary references that would make SCA-自 proud—but I'm not nearly well read enough to talk about any of it at length.

I hope everyone from the ACG sphere to SCP fanatics give this the time of day before PJM retroactively turns all their works into phone slot machine games, because it truly is a one of a kind experience on so many fronts.

*If we realized that in forgiving others, your enemy didn't deserve forgiveness but rather that you needed peace, would things be better?*
Publicada em 20 de fevereiro. Última edição em 21 de fevereiro.
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greed
Publicada em 28 de abril de 2024.
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my only regret is waiting nearly 3 years to play this.
Publicada em 19 de janeiro de 2024.
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