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Análises recentes de Rex Bellator

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A apresentar 21-30 de 52 entradas
2 pessoas acharam esta análise útil
0.7 hrs em registo
I've seen low effort mobile/flash games that had more depth and strategy than this amateurish weekend project. It's purely RNG based yet strangely the dice rolls seem weighted with 5s/2s coming up regularly.

There is absolutely no strategy to this game; the only real choice you have, besides picking a direction to move, is to either fight or run away and - when you factor in the weighted dice rolls - you're better off fighting, which if you survive only hampers your overall progress because fights have diminishing returns. Most dungeon runs end in a complete loss with nothing to show for it.

This "game" requires a complete rethink in order to make it more interesting and rewarding but the developers appear to have moved on to other projects.

If you enjoy casually tossing two six-sided dice in your spare time like some moon-faced buffoon then by all means give Snake Eyes Dungeon a try otherwise give it a very hard pass.
Publicado a 16 de Novembro de 2021.
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2 pessoas acharam esta análise útil
2 pessoas acharam esta análise engraçada
9.4 hrs em registo
Hard to believe this game is ten years old this year and its still suffers from the same problems that it did 5-6 years ago despite recent updates.

NMRiH's biggest issue is that for a survival horror game firearms are the most optimal way to kill zombies which runs into issues when you play with multiple people who are aware of this and are going to hog them ASAP.

Melee weapons in NMRiH are a surefire way to get infected and die, where upon you either wait out the round waiting to respawn or you quit and find a new server. Melee weapons just do not feel responsive. It doesn't matter how good your timing is or how quick you are, you will swing and two out of three times swings will be ignored by zombies then they will casually just lean in and grab/bite you. The devs have never fixed this issue and it's either because they don't care or they believe it's for the good of the game for it to be this needlessly unfair to maintain an air of difficulty.

This is of course nonsense.

If NMRiH were the only FPS survival horror in town one might think there were no other alternative but Contagion is a game in the exact same vein as NMRiH but it doesn't have to sacrifice playability for difficulty.

While some may excuse NMRiH's shoddy combat because it's free, that -imho- is not an excuse. This is a serious gameplay flaw in a game that's supposed to be about resource management; when only one resource is viable then the alternative resource is no resource at all.

A free game still requires an investment of time and if that game doesn't respect your time then it's not truly free.

Finally the game has abysmal connectivity issues. Hosting a server is an exercise in futility. Despite having the proper ports open neither I nor my friend could get it working. Considering other Source Engine games that have no problems setting up local servers it really comes down to the inescapable fact that the developers simply do not care.
Publicado a 5 de Outubro de 2021.
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2 pessoas acharam esta análise útil
1 pessoa achou esta análise engraçada
16.1 hrs em registo (15.3 horas no momento da análise)
This is not a hunting simulator. This is the video game equivalent of a carrot on a stick, constantly teasing you forward but rarely - if ever - letting you have fun. The purpose for this terrible design is simple: TheHunter: Call of the Wild is a grind-fest, a holdover from its free-to-play brethren.

Every aspect of this game is designed to keep you playing for hundreds of hours while you grind away at hunting deer and rabbits until you're ready to move on to bigger game.

It will literally take you hours and hours of grinding before you can move on to larger game and better equipment. Everything is level-gated. Want a better rifle? Need to grind out more rifle score and XP. Want a better lure? Grind. Want better ammo? Grind. Ad nauseum.

Animal AI is also infuriatingly inconsistent and designed for maximum frustration. Some animals, especially those you're NOT pursuing, will literally cross your path at any given moment, however the animals you are hunting will always be on the periphery of your vision, which tells me that as soon as you start pursuing one animal its AI will immediately switch gears into flee-mode.

All this is programming trickery by the developers to string you along for as long as possible.

Then there's a question of the game's footprint. This game is a 60+ GB behemoth. Let's put that into perspective: Red Dead Redemption 2, which as a hunting sim is leagues better than this tripe (and you get an award winning cowboy game alongside it) is roughly 80ish GB, which includes hours and hours of dialogue, a huge world to explore and tons of animals to hunt for fun and profit and an online game mode.

Why is TheHunter: COTW so big? Probably because you're downloading all its content, even DLC you don't own, which is asinine and lazy on the developer's part.

About the only thing TheHunter gets right is its graphics. The game's engine can render amazing natural scenes and all at 60fps @1080p on my Intel rig with a 1070ti video card.

However this alone is not enough to redeem terrible gameplay design and cheap, arbitrary animal AI designed to cheat you. The game does not respect your time and for that I can't recommend it.
Publicado a 4 de Julho de 2021. Última alteração: 5 de Julho de 2021.
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499 pessoas acharam esta análise útil
11 pessoas acharam esta análise engraçada
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19.2 hrs em registo (18.1 horas no momento da análise)
It pains me to give this game a Not Recommended but the state in which Feral Interactive released this game -- a game that no one anticipated, let alone, expected in the month-long window they announced it -- is abysmal. I am saying this as both a long-time Total War fan and someone intimately familiar with the original Rome: Total War and its expansion.

