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有 8 人觉得这篇评测有价值
总时数 1.4 小时
抢先体验版本评测
1.4 hours is all it took for me to get disenchanted with the game.

The initial premise is cool - play as a dino, hunt, explore the island, there were even videos about human update. I was thinking - "Cool, I could hunt dinos and humans, or get into packs, or do some other stuff". The next part would be about main branch, not experimental ones.
What awaited me was a constant struggle against meters. Hunger meter? Good luck hunting for dinos. Water meter? Good luck finding water source and trying to get to it. Stamina meter? You run for few minutes and regenerate it back for 10-15, if not more.
This is not fun.
The map itself is designed poorly and without any inspiration, with only so many places that kinda stick out as landmarks, but I saw only so little because I couldn't explore the map due to all those meters ticking down faster than XCOM 2's Avatar Project. What is the point of having a big map if you can't even explore it because your stamina is piece of crap and you are constantly running out of water and food? And even if there was something to explore, what would that be? Just empty spaces? I got to docks and other areas despite everything, and there was nothing to explore.

The game lacks vision and it lacks the "fun" factor. Increasing meters two times would improve things immediately, as well as stamina regeneration, but it's just part of the problem.
There is no point to explore the map because there is nothing to explore. Why not have contested hunting ground so that carnivores would have the reason to group up and capture territory to hunt on herbivores? Why not have server-tied progression with unlocking of customization options due to exploration of the map and maybe even going through scavenging minigames? Why not have human extraction-esque objective-based gameplay to give them at least some sort of direction and objective to complete, even if it's just a high score?
Just some simple things to make players to compete, to explore, to traverse, to interact, hell, would be cool to have puzzles requiring, say, T-rex and smaller carnivore to complete. You can do so much with this game...

...and yet there's nothing. There is no fun. You run around, trying to find players, sometime NPC dino spawns for you to kill because you ran out of meters, and then you die anyway. I died to meters more than to other players, this is just insanity.
Asked for refund. Won't buy it again until the game introduces something else to do and introduces more gameplay and fixes it's insane meters. Not recommending.
Introduce fun into the game and players will return. Give them something to do aside from dying from meters and hunting other players (which while is interesting necessity, isn't done well right now due to - well - meters).
发布于 2 月 29 日。 最后编辑于 2 月 29 日。
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总时数 0.2 小时
You probably thinking that this game could scratch that Freelancer itch, and it just can't. It's too tight on the budget from what I've seen - the introduction is done via large pop-up messages and abrupt voice-lines, the UI doesn't scale properly to resolutions, which is barebones in itself...but the worst offender is inability to decelerate.
Let me tell you why this is important in space game that wants to follow steps of Freelancer. When you go into dog-fighting enemy spacecraft, it usually start to do insane tricks involving high speeds and maneuverability, and the best option to match it's speed is to lower your own in order to improve aiming, otherwise you might fly by your target. That happened to me A LOT in the second training encounter, and because I had no deceleration, I kept flying by targets. If I had decelearion, I would decelerate my spacecraft and shoot the targets to kingdom come, but this game gives you only burst speed increase, which while is needed in tight situations was complete opposite of what is trully necessary. That is not cool, at all. Deceleration should be in that game by default, but I suspect it would make combat easier for the player.
Also there were some weird mouse behaviors, which I never encountered in any game before. It seems like my mouse was hitting a "ceiling" in space and I couldn't rise it higher for some reason, which was also frustrating in combat.
Never got to the shop and other things, but I won't apparently because of the reasons above. Better reinstall Freelancer I suppose.
发布于 2020 年 11 月 8 日。
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总时数 2.4 小时 (评测时 1.1 小时)
30.11.2020 Update:
Hey, VanRipper, how about Helltaker GOTY edition if you win Steam Awards? I am doing my part to make it happen.
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Yes. Finally. Vanripper, I have been following you for years, and seeing your work being put into a game, albeit small, is just heartwarming.
Helltaker is small game about a guy who decides to have a harem of demon girls. Relatable and immersive goals. The game itself is something interesting in concept - it's a puzzle with limited moves per level to solve them, with a touch of Crypt of Necrodancer to it. There are not so many levels, and on your own you would probably finish it in hour or two.
The game doesn't take itself seriously, with a surprising balance of light and dark humor bits, and it's just wholesome. The music, though repeating in main levels, at least differes in boss fight (was inspired by Sans fight from Undertale, I take it) and finale.
And...that's it. The game is short and it's the only downside. Vanripper does good art, and the whole team should be also commended for their effort and putting this one out for free. If I had spare money, I would buy the "support DLC" right away just to finance possible extension of Helltaker or to see Vanripper being involved in gaming industry and creating more awesome stuff.
You did good, guys, you all did good. To Vanripper and the team - please consider doing Helltaker extension or some other stuff together. To the gamers - play it and decide if you want to support them, but I highly encourage you to buy the "support DLC".
...so...any chances on a game with that guy who lives with spidergirl and was invaded by wasp-girl?...or, you know...Daystone? That would be cool.
发布于 2020 年 5 月 19 日。 最后编辑于 2020 年 11 月 30 日。
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总时数 154.4 小时 (评测时 140.3 小时)
Let's start with positives - I like the flight model of E:D, I like the atmosphere, like the visuals, overall design, even that not very memorable music that plays from time to time. That being said, I have not probably played a lot, given my 140 hours, but I experienced a lot of things somehow.

