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Đánh giá gần đây bởi Tomcat94

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Hiển thị 21-30 trong 66 mục
12 người thấy bài đánh giá này hữu ích
4.1 giờ được ghi nhận
*Spoiler Free Review*

As much as I wanted to enjoy Uncanny Valley, especially as someone who had been looking forward to it since the very beginning, ultimately I ended up finding more I disliked about the game than I liked. The other negative reviews largely mirror my issues with it, but I'll go over it again anyway to help drive it home that this game isn't worth your time.

Here's a quick rundown of what I liked:
- Choices. What you do (and don't do) leading up to the third night will impact how your game ends, netting you one of several endings. I wish more horror games had multiple endings like this one did.
- Story. You pick the story apart via bits and pieces of emails, dialogue, and tape cassettes which is something I enjoy in other games such as Resident Evil.

Here's what I didn't like:
- Controls. I have never, in my entire life, ever played a game with such a convoluted control scheme. It's not even consistent, either. I had to look up a guide because apparently instead of pressing E to interact with an item, I had to use ENTER instead. Enter ISN'T EVEN LISTED IN THE INSTRUCTIONS. It's uncomfortable at best, and will soft-lock you at worst, it's the most egregious part of this game.
- Moon logic puzzles. If you want an ending other than what you'll probably end up with, you'll need a guide for some of the puzzles.
- Leg injuries. In Resident Evil, when you're injured, you have a visual indicator in the character's body language that the character is hurt and injured. Here, if you hurt your legs, you may as well quit and restart because you're literally too slow to avoid anything.
- Subsequent playthroughs. Some games get it right, this one does not. With what little, precious time I have left on this earth, I literally can't afford to play a game with multiple endings but no save slots to explore those endings on my own time. There's no reason why I shouldn't be able to have three save slots and save when I want to save.
- Bullets do literally nothing. There's no point to even having a gun if it doesn't do anything. At the very least, it should be able to stun enemies, but aside from a single instance in the entire game, it does literally, actually, nothing.
- The time limit is superficial. Its only purpose is to move things along at specific time intervals. In a game where finding clues and piecing things together is paramount to its ending, forcing you to stop what you're doing to spend idle time running back to your apartment and then walk all the way back is boring, and makes you forget what you were doing to begin with. I would have rather had the game automatically warp me back to my apartment after piecing together a set amount of clues.
- Stealth barely works. You'll try to hide from things, but it's a total crapshoot whether the things you're hiding from will see you or not.
- The exit button. No confirmation, no "Return to title screen", just straight exit. Click it once and your'e unceremoniously dumped to the desktop instantly. If you're at the tail end of a day and the game hasn't auto-saved yet, then you'll lose all of that progress. It's a mistake you make once, but a mistake I shouldn't have been given the chance to make at all.
- Other bugs and issues. Dialogue can break, doors can break, even the "cinematic" effects like title cards will shift around while you move. You can click your flashlight's button even during scenes where you probably shouldn't. Even the save icon isn't attached to your GUI, it's a part of the world that'll move around at the bottom of yours screen if you're moving. So many visual issues plague this game and really take me out of the experience.
- 30 fps. Come on.

Overall, if the game had save slots, a decent control scheme, bullets could stun enemies at the very least, and leg injuries weren't a guaranteed game over, I would have been able to enjoy the game much more. I would have even enjoyed it to the point where I could overlook some of the other issues. As it stands, though, it's just too frustrating to enjoy.

I hope at some point Cowardly Creations comes back and remakes this game somehow which fixes all of the issues I mentioned. At this point, it's unlikely, but I'd love to see a fully realized remake at some point. As it stands, you're better off watching a playthrough online and seeing all the endings than playing it for yourself.
Đăng ngày 30 Tháng 06, 2020.
Đánh giá này có hữu ích? Không Hài hước Giải thưởng
69 người thấy bài đánh giá này hữu ích
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18.2 giờ được ghi nhận
You know, sometimes a game can just be fun.

