42
Produtos
analisados
0
Produtos
na conta

Análises recentes de Retroburn

< 1  2  3  4  5 >
Exibindo entradas 1–10 de 42
10 pessoas acharam esta análise útil
4 pessoas acharam esta análise engraçada
80.3 horas registradas (0.7 horas no momento da análise)
Stutters like crazy. And I can run Witcher 3 and DOOM Eternal just fine.
Publicada em 8 de fevereiro.
Você achou esta análise útil? Sim Não Engraçada Premiar
6 pessoas acharam esta análise útil
1 pessoa achou esta análise engraçada
0.0 horas registradas
They changed the visuals and now it's too bright. Your first minutes will be spent oohing and aaahing at the new shiny package but later, you'll begin to question why the art direction has deviated so much from the original's creepier feel (that is supposed to become apparent midway into Combat Evolved's campaign).

It's a classic case of "shiny isn't always better."

That being said, aside from the too-bright atmosphere that's so pervasive it even impinges upon the narrative, this edition's other aspects are superior: Widescreen support, accessibility, etc. You should consider playing this edition as there's a mod that fixes my complaint.

Here's my guide on how to go about (somewhat) bringing back the OG Halo feel:

https://www.youtube.com/watch?v=sJoYt6d1HW0

Timestamps

0:00 Intro
1:28 The base ReShade Preset—KevinKoolx YouTube video
1:35 Where to download the base ReShade Preset
2:57 How to Install ReShade to Halo: Combat Evolved Anniversary
4:34 The ReShade parameters I'm using (with KevinKoolx's "Halo CE Anniversary Remastered (Reshade)" ReShade preset as the base)
14:37 Sample Gameplay Video 1
15:38 Sample Gameplay Video 2
18:04 Side-by-side comparison screenshots
18:50 Outro with sample gameplay mini-clip
Publicada em 6 de janeiro. Última edição em 6 de janeiro.
Você achou esta análise útil? Sim Não Engraçada Premiar
Ninguém achou esta análise útil até agora
82.4 horas registradas (35.3 horas no momento da análise)
In moments where the annoying platforming sequences are out of the way, DOOM Eternal becomes the ultimate evolution of the run-and-gun shooter genre, improving upon its predecessors in ways almost as innumerable as the legions of demons that it sends loping, flying, and slithering from the UAC portals.

Rip and tear until the next—largely unnecessary—platforming sequence rears up its ugly head.
Publicada em 20 de outubro de 2023. Última edição em 20 de outubro de 2023.
Você achou esta análise útil? Sim Não Engraçada Premiar
Ninguém achou esta análise útil até agora
46.4 horas registradas (46.2 horas no momento da análise)
Simple but fun!
Publicada em 26 de setembro de 2023.
Você achou esta análise útil? Sim Não Engraçada Premiar
1 pessoa achou esta análise útil
3.7 horas registradas (0.1 horas no momento da análise)
Placeholder review: From what I can see this is a topnotch colony sim resource management game. Unique visuals and excellent support by the devs too!

Judging from the flood of updates this game gets, it's a true labor of love.
Publicada em 22 de novembro de 2022. Última edição em 21 de novembro de 2023.
Você achou esta análise útil? Sim Não Engraçada Premiar
19 pessoas acharam esta análise útil
6
237.2 horas registradas (54.9 horas no momento da análise)
Ventured into a gigantic stalactite that had fallen from above, the planet’s crust. Said stalactite was named Godfall. It was so huge as to house an entire citadel. The fall, the pirate-monks said, killed all of its inhabitants. My crew of 10 sailors went in, leaving my officers with the ship. I carried what I thought was an ample supply of foxfire candles. After hours of combating undead and other fell creatures, I ran out of reserve candles but thought "I just have the one to get me out of here." Clicked the "Leave" button. It turns out the game doesn't work that way. The farther you go in, that's also the number of times you click the "Leave" button.

After one click, needless to say, I exhausted all my light sources and was still so deep in the citadel-turned-fortress of the undead. I fought my way in the dark, losing more than half my crew. In the mad scramble, Terror levels soared through the roof. At last though, my beleaguered company and I managed to break out of that accursed place. Only four other sailors remained.

We vowed to save everyone, limping our way back to London, my crew of four did. We tried. But somewhere along the way, two broke and went mad. Some say they jumped off the railing. Some say they killed each other; ate each other’s innards before the crew could stop them. They say we spent a day in the Zee, cleaning the viscera from the planks with what meager water supply we had lest what remained of their entrails attracted Zee monsters.

Some say I pushed them off our ship myself, cackling maniacally.

Will we ever know what happened? I’ve dwelt upon that but the answers are as diaphanous and as elusive as the wisps of spider silk that float about near the isles the sorrow-spiders call home.