My friend gave it to me as a birthday present, and the start was good one - finished tutorial and started to do my missions to get new ships, new weapons, new equipment while also exploring The Bubble. When I got Asp-Explorer, I took a break after long grind for credits, lately to return to grind for Python, and I decided to return with carriers update. And as I returned I understood that nothing major has been done to address the issues that plagues E:D to this day.

The whole universe is a sandbox of nothing, and you need to entertain yourself most of the time rather than having game actually providing you the, you know, fun and purpose. There are missions you can grind for credits - killing stuff, scanning stuff, transporting stuff, but they do not give you enough credits, especially combat missions, especially against Thargoids.
For example, for killing (if you can) largest and hardest Thargoid ship you can receive 15 million creds, while it costs about 7.3 millions for basic Anaconda (one of the top-tier ships) insurance re-buy. That insurance price goes up as you upgrade your Anaconda, and in the end the price for killing that top-tier enemy will stop covering it. "Risk and reward" it's called - the more risk you take, the more reward should be, every game with some sense does that. But not E:D. The most risky activities yield not that much compared to boring passanger routes/transport mission - which are time wasters in my opinion - and mining for precious chemicals. But here's the kicker.

There are "gold rushes" - when people see the opportunity to gain extra creds as fast as they could, they go for it and exploit it for maximum profit. Why people do that? Because they do not want to encounter boring unrewarding grind, they want their effort to be rewarded, but it's only one part of the problem. Another part is that credits are not used anywhere beside buying ships and components for them - you can't even buy basic color schemes for ships because it will cost you AUX, which you can buy for real money or you can grind with your in-game activities. Yeah, buy game, buy Horizons which are mandatory for Engineers and some other stuff, and pay even more. That's greedy.

There's nothing to do in Elite - no outposts to settle, no stations to build (beside those from community goals), no real faction wars with systems being invaded and conquered, no anomalies to discover, only two types of same ruins you might encounter on your jorney, no nothing, hell, you can't even space race against players. Yes, you can join expeditions and have fun with people, but core gameplay is shallow. And even Thargoid invasions are just barely an inconvinience - at first they started strong, burning stations left and right, it felt like war...which was not profitable to join.

Elite needs gameplay elements that will encourage you to partake in those elements, risky and rewarding. It need to address credits problem properly, not nerfing another gold rush to the ground but rather upping other acitivities, giving players choice what to do. It needs...a lot of things to improve upon great foundation, but I have doubts - Frontier does not listen to players or reads steam reviews as far as I know, and they do not seem to focus on finding solution to problems, rather dealing with consequences.

In comparison, there is a game called Starsector, Sseth did a video about it. There is a purpose in everything - in bounty hunting, in mining, in dealing with black market trade, in exploring outer edges of the sector, in fighting for your life. Credits are used as a tool too - buy ships, weapons, buy fuel, supplies, crew, use creds to develop colonies, use those creds to develop your economy even more, build ships with weapons and avert disasters by bribing officials. You will make a lot, but you will also spend a lot, and there is more purpose to credits than here, more purpose in doing variety of activities rather than sticking to one. In Elite, I don't see why I shoud go to the other side of the galaxy while in Starsector I would seek anomalies to find, ruins to explore and [REDACTED] to fight. Purpose, mister Anderson, purpose - if it's not there, what is there?