You don't need brand-new and unique mechanics that have been A/B tested to death.
You don't need to collect a thousand trinkets to get a "true" ending.
You don't need an amazing story.
You don't need a 100 hour-long campaign.
You don't need a tacked-on multiplayer.
You don't need to sUbVeRt ThE pLaYeR's ExPeCtAtIoNs.

Sometimes, a game can just be fun. Darksiders is fun.

It's the most video game-y video game to ever video game. It wears its inspiration on its shoulders, taking the best mechanics from what other games did well, and mixes them up into a game that's satisfying to play. That's what Darksiders is, and that's what it does. The comparisons you've heard from others is right: It's heavily inspired by Zelda and God of War. The puzzles are satisfying to solve and utilize the new weapon you obtain in each section of the game. Each puzzle offers plenty of verticality and requires some lateral thinking to solve them to keep things fresh. Between puzzles, you'll often be fighting off the denizens of hell with your comically oversized sword. Combat feels visceral and satisfying, and will feel right at home for anyone who has played other character-based action games like God of War, Bayonetta, or Devil May Cry. While it's not as deep or as complex as the aforementioned games, the combat system is still very solid and gives you enough options to mix things up and approach combat however you'd like. You have options to go all-out in one-on-one encounters, juggle enemies, and use other weapons for crowd control, which all keep you on your toes from fight to fight.

Is Darksiders perfect? No. I snoozed through the story, paying attention just long enough to hear the next quirky line your Mark Hamill sidekick spat out. Some boss fights are either too obtuse or have a ridiculous difficulty spike. Many enemies and bosses have broken hitboxes. Combo chains ultimately mean nothing and end too quickly, and the "finishers" for each enemy will get old after the first or second time you see them.

I tend to judge a game by the sum of its parts, so I don't believe these annoyances detract enough from the game to the point where the good parts were tainted or marred by the bad parts. I believe the good parts of this game outweigh the ultimately benign issues I've had with it.

In summary: I enjoyed my time with Darksiders. I would say that anyone who liked the 3D Zelda games, God of War, Bayonetta, or Devil May Cry will find some amount of enjoyment from this game, and it holds up well enough that it's worth playing even today.

You don't need much to have a fun game. Darksiders is just a fun game.
Đăng ngày 29 Tháng 06, 2020.
Đánh giá này có hữu ích? Không Hài hước Giải thưởng
Chưa có ai thấy bài viết này hữu dụng
6.2 giờ được ghi nhận
I cleared this game from my backlog back in January of 2020. Arizona Sunshine was (and honestly still is) pretty good for a VR game. For the time, this was a really big deal and rightly so: It was basically one of the first VR exclusive games with a fully fleshed out campaign that wasn't an endless cartoony wave shooter, and had the backing and funding of an AA studio behind it.

It's worth noting that the more recent zombie VR games (and just better designed VR games that came out after this in general) have spoiled me, and made it hard to go back to this game. The reloading mechanics are almost comically simplistic even when compared to the "simpler" reloading mechanics found in Pavlov, you just drop the magazine and move your gun to your chest to reload. You can't do any melee attacks, but you can throw rubber ducks to kill zombies (and get an achievement for it). In my last playthrough, I had no access to two-handed weapons like rifles or assault weapons. The main character talking to himself as you play can be annoying, and personally takes me out of the experience since it kind of tells me how I should feel or think at the moment instead of thinking and feeling it for myself organically.

It's easy to complain, but I want to make sure praise is given where it's due. I think the game really shines in its pacing and level design. The game is a roller coaster going between tense moments of ammo management and crowd control to resource gathering to cathartic minigun/sniping/grenade launcher sections. It sprinkles these sections across the campaign in a way that just feels fun and knows when to mix it up right before you think you get bored. Weapon upgrades feel consistently placed, and the game keeps you from getting too overpowered so the difficulty is consistent from beginning to end.