Right now this is a Remaster in name only and the only thing improved from the original are the graphics. Everything else from pathfinding, tactical and diplomatic AI, and the UI are abysmally bad if not outright broken especially compared to the older game, which while janky, are serviceable; the remaster amplifies the existing jank and kicks it up to 11.

There are so many issues I don't know where to begin. In my brief campaign as the Julii, one of the Roman factions, my faction family members failed to have children and adoptees died instantly (due to an oversight with the way the game handles event notifications). The enemy AI is even more schizophrenic than the original, declaring war a turn after suing for peace, or harassing your cities with tiny armies of one or two units then running away when you challenge them.

Units will pour out of an gate or opening like brain-damaged lemmings running back and forth in a mosh pit of confusion until the entire unit clears the opening. While the original did have a certain level of jank with pathing these issues are exacerbated by the Remaster.

The UI is atrocious with tiny icons and nested formation options that sprout even smaller icons. Text is small even at 1080p and difficult to read; the new notification system removes a lot of the anticipation of the original system as they slid down the screen and in its stead is a three-tiered news widget that feels like something designed for mobile screens.

I finally gave up when the game started crashing on me.

There was absolutely no reason for Feral to rush this remaster out the door (in retrospect it was probably the looming WH3 announcement that caused them to rush). On paper this Remaster should have been a slam dunk that improved on the original (which, while a classic, has not aged well graphically or mechanically) but instead actually delivers a poorer experience. The small improvements don't compensate for the myriad issues and three weeks out from release and Feral has yet to update the game to address the bugs.

I've since gone back to the original Rome, but I'll return to RR once this title has been updated to a playable and polished state.
Publicado a 21 de Maio de 2021.
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3 pessoas acharam esta análise útil
2.5 hrs em registo
This is a great remaster but also an odd relic from the days of FMV games. I owned the original on CD-ROM back in the day and seeing the game again in high(er) quality video brought a smile to my face.

Now that I'm older though I realize that the scoring system is actually counter-intuitive; the lower your score (which increases with every clue you seek out, whether it's talking to a suspect/witness or talking to your 'Regulars') the better you're rated. However, what this boils down to is that you're penalized for exploring the game's content which is basically it's selling point: seeing the FMV sequences and their charming performances.

Ultimately once you've explored all the FMV sequences you're expected to go over the game again and try to solve it in the fewest clues possible to get the best score.

Still if you're a fan of Sherlock Holmes or want to re-experience the nostalgia of early 90s FMV games then the Sherlock Holmes Consulting Detective games are totally worth the 3 bucks (more so if on sale). For the price of a cup of coffee you get a piece of gaming history and some good sleuthing fun!
Publicado a 14 de Maio de 2021. Última alteração: 16 de Maio de 2021.
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4 pessoas acharam esta análise útil
101.4 hrs em registo (74.6 horas no momento da análise)
This game is criminally underrated and has been unfairly disparaged by the internet echo chamber that has held a grudge over some minor changes from pre-release to launch; issues that are no longer relevant especially now that it's been reduced in price and mods can restore those changes.

As contemporary open world games go I probably enjoyed myself more in this game than in GTA V's single-player campaign (which is not to say that GTA V is bad but simply I enjoyed W_D more as a whole). Watch_Dog's Chicago has a lot of life that's on par with GTA V's world plus there are more mini-games, side missions, meaningful secrets and tons of lore to explore.

Watch_Dogs' missions offer a lot of flexibility. You can go loud with guns or play it stealthy. Stealth breaks down into hiding from guards, using silent take downs or using your hacking tools to create havoc, taking out enemies with electrical junctions or causing blackouts. It's an incredibly clever system that feels grounded in the game's near-future Chicago that's completely wired into an all-encompassing operating system that controls the entire city.

I'm not exaggerating when I say Watch_Dogs became one of my favorite stealth games of all time. Many stealth games tend to force a binary choice between detection and violence, like Dishonored, and more often than not, this creates a false dichotomy if you want a "perfect" playthrough, going halfway is less rewarding and there's a lot of trial and error if you want to achieve said "perfection."

W_D doesn't judge you for how you choose to play. You can be as loud or as stealthy as you want, both methods are valid and fun. Failing a mission is just another opportunity to find a satisfying path to your objective. There's a decent roster of guns and weapons to suit all play styles and stealth options are numerous.

As techno-thriller-stealth/action games go I enjoyed Watch_Dogs story too another aspect that IMHO has been unfairly maligned. Aiden Pierce, the main character, is a compelling character, neither entirely heroic nor morally gray. He's a guy caught between the dark underworld that he inhabits but also wants to protect others, especially his loved ones, from the bad guys he's rubbed elbows with.

The story is a timely one with themes that touch on the power of information and secrets and the dangers of how technology can be used to exploit them. Minigames where you hack into people's home cameras and cellphones underscore the theme that even "innocent" NPC's lives are deviant and debaucherous, essentially saying: our technology is corrupt because we are corrupt.