Can't recommend, but I wish I could. With more purpose in that universe, it would be awesome game to play alone or with friends, but alas. If you want to buy it, wait for hard discount - 70%-90% - and buy Deluxe Edition. Better with friends.

PS I realized that I was talking mostly about credits. That's how it felt - with no rewarding and interesting exploration (I wish there were anomalies players could scan and research for variety of purposes), with no proper faction wars (the political strife system is so convoluted it needs large guide to understand)...there is literally nothing. If Frontier wanted a trade game, why not focusing on trade aspect? If they wanted a space game, why not taking lessons from previous space games, such as Freespace and Freelancer? Because, at this point, I have no clue what they want Elite to be. And I doubt they know it too.

PPS I remembered something - during Kickstarter days Frontier announced tons of features which were not present - even up to this day - in release. You can find their Kickstarter page and find videos on the subject. Also, the new fleet carrier system? Five BILLIONS + weekly upkeep? Grind to grind, huh? No, sorry, that's far enough.

PPPS After some consideration I think that having donation-creds in your 50$~ game (Horizons are mandatory, remember?) game is greed incarnate. Granted those AUX's can be obtained via gameplay, but you need to basically live in the game and those AUX's were previously only buyable in their store. If E:D was free, ok, that's fair, but it's not the case. Either make creds more useful, or get rid of the AUX's alltogether. It's bad practice.
发布于 2020 年 5 月 13 日。 最后编辑于 2020 年 5 月 16 日。
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总时数 284.0 小时 (评测时 139.0 小时)
У Старбаунда была тяжёлая история. Изначальная команда на Кикстартере обещала очень многое, показывая модули от геймплея, и "космическая Террария" людей увлекла. Однако команда сбежала с деньгами, разработку отдали Chucklefish, которые фокусируются больше на своих играх, чем на апдейте бедного Старбаунда.

Играл начиная с бета-версий, ещё во времена когда были сектора и нужно было прыгать между ними в стиле Faster Than Light. Смотря на то, что сейчас, можно увидеть серьёзный прогресс, однако многие обещания до сих пор не были выполнены, или же были сделаны странные решения вроде EPP или, простите, сюжета (которого лучше бы не было).

Дефолтный Старбаунд предложить может многое, однако всё сводится к "ищи планету - ищи ресурсы - копай - строй/крафти". Да, можно построить колонию, но от неё которой толку мало кроме возможности иметь базу и получать эстетическое удовольствие от проделанной работы. Да, можно брать экипаж, который даёт какие-то бонусы для корабля и который в состоянии даже взаимодействовать с элементами на корабле, но это не экипаж из Масс Эффекта к сожалению, да и ИИ у него такой себе - не берите на планету. Вся соль игры раскрывается в модах, которые ещё на бете и релизе умудрялись делать то, чего Чаклфиш не могли сделать годами - например, мод на экипаж был во времена статичной системы, мод на первых мехов были чуть ли не сразу после релиза, и в целом моды расширяют то, что есть.

Кроме геймплея. Космических боёв не завезли, атаки на колонии и больший смысл от оных добавили в модах как смогли, но геймплея игре не хватает. Есть огромный космос с красивыми планетами, неплохой музыкой (Mira является негласной заглавной темой Старбаунда), однако упущенных возможностей слишком много, и они ощущаются везде.

Несмотря на это, Старбаунд стоит покупки из-за комьюнити, которое его спасает как может. Рекомендуется взять по скидке. Играть с друзьями явно будет веселее чем в соло или же на комьюнити-сервере. Если есть сомнения - советую посмотреть экстенсивные обзоры с разбором истории создания игры.