Even though the game isn't up to modern VR standards, the game itself is still very playable and very enjoyable. Personally, I would buy the game at $10 or lower just because Saints and Sinners has essentially replaced this game as the "definitive" VR zombie campaign. I wouldn't purchase this game at full price, so consider this a "barely" positive review. It's good when it's on sale, but will feel like a total ripoff at the MSRP of $40 US dollars. If you don't have this game yet when it goes on sale, and can't afford to pick up Saints and Sinners instead, then this is a solid buy and will net you a classic, if slightly flawed, VR experience that's still very enjoyable today.
Đăng ngày 23 Tháng 06, 2020.
Đánh giá này có hữu ích? Không Hài hước Giải thưởng
5 người thấy bài đánh giá này hữu ích
1 người thấy bài đánh giá này hài hước
27.4 giờ được ghi nhận
"Pull up a chair, and let Dandelion tell you a tale of unfairness, foolhardiness, and demolished expectations: The tragedy that is the death of our very own Geralt of Rivia. The man who was once the brave and fearsome warrior of Vizima inexplicably became a fragile mewling kitten seemingly overnight. The silver and steel blades that had decapitated many a foe were suddenly reduced mere feather dusters. Why, you might ask? It's an answer we may never come to know. What we do know, however, is how the great Geralt of Rivia finally met his grisly end at the hands of a common soldier.

On a fair and sunny day, Geralt wandered into a Kaedweni camp in search of the kingslayer. He had many a business to pursue during his stay: One of which involved untangling a web of conspiracies at the behest of the king's right hand man. During this investigation, Geralt quickly realized that the legendary sword bestowed upon him during his days in Vizima was a mere children's toy compared to the regular common sword carried by the soldiers of Kaedwen. Geralt shrugged it off, thinking to himself that perhaps it was a matter of relativity, and strung the common sword to his back.

Eventually, Geralt came face to face with a foe who was unlike any other he had faced: A man who was responsible for gathering the conspirators in the camp who had donned the mythical armor of a soldier that, in his own words, described in his own words as armor that "made him practically invincible". Expecting this confrontation, perhaps a vision of alternate timelines where Geralt had fought this foe and lost, Geralt downed many a potion that would bolster his strength, and applied a vigorous amount of oil to his common Kaedweni sword that he knew would be the perfect solution for slaying mere humans.

Geralt swiftly struck the man over and over for what felt like many an eternity. After a long, arduous battle, Geralt gracefully swinging his sword in a manner one could only describe as befitting of a ballerina of death, the man wearing the armor of legend had been felled. Soon thereafter, Geralt discovered this legendary armor just so happened to suit him perfectly, and began wearing it for himself.

Shortly after, Geralt had discovered that he played a part in a plot that would soon turn the entire Kaedwen army against him. Wearing the legendary invincible armor, Geralt unsheathed his Kaedweni blade, ready to fertilize the soil with the blood of those who dared oppose him. Unfortunately, Geralt had just witnessed a cutscene, and could not attack for reasons beyond this plane of knowledge, so he was struck down and killed by a common Kaedweni soldier in a mere four hits. As Geralt lay dying and bleeding out, his only thoughts as his consciousness slipped away were: "How did it take ages for me to kill a man wearing this armor with my Kaedwen sword, but these common soldiers wielding the same sword killed me in so few hits?"

It mattered not to Geralt. In fact, soon nothing mattered to Geralt. As his tired and weary eyes closed shut, sensing the weight of a million timelines collapsing onto each other, he soon drew his last breath, thus ending the story of Geralt, the Witcher of Rivia.

A sad tale, true, but perhaps if the gods of our world had created a balanced and fair combat system and paid attention to their own lore, maybe it wouldn't have happened. In fact, this is just the tip of the ice burg of all the inconsistent rules of our world, but this one stands out as the most grievous of all. Where Geralt once masterfully slayed monster and foe alike with the expert knowledge of his Witcher combat styles, every encounter ever since saving King Foltest had him barely surviving and on the brink of death.