All my praise aside the game isn't perfect either:

o Unlike GTA or Saint's Row, vehicle physics feel stiff and cumbersome. If you're coming from GTA V W_D's cars will feel like refrigerator with wheels by comparison. Also there is no shooting from vehicles, all vehicle "combat" is done via hacks similar to ground-based stealth (not really a con but more of a PSA).

o The game lacks clothing options; you're limited to a dozen or so different outfits all based on the same variation of Aiden Pierce's hat and trench coat look.

o Multiplayer isn't for everyone. Invasions can be quite uneven, sometimes you'll manage to defend yourself from an enemy player, other times they'll trounce you, thankfully these can be disabled if you wish. Hacking/cheats also seem to be prevalent in multiplayer modes, last time I played.

Long story short: Watch_Dogs is a smart, fun open world techno-stealth game that was extremely fun to play. I received it as a gift from a good friend but would have been happy to pay full price for it and totally worth playing on sale.

I'm glad I played it and in writing this review I'm thinking of revisiting it again soon.
Publicado a 15 de Fevereiro de 2021.
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9 pessoas acharam esta análise útil
5.1 hrs em registo
This is a qualified thumbs up only because I picked up Apocryph at very little cost and not the full-asking price. I totally understand the disappointment and resentment by those in the community who paid full price and were promised by the dev that more levels and content was on the way and then disappeared, which is inexcusable.

That said, I genuinely enjoyed Apocryph. Of the many throwback shooters out there I feel it does a great job of capturing the aesthetic and frenetic gameplay of games like Heretic/Hexen and Blood. I was most impressed with the gib/gore system; watching enemies gibify in spectacular gory fashion as flesh and bone are blown apart and falling in heaps --in some cases chunks of gore sticking to the walls-- is exhilarating and never gets old. That's what kept me playing.

Level design is hit-and-miss. Certain areas have a nice design and flow. It's reminiscent of decent Doom WADs you'd download back in the day, not quite professional quality but not bad either. The game oddly has a hub mid-way through that seems out of place. Feels like the developer wanted to do something more but then slapped it all together for release.

Weapon design is neat but confusing. Your basic weapon looks like some kind of sceptre and seems to be an analog for the shotgun. The gauntlets that shoot green stuff seem to be akin to a SMG. The two glowy purple/magenta swords are the game's rocket launcher (which was a shock when I fired it point blank range thinking it was a melee weapon). The best weapon in the game are the other gauntlets that shoot lightning bolts, they will make short work of any enemy but eats up ammo like a fat kid eating cake.

The game has a severe lack of power-ups like quad damage or god mode. I found one that turned you into a Grim Reaper. There are some pickups, like the phylactery, which are completely useless (all it does is push enemies back a short distance).

Ammo seemed very scarce (I was playing on the hardest difficulty so I'm not sure if this was a factor). The only weapon that had plenty of ammo was the basic one.

Graphically the game is decent for an indie project (Doom 2016 it isn't), the developer did a pretty good job capturing that Doom/Hexen medieval/demonic aesthetic in their 3D assets. Monster design (not sure if they're assets from a store) are pretty good. Sound design is so-so, generic metal rock accompanies your blasting but enemy sounds are dull and lack variety.

Ultimately this was a neat little tech demo; a tech demo I paid $1.59 and as a result I do not feel ripped off. I played it on the hardest difficulty and 100 percented it in about 5 hours. Not bad for something that's cheaper than a cup of coffee.

It is a terrible shame the developer has abandoned this project as there is a kernel of a great retro-style shooter here. Apocryph would benefit from additional content, polishing and bug-fixing but alas they haven't been active in close to 3 years.

I only recommend this game if one can get it dirt-cheap. Apocryph is a charming shooter with rough, unpolished edges. If you want a cheap diversion and you like retro-shooters give it a try.
Publicado a 20 de Janeiro de 2021.
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12 pessoas acharam esta análise útil
0.2 hrs em registo
A fascinatingly unique concept for a strategy/simulation game that's completely undermined by its execution. Right now the game feels like a very rough prototype to a bigger, better game that could stand shoulder-to-shoulder with the likes of Rimworld but in its current state it feels rushed and unfinished.

You know you're in trouble when even getting through the tutorial is a slog. The UI and controls are utterly unintuitive. Character commands just kind of float onscreen in translucent boxes which unfold into a dropbox of actions and the game handles which character does what...I guess? It's never clear. The tutorial basically consists of series of "click here, mouse there" instructions but never really explains how it works.

I hope the developer hasn't walked away from this game because if they were put in the effort to overhaul and polish this title it has all the makings of a good game. It's just nowhere near there right now and I cannot recommend it.
Publicado a 19 de Janeiro de 2021. Última alteração: 19 de Janeiro de 2021.
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2 pessoas acharam esta análise útil
0.3 hrs em registo
Disappointed. Game looks great and has great visual style but has a game-breaking bug that causes your character to become unresponsive and unable to move at all after a successful parry-attack. Seems to be a known issue but has not been addressed. Even for 99 cents a broken game is still a broken game.
Publicado a 19 de Janeiro de 2021.
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A apresentar 21-30 de 52 entradas