И да, не надейтесь на локализацию. Глобализация не щадит никого.
发布于 2019 年 6 月 29 日。
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总时数 20.8 小时
Дошли руки наконец пройти. Лучше поздно чем никогда. Ревью будет от человека, обожающего Чужого 1/2, прошедший AvP12/3 и не очень любящего сурвайвал хорроры. Изначальные рекомендации - просмотр первых двух фильмов обязателен для понимания многих моментов.
Аманда Рипли, дочурка любимой фанатами Эллен Рипли ищет свою мать после событий Чужого 1, когда "Ностромо" был уничтожен в конце фильма. К сожалению, им не удастся воссоединиться - Эллен пробудится уже значительно после мирной кончины Аманды (пройдёт 57 лет после первого фильма), однако это не мешает дочери столкнуться с кошмаром своей матери.
Станция "Севастополь" станет основным местом действия, по которой передвижение сильно ограничено в духе метроидваний - чтобы добраться куда-либо дальше нам нужен новый инструмент или апгрейд предыдущего. Помимо главного гостя программы в виде ксеноморфа нас будут развлекать выжившие и андроиды старой модели, а помогают нам собранные на коленке девайсы (коктейли Молотова, генераторы звука, гранаты разного рода) и трофейные виды оружия (пистолет, дробовик, так называемый "болтер", элетро-палка и фирменный огнемёт). Каждое оружие имеет нужное ощущение и разную механику, каждый девайс может спасти жизнь или дать те самые несколько секунд. Аманда, впрочем, не боец, а устройства и оружие (кроме электропалки) создают жуткий уровень шума что способен привлечь других врагов, поэтому полагаться надо на детектор движения, слух и набираемый по ходу игры опыт.
На слух полагаться нужно, и часто. Дизайн звука в игре - шикарен, и используя только свои уши с опытом и мозгами можно избегать проблем или готовиться к ним - шаги ксеноморфа слышны отчётливо, как и его передвижения по вентиляции, и в последней трети игры я определял на слух, что он делал, с кем и зачем. Сам ксеноморф имеет хороший ИИ, и постепенно он адаптируется к устройствам и к игроку, поэтому рекомендую просто обходить десятой дорогой и беречь устройства против него для конца игры. Музыка? Тоже хороша, пара треков запоминаются, остальные помогают поддерживать атмосферу напряжения, одиночества, клаустрофобии и страха.
Сюжет в лучших традициях вселенной - "Вейланд-Ютани" снова с нами, корпоративные сволочи тоже, тяжёлые решения и происходящее без купюр. Не сказать, что сюжет удивил, но как своеобразный пересказ "Чужого" через иные события, персонажей и иное место действия крайне хорошо, особенно учитывая что это первый опыт разработчика стратегий (!) в совсем ином жанре.
Игра удалась. Геймплей твёрдый, крафтинг топорный немного но полезный, музыка и звук на высоте, о графике...ничего не скажу, считаю последним делом думать о графике, но даже на минимальных настройках картинка хороша.
Единственный вопрос - уже четыре года прошло, вы там собираетесь продолжение делать? Потому что как человек, которому подобные игры не нравятся, мне дико зашло. Конечно, появление огнемёта меняет дело (не сильно к слову, спасибо адаптации Чужого), но когда у тебя есть чем отвечать и ты должен уметь отвечать по-умному, это куда лучше чем не отвечать вообще.
Рекомендуется к покупке. ДЛЦ не обязательны и возможно их лучше взять по скидке.
发布于 2018 年 10 月 16 日。
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总时数 2.2 小时
Tried to put a review some time ago, couldn't do it, hope that I wil succeed this time.
So, two hours, yeah, I know, it's not enough to grasp all the aspects...but I think I managed to do that. The game has good potential, but due to low budget or lack of focus/direction it has serious issues.
I was playing the tutorial and Dragon-Knights of Fevnir in main campaign.
Here they are, the issues:
1 - Writing/translating.
I have no idea who is more to blame - the original writers or the translators - but the english writing is cringe-worthy and generally bad. Some "jokes" in tutorial section are...really bad. Writing of some characters, their motivation and writing in general is something I can think of really generic anime stuff - it's there, it's probably working, but it better not be there at all or be better than it is right now. So when I say that this game has worse writing than Monster Girl Quest, it's bloody true, since I had a pleasure (no pun intended) to finish MGQ before trying this one out. MGQ had better dialogues, better jokes, more memoreable writing at general.
2 - Characters CG.