Perhaps somewhere, out there, another universe exists where Geralt had succeeded in his quest to hunt down the kingslayer. In fact, I firmly believe he did; however, by the end of his quest, instead of excitement for what he had gone through he was instead deeply disgusted and unsatisfied with what he sacrificed along the way to reach his goal. Unfortunately we do not occupy that timeline, and for us, this is how Geralt of Rivia's adventure ended."
Đăng ngày 20 Tháng 04, 2020.
Đánh giá này có hữu ích? Không Hài hước Giải thưởng
3 người thấy bài đánh giá này hữu ích
3 người thấy bài đánh giá này hài hước
5.3 giờ được ghi nhận
In 2013, a game called Rune Factory 4 was released to great fanfare, with another game in the series greenlit due to its success, but the future of the series was left uncertain after the team behind it went into bankruptcy.

Then, a man by the name of Eric Barone decided: "I'm going to dedicate the next three years of my life making Rune Factory, but make it so that tasks that took seconds took several minutes, slowed down the farming and movement speed to a snail's pace, spread everything several miles apart with empty meaningless areas in-between, and made combat boring by removing any weapon or skill variety and limiting you to three types of weapons."

The game released in 2016, and the internet exploded. It was the second coming of Jesus, as if it was the first and single most revolutionary farming game to ever exist. I remember asking people back then why the game was so popular, specifically, what this game did better than Rune Factory and Harvest Moon: Back to Nature, and every response amounted to "Just get it bro, it's the best farming game ever" and no one could explain to me *why* it was so good, it just *was*, because reasons. Just one guy made a whole game in the same way thousands of other devs do every day, isn't that incredible? It also added qUaLiTy Of LiFe FeAtUrEs, they said, even though literally every single aspect of every mechanic in this game is objectively slower and worse to some degree than every game in its genre before it. I begrudgingly tried it, and spent a few hours trying to hook myself on it, and only ever felt frustrated from everything that this game did worse. I even played past the refund window, thinking that surely this game would get better and pick up the pace at some point if I just invested more time in it, and it just didn't.

Everything in Stardew Valley is designed around wasting your time making even simple tasks take as long as possible with as little return as possible. In the time it takes for me to walk from my house to town in Stardew Valley, in Rune Factory 4 I could have already watered my plants, harvested them, brushed my animals, and probably even caught a fish and said hi to a villager or two if I was quick enough. The most I could have done during that trip from my house to town in Stardew Valley is maybe pick up a flower on the road on the way there. Unlike Stardew Valley where everything is spread out across empty areas with nothing to do but hold down the analog stick or WASD keys, everything in Rune Factory 4 is compact and puts everything you need within just a few seconds of each other. From the time it takes to think of something you want to do, i.e. cook a dish, you can harvest the ingredients then buy whatever else you need from the store in less time than it takes to put on a pair of pants. Anything as simple as making a single crafting recipe is an arduous all-day chore in this game because I know it involves "running" as slowly as possible for two minutes just to get to town, then another two minutes going back to my house to complete the recipe. God help me if I forgot to pick up seeds or something else I needed, because I'll have grown a beard, turned old and grey, and seen the release of Star Citizen by the time I made another trip. Nothing in this game feels gratifying in any way. I just feel like I did my chores instead of doing anything that actually helped my game character. I don't even feel like I did *good* chores either, I feel like I did chores that I've been holding off on for weeks. I feel better about washing the dishes or vacuuming my apartment than doing anything in this game, that's how unsatisfying it is.