I was convinced that ill-fated journey home would be my last. Two sailors remained. We couldn’t even make full speed with too few hands on deck and the engine room. I said a prayer to Salt and waited for the inevitable. A cutlass to my spine? My mind giving in to the endless, maddening whispers of the Zee? I didn’t know what death I would suffer but I knew then the situation was hopeless. I was going to die.

And then it happened, one of our passengers . . . I don’t know what wormed inside her mind. Did the pirate-monks of Godfall slip something into her food at the moment we weighed anchor? Did everyone, at last, fall prey to insanity? No matter the answer, what she did was real. It was no part of my imagination that she languidly stalked to the forecastle deck and stood there, her back to the bowsprit. She [redacted], her alabaster skin unprotected to the frigid winds, her hair billowing out on winds that had sprung from nowhere. Her hair was a red, voluminous tempest that flowed out, framing her body in its undulating embrace. She gestured to me. I went over. And there on the deck, we made [redacted].

It was insanity. It was the stuff of madness. But it was real. It was the only thing real in that ill-omened leg of our voyage home.

The remaining sailors though, drew strength from our union, clutching desperately to that image as if it was a beacon home amidst the frothing, confused, deranged maelstrom that were their minds.

We got home. We made port. Safe. At last.

Publicada em 29 de junho de 2021.
Você achou esta análise útil? Sim Não Engraçada Premiar
30 pessoas acharam esta análise útil
4 pessoas acharam esta análise engraçada
231.5 horas registradas (29.4 horas no momento da análise)
What with what's going around in this world, this game is literally a godsend.

It allows us to play Warhammer 40,000: Kill Team and theorycraft lists before committing. Con (for my wallet): This game has also singlehandedly pushed me to buy dozens of Real-World Warhammer 40,000 boxes as it provides a safe arena to test out crazy lists before spending cash.
Publicada em 25 de novembro de 2020.
Você achou esta análise útil? Sim Não Engraçada Premiar
3 pessoas acharam esta análise útil
6.3 horas registradas (5.0 horas no momento da análise)
Unplayable. Massive stuttering.

My PC can run Witcher 3 (45-60 FPS) and DOOM (58-60 FPS) just fine. With PUBG, the in-game Steam framerate counter reads frames in excess of 50 but the massive stuttering makes it a nauseating experience for me.
Publicada em 14 de agosto de 2020.
Você achou esta análise útil? Sim Não Engraçada Premiar
3 pessoas acharam esta análise útil
8.1 horas registradas (2.5 horas no momento da análise)
[Mini-review made: May 2, 2020 about 3am GMT+8.]

So I finally tried it out and... mixed feelings. It's mostly good; I enjoyed the game but some aspects make for giant speed bumps the game has to painfully hurdle through.


1. The graphics are good, exceptional even. Good work!

Though... I had to tone down the settings to mostly Medium and Low so as to prevent the game from crashing from time to time. (In comparison, I can run DOOM 2016 at mostly High settings at 58-60 frames per second.)

2. Finally game that understands bullets can go through some parts of a car. If this is intentional, good work devs!

3. The inventory system is a bit puzzling. How do I change from buckshot to bird shot? Or do you need another shotgun for the latter?

Also, the system is unwieldy. Every time I run out of first aid kits, the next batch will have to be reassigned to a slot. Could we have it so that the game "memorizes" what goes where? In one of my (unrecorded) gameplay sessions, I picked up a first aid kit and a mech gunned me down before I could assign it to a slot. Very unwieldy.

4. Spawn points are too far apart with vast expanses where nothing happens except sprinting through meadows/groves.

5. The AI is good. If the game had more variety in maps and missions and capitalizes on its impressive AI, this'd be a very good game. Think F.E.A.R. The game is just mostly one firefight after another but the level designs make it a very interesting game. A chase/cat-and-mouse sequence through an abandoned, multi-storey building would make for an impressive gameplay experience.

6. It's weird that though this game has some stealth components, there's no Lean Left/Lean Right feature. S.T.A.L.K.E.R. has it if memory serves. That feature would make the game more immersive.


So overall it's good. If I were to rate this game, I'd give it a 7.2 to 8.2. It just needs polishing.
Publicada em 2 de maio de 2020. Última edição em 8 de outubro de 2020.
Você achou esta análise útil? Sim Não Engraçada Premiar
3 pessoas acharam esta análise útil
4.4 horas registradas (3.9 horas no momento da análise)
While very simplistic, it matches that edge-of-your-seat dread you get when playing the classic the XCOM and X-COM games.
Publicada em 28 de janeiro de 2020.
Você achou esta análise útil? Sim Não Engraçada Premiar
< 1  2  3  4  5 >
Exibindo entradas 1–10 de 42