...and MGQ had A LOT of CG's for characters, expecially for main ones, to show their emotions or current mood/status in dialogues or battles. Lost Tech does not have such feature, so when something intense is happening right now, and characters stuck in their CG's, that is something immersion breaking. I remember clearly the episode when a dragon of one young girl attacked the leader of Dragon-Knights, and despite her being shocked and tfrithened by the tone of her speeches and the event...she was stupidly smiling the entire event, even when she got slapped by the leader of the Fevnir Knights. Put some more effort into CG, ♥♥♥♥♥♥♥♥♥♥♥, at least in such story-related cutscenes.
3 - Geoscape.
I call it "Geoscape" in XCOM fashion since it's what it is - a global map where you issue orders before battle. But surprisingly little you can do with the territories you have. You can't upgrade your newly conquered territories so they can be more fortified or could bring more gold per turn, or even train special units. The Geoscape is used only for navigating armies and trying to understand where your enemies will strike next.
4 - Battlescape.
...here is the main reason the game fails. First of all - maybe it is me who is idiot, but I couldn't find a way to make groups keep their individual formations. In Total War series, you could assign a formation you different troops with ease, but here I couldn't do it. Either it's my fault or you really can not assign individual formations, but here it is.
Second reason - skills. Oh my god, that system needs to be streamlined or be easily accessible, or maybe even make units with more specialized skills, like priests who can only heal and buff, or summoners, who can (guess what) summon creatures.
Third reason - balance. Mages are bloody OP, next to archers. The most OP units are horse-archers, as I recall someone claimed it with detailed example, but maybe there is even more OP...flying archer/mage unit. Mages cast AoE spells that deals devastating amounts of damage, and archers make you armored knights feel like knights of paper and pens. And because you can not assign individual formations, AoE spells can devastate your entire army in seconds.
The game keeps telling you about the "strategy value of knowing battlefield conditions", and sometimes you can work around that, but all my fights with AI's were like this - clash, pray to the interdimensional beings for victory, chase the units that are annoyingly trying to get away...withous escaping in mind.
Oh yes. Timers. Whoever thought that it will be a good and immersive idea to bring TIMERS into BATTLE, I want you to reconsider your life choices. Preferebly this one, because you can will just by STANDING with all your big army - why you need to waste troops if numbers, even if a bit little, but at your side? Just stand there, increase the speed and make some tea - sometimes AI will not engage into battle unless you get into it's aggro range (that worked for skirmishes only, not for sieges).
5 - Difficulty.
I am not a man who plays easy. I am neither a man who plays had. I am centristic, I play the difficulty the developer proposes for main experience, where everything is balanced in "not too easy to master, not too hard to be a chore". But can I ask how the f...how the AI can get such vast armies from the bloody start? I literally saw their income during the turns, and it was NEGATIVE, but that negative income did not stopped them from buying armies to just roflstomp everything. I played the probably hardest faction in the game, I know, with just one town. But my neighbour-AI on the north started with one town too. And what do you expect? He amasses the armies that made me feel what Spartans feel during battles with persians.
Except we die, because they somehow had two times more troops than me. That is insane, considering we had same starting conditions, he just took SEVERAL territories in ONE turn, while I was struggling to get my army at all. Either I suck at this one, or AI has cheap tricks up his sleeve.
6 - UI.
Non-existant. Bland, unimmersive, overly-JPRG one. Now, I played MGQ, I played several other japanese games, and I always could'n t understand why they can't make a clear to use and navigate UI. And it's not only bad UI, it has nothing to do with the fantasy game - it's just bland boxes, it has no theme, no immersion, and it's sometimes hard to navigate.
7 - Music.
Hit or miss. Mostly miss. But some tracks are actually cool, but not all of them.