Not only that, but combat is boring and lacks any real mechanical depth. In Rune Factory 4 you have swords, long swords, spears, axes, hammers, dual blades, punching gloves, and magic staves. Each one has different animations and use cases for different play styles and utilize both subsets of abilities you learn as you use them and abilities you can buy or find as drops. In Stardew Valley you have swords, daggers, clubs (or more realistically, sword, fast short sword, slow blunt sword), and two slingshots, and that's it. No learned abilities, no special moves, just go into the dungeon, swing your sickle whoops I mean "sword" at things until they die, and poke at the ground until you find the ladder leading to the next boring randomly generated cave. No bosses, no real loot worth adventuring for, and no reasons for going into the dungeon aside from "we're scared of the monsters that never leave this oddly specific cave and never affected our town so go into their nest and hunt them into extinction." Combat is very clearly not the focus of the game at all, but when it's so half-baked and tacked on like this there's no point in even having it at all except for the sake of having another bullet point on the steam page.

I'm not convinced that the people who played Stardew Valley and thought it was an improvement over Harvest Moon actually believe it's an improvement over the Harvest Moon *game*. I'm pretty sure they're the kinds of people who think it's just an improvement over the *idea* of what they *think* or *heard* about what Harvest Moon was like, who just watched some gameplay footage of Harvest Moon on Youtube at the most, and haven't really experienced what Harvest Moon was actually like for themselves. Now's your chance to do so: Play Back to Nature or Rune Factory 4 via whatever means you have available to you, see what they did right, and then try coming back to this to see for yourself just how many steps back this game took with every one of its mechanics.

All in all, there's no reason to play this game in this day and age. Not when there are better farming games out there that actually respect what little time on this earth you have. Don't buy into the hype. If for some reason you still buy this game, and you aren't hooked within the 2 hour refund window, don't do what I did and try to convince yourself that it gets better, because it doesn't. Stardew Valley isn't the best farming game, nor is it even a good farming game, and I will gladly die on this hill.
Đăng ngày 7 Tháng 03, 2020.
Đánh giá này có hữu ích? Không Hài hước Giải thưởng
Chưa có ai thấy bài viết này hữu dụng
32.1 giờ được ghi nhận
This game sat in my backlog for nearly seven years before I finally sat down and played it. The release of the Netflix series was just a coincidence; I actually just wanted to clear this game and its sequel from my backlog so I could have an excuse to finally pick up The Witcher 3 in the next sale and import my saves.

So how does this game play today? Gameplay-wise, it's jank. It's the very definition of eurojank: systems within systems varying from game-breaking to pointless, three fighting styles across two swords with certain swords and fighting styles only working with certain enemies, uncanny valley NPC models and animations that will haunt your dreams, the list goes on.

If so many things are wrong with it, then why do I recommend this game? Simply put: It's the story. Underneath the rough exterior of its wooden animations and deadpan line delivery is a story that really sucks you in and asks you to make difficult decisions that affect how the game ends. Not only that, but the way you complete quests works off of the in-world logic. Even though you can follow the red dot on the map to the next objective, it won't hold your hand the entire time and asks you to follow through with your own logic based on what you know about the game world and its intricate details.

The number one reason I recommend the game, however, is how seemingly unimportant side quests can end up steering you into massive game-changing decisions in the main quest. A quest that had me collecting a few herbs ended up deciding the fate of a man who would ally with me in a pivotal moment in the main story. What's more is how certain details of seemingly inconsequential side quests tell you a story within the side quest's story: A potion required to heal someone required the tear of a virgin to make it. You get the tear from a nun, and the potion doesn't work; if the potion's right, what went wrong? Those small little details and things that make you think about the story after you stop playing it are what separates sub-par writing that serves to move the gameplay along to fantastic writing that leaves an impact long after you shut the game off.

You could watch a summary on Youtube and download a neutral ending save file to start your playthrough of Witcher 2 with, but the experience just isn't the same as playing the game for yourself and doesn't have as big of an impact. It's such a shame that a fantastic story has to be wrapped around such mediocre gameplay. It's not really CDPR's style to remake games, but if they ever do, I would love to see them remake this game with either the third or second game's engine so people can enjoy the experience with the quality of life changes added in the sequels.