I wish the game to improve - to add more depth into characters, story, geoscape and battlescape, to expand the mechanics they already have, especially regarding troops upgrading. And because I want this game to improve, it's a negative review, BUT with a positive thought.
I'll probably come back for it in a year. Right now? Mostly negative. Worth buying? It's your choice.
发布于 2018 年 5 月 20 日。
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总时数 659.5 小时 (评测时 421.4 小时)
I really liked this game. Before 2.0. And here is why:
- If I wanted to play Endless Space, I will play it. I came for Stellaris because of it's unique vision of FTL travel and interesting approach to space strategy. I really liked testing all three types of FTL travel with different ethics, but they dumded it down to hyperlane travel. The hyperlanes in Stellaris were bad in previous versions, and they got even worse - it takes too much time to travel, and while hyperlanes worked in Endless Space in Master Of Orion (new one), here they fail. In those games you could actually lock down the entry points with fleets and star bases, but here - you can not. You just run around your fleets in attempt to chase your enemy fleet, and it gets annoying. Jump-drive are joke with massive idiotic debuff, and those gates are just another hyperlanes, but towards other gates. That change came because Paradox couldn't understand how to balance all three initial FTL drives, so they decided to get rid of fun ones. Up yours for removal my warp and wormholes.

- Starbases. Just what I need - new thing to manually configure. And worst of all, those thing can't be placed at entry points to just, you know, place a starbase, place several support fortresses, and here is a choke point in your bloody hyperlane system. But no, that would be too strategic. And they are bloody limited. First we got the limits for superstructures (which doesn't make any sense, because if I can build one, why I suddenly can't build second?), and now we get those limited (for "strategic" usage) starbases (because we can't build more than something, especially if we are large galactic empire). The freaking mod with large starbase provided explanation to why you can not build another one, and while it was strain to your resources, it also provided very large benefits.

- Initial recon can now be done with just science ship. So...why? Usually I sent out several disposable ships BEFORE launching the science one, because it could enter the system with Dragon, pirates or something even worse. Those little corvettes I could lost are nothing compated to losing actual scientist, especially with a high-level PhD doctor onboard. What magical forces of this universe are stopping my military ships to perfrom not-so-detailed-but-still-recon-op? Ever heard of a "Normandy", from Mass Effect? Pretty much nothing stopped that ship from exploring, "Tempest" too was pretty much free to roam where he bloody wanted. So, yeah, say goodbye to that 5/6/7 star Gordon Freeman because he entered right into Enigmatic Fortress.

- War. It's awful. Because of new claim system and war exhaustion (WE for short). Why I need claims in a first place? Especially when I am devouring swarm/determined exterminator/fanatic xenophobe/fanatic militarist? All I want is to challenge another empire, take all their women and enslave male population. Maybe in reverse when I feel to. Maybe destroy them all because I want to. Master of Orion 2, which came in bloody 1996, had done it better, where AI could actually start a war with you while you are at another war. Or start picking at AI that you are stomping. No freaking claims, just declare the freaking war and do it.
But no, we need WE, which is insane. If you build a starship, you not just built it, you made everything for that ship in terms of crew, supplies and maintenance. So how I fell it, is that WE is something slapped over that DOUBLES the attrition you already have in terms of minerals and credits. It ticks by itself, rises too bloody fast, and makes no freaking sense.
And when you are 100% at it you are making white peace. Automatically. Preferebly not in your favor. So, yeah, imagine this - you start a war, make some battles, your fleet is damaged, you decided to repair it and reinforce...and then suddenly your zerg/tyranid cosplayers get into white peace because...reasons and 100% WE. Which came out of nowhere like RKO from Randy Orton. And you lose some systems also.
WE and claims make no bloody sense. They are artificial limitations because Paradox couldn't make a better solution. They made the worse one possible.

- Diplomacy is still banta poop. Master of Orion 2 done it better and no freaking game came close ever since, no matter how hard they tried. I can't understand why - just play the MoO2 and implement everything it has there, and more.

- No espionage two years later from launch. Master of Orion 2 sends it's regards and some spies too to steal your tech. Again.

- Combat is the same - instead of a large "doomstack" fleet we can now have...several fleets doing exactly the same - doomstacking. Freaking Sins of Solar Empire had better combat in real time. I wish Paradox sticked to the vision of tactical combat, like in MoO2 (they even had soundtrack for that, "Battle for Supremacy", which is awesome). Maybe they can actually do it in the future - real-time fleet transition with tactical turn-based combat. Untill those times we have exactly the same, what we had before.

Overall, 2.0 destroyed my Stellaris, with zero real additions to the gameplay. Paradox couldn't handle the problems they seemed to be primary ones, and decided to just make Stellaris into a breed of Europa Universalis and Endless Space, because it was done to "balance" the games.
It's not balance. You changed the core of the game I bloody payed for. I payed for DLC's, and wanted to buy Apocalypse and those overpriced "Humanoids", but thank Emperor my money stuck in transition to steam and I played 2.0 a bit to test the features.
What's even worse - I can not ask for a refund, and even if I could, I...I just can't. I really love this game, and wanted best for it, but it's like see someone murdering your best buddy.