The game goes on sale often for a few bucks and change and easily offers 40 hours of fantastic dark fantasy adventure, so if you have the patience for some jank and want to immerse yourself in some Polish folklore leading into even better games, you won't regret it. I wouldn't say the experience is worth it at full price, but it's absolutely worth playing on sale.
Đăng ngày 6 Tháng 03, 2020.
Đánh giá này có hữu ích? Không Hài hước Giải thưởng
22 người thấy bài đánh giá này hữu ích
1 người thấy bài đánh giá này hài hước
13.0 giờ được ghi nhận
I must be one of the five people left on planet Earth today that was able to play the Steam version of the game, from beginning to end, in 2020, on Windows 10, with modern hardware, and with an Xbox One controller. I'm probably just lucky, so if you want to buy the game and know for sure that it'll work, I'd still recommend getting the GOG version. That being said, the game itself is great.

Jade Empire is a kung-fu ARPG set in a fantasy world in ancient China, with equal amounts of action and role playing. While the fighting mechanics might not be the best, you don't really play BioWare games for the gameplay anyway. The real meat and potatoes is the story, and the freedom offered to you in how your character will inhabit it and play a part of it. While the dialogue choices offered may seem dull by today's standards with your options mainly being between "insufferable jerk" or "goody-goody two shoes", the game offers more nuanced choices in its many side quests to varying degrees. A lot of quests you take in the game have multiple ways of solving them depending on your character's build, which leads to interesting results unique to your character. I played as a walking mass of muscle with a silver tongue that could try to charm his way out of a situation and be intimidating when dealing with less persuasive people, but could easily fall back on combat when diplomacy failed. Regardless of who or how you choose to play, there are a lot of options available to you that make the world feel alive and influenced by the actions of your character. When people say they miss "Old BioWare", this is what they mean.

The combat is fairly simple, you have a three-strike attack that can combo into other fighting styles. What makes the combat tolerable though is the ability to cancel out of certain animations by switching fighting styles mid-strike, which offers a lot of variety in how you choose to approach enemies. Certain enemies will be immune to certain attack styles, so being able to switch styles on the fly and adapt makes combat interesting enough without becoming too stale. As Bruce Lee once said: "Be water, my friend."

Is it worth playing today? I would say yes, but with a few caveats. Jade Empire is over a decade old, and it shows both in its mechanics and its presentation. If you like the setting of ancient China and enjoy old BioWare role playing games, and willing to put up with its flaws, then yes, it's very much worth it. Others may be put off by a few of the game's rough edges and occasionally brutal difficulty. If you do pick it up, you're in for a great RPG in a unique setting. Here's hoping we'll get a remake, or even a sequel.
Đăng ngày 11 Tháng 01, 2020.
Đánh giá này có hữu ích? Không Hài hước Giải thưởng
1 người thấy bài đánh giá này hữu ích
11.3 giờ được ghi nhận
I was skeptical about this remake of a game I cherished as a kid, especially after being disappointed with the same studio's Spyro Trilogy remake. I can honestly say this remake lives up to the original Crash trilogy, and in some respects, even surpasses it.

Unlike the Spyro Trilogy where it started out strong and ended poorly, the Crash Trilogy started out poorly, picked up in the second game, and ended strong in the final game. I can't fault the devs for how the first game was, because they were just responsible for porting the game and giving it a fresh coat of paint. I will say though, the first game was difficult, and it has a lot of flaws in its design that makes the game a real slog. If you can push through it, however, you'll develop a much deeper appreciation for the second and third game. The second and third game feel much more fluid mechanically with the addition of a slide and other power-ups, and the generally higher camera angles make it much easier to land your jumps. You can tell the original devs figured out what worked and what didn't leading up to the third and final game in the original trilogy, which is why it truly shines leading up to the end.