Up yours, Paradox, this is not what I payed for, this is not why I fell in love with Stellaris in a first place. I will stick with 1.9.1 version, and will not buy anything from you from now on, because if you changed the core of the Stellaris so drastically, what can stop you to change the core of other games?
For others, I hope you can enjoy the 2.0.
Peace and prosper.
发布于 2018 年 2 月 27 日。
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Я начинал как раз со второй части. Купил оригинальную вторую, потом докупал ДЛЦ (которые уже были в клиенте, ты платил за файл в пару килобайт для разблокировки), и вот переиздание (спасибо за незначительную скидку). В оригинале конечно наиграно больше, однако есть смысл покупать только эту версию - из-за полноты, из-за большего количества вторженцев, подтянутого графона (чего я лично не заметил) и более жёсткого продвижения по уровням (толпы Полых за каждым углом).
Лучшее ПвП, что было в серии, и разительная атмосфера мрачной угасающей сказки в отличие от атмосферы фентейзиного пост-апокалипсиса, что были в первой и третьей части серьёзно выделяют эту часть из общего ряда.
Она не идеальна, не сбалансирована, но заставляла возвращаться в Дранглик раз за разом в своё время, и эта версия - тоже.
Многие ненавидят эту часть, или даже презирают. Советую не поддаваться мейнстриму и самому проверить, для себя, пока онлайн игры ещё жив по состоянию на 27.11.2017, потому что эта игра стоит отдельно от общего пьедестала.
发布于 2017 年 11 月 27 日。
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Симулятор сидения в углу 2016 перешёл в 2017 год.
Весь баланс сдвинут в сторону водолазов:
- С.Т.И.В. по большей части водит водолазов по максимально закрытым маршрутам, на некоторых картах даже ближе к концу игры маршрут эвакуации крайне клаустрофобный. Это означает, что водолазы могут лучше защищаться от входящих атак и что акулам сложнее атаковать - на открытой местности у акул невероятное преимущество, и оно игрой нуллифицируется.
- С.Т.И.В. собирает золото в очень закрытых помещениях, которые невероятно легко защищать, и в которые тяжело ворваться акуле. В некоторых местах доходит до маразма - на одной стороне подводного здания правая дверь разрушаемая, левая по непонятной причине - нет. В итоге пробить все стены и двери не выходит, а если и выходит, то турель в углу и парочка мин сделают из акулы суши.
- Водолазам качаться легче, чем акуле. Акула получает очки эволюции за убийства водолазов - 10 за тушку, так что если вы никого не убиваете - вы качаться не будете. А в это время водолазы улучшают своё оружие и докупают мины/турели/патроны/аптечки за золото, которое достал С.Т.И.В. Потому что...
- Водолазы не выходят из закрытых помещений в поисках золота. Я и вторая акула караулили водолазов в одном раунде специально, и ни один из них не вышел наружу из закрытого помещения, а врываться внутрь означало суицид.
- Четверо водолазов против двух акул при таком раскладе ещё больше увеличивают дисбаланс.

Эти проблемы легко решаемы. Сдвинуть баланс в сторону акул легко - достаточно сделать более длинные открытые маршруты, заставить С.Т.И.В.А. собирать золото на абсолютно открытых местностях, увеличить число акул ровно на одну штуку. Или сделать более комплексные решения проблемы баланса.
Я не берусь говорить что я про-игрок в это. Однако я купил игру около года назад, и играл в несколько подходов на протяжении года, видя одно и то же, только водолазам давали больше плюшек, чем акулам. Играть из-за этого профитнее водолазу, который потом становится машиной смерти с гранатомётным гарпуном и пачкой турелей, торчащих из задницы.
Акулы должны быть жестокими машинами убийства. Если она тебя схватила - тебе кирдык, и убить её должно быть трудно, и даже если выбрался, кровотечение должно убить тебя (чего не происходит - для того, чтобы водолаз умер от кровотечения после обнимашек тысячей зубов, нужна эволюция нужная, хотя это подразумевается логикой).

...зато туча раскрасок за 150 рублей. Где баланс? Где новые карты? Где новые режимы? Где игра, Билли? Нам нужна игра...
发布于 2017 年 1 月 22 日。 最后编辑于 2017 年 1 月 22 日。
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