The Crash remake looks fantastic from beginning to end. Everything looks bright, vibrant, and lively, while never once feeling unfamiliar or unfaithful to the original games. God rays shine through buildings, plants sway in the breeze, and reflections in the water look nice and crisp until you walk through and see ripples instead. Seriously, this remake is a work of actual art, and I can't give enough praise to the devs for staying faithful to the aesthetics of the original games.

I also never once experienced a single bug in the entire time I spent playing the Crash Trilogy, which is pretty rare (and a nice surprise after dealing with so many issues with the Spyro Trilogy). Not only that, but I never once felt that the remake tarnished a single aspect from the original trilogy either in its presentation or its mechanics. If the original trilogy never existed, and the first game was redesigned to match the pacing and difficulty of the second and third game, I would honestly say the trilogy wouldn't feel out of place at all as a brand-new game coming out today.

If you have never played the original Crash games, this is an excellent way to enjoy them today. I would whole-heartedly suggest playing this to anyone interested in the Crash games, or even anyone who just wants a solid platforming game on PC.
Đăng ngày 31 Tháng 12, 2019.
Đánh giá này có hữu ích? Không Hài hước Giải thưởng
Chưa có ai thấy bài viết này hữu dụng
3.3 giờ được ghi nhận
I get that the entire game is a meme, trying to cash in on the "so bad it's good" ragdoll physics playground genre such as Goat Simulator and Surgeon Simulator, but it has some very big, actual issues that kills most, if not all, of the fun you could get out of it. It doesn't have properly functioning controller support which means practically no chance of playing local multiplayer. Yes, even when using Steam's controller configuration tools to rebind the controller to keyboard controls. Then there's the online multiplayer which is a broken, laggy mess. Even if you decide to use mouse and keyboard controls to play with a friend, you'll often be at the whim of your internet connection where you'll almost always be a full second behind your actions. This effectively renders online multiplayer unplayable. Playing the game by yourself is just boring, frustrating, and not even that funny even if you have someone watching you.

If you really want to play it, I'd recommend trying it out to see if you have any issues with it first. If you do, also make sure you get a friend to try it with you too, because that's where the real meat and potatoes of the game is. If you can get the controllers working and both have a decent internet connection and can stomach the lag, then you might enjoy it, but the novelty will still wear off quickly.
Đăng ngày 31 Tháng 12, 2019.
Đánh giá này có hữu ích? Không Hài hước Giải thưởng
1 người thấy bài đánh giá này hữu ích
1.9 giờ được ghi nhận
This game is a decade old, and has been sitting in my backlog for at least half of that decade. After finally finishing it, does it hold up today? Sadly, I don't believe it does.

First, the game is short. Super, super short. I was able to finish the game in just under 2 hours, in fact, I was able to finish in just one sitting. Had I not paid for the game in a humble bundle, I would have never purchased the game by itself, and especially not for its asking price. Had I purchased the game at full price in 2009 (at $9.99 in 2009, roughly $12 today including taxes and inflation), I would have felt completely ripped off.

Sadly, there's nothing substantial about this game even by 2009 standards that makes the game worth the price it costs. If I didn't know anything about the game at all and played it today, I honestly would have expected this to be something like a late 1990's to early 2000's flash game, not a full commercially-released game from 2009. There are only three mechanics: Move, jump, and rotate the world around you. Just those three mechanics drive the game to its credits. While certain segments of the game are mildly interesting, either visually or by using the world spinning mechanics in a new way, the game quickly runs out of hat tricks and ends right when you're starting to feel like you're getting the hang of it. This is especially evident near the end when, after exhausting every other idea, the game just drops you into a game of Simon Says and forces you to play along.

The music and sound are nothing to write home about, either. The music is mostly ambient and just serves as background noise, something to keep the ears busy in lieu of complete silence. The sound effects are just someone blowing and making sounds into a mic. The one and only time where the music started sounding interesting enough to pay attention to it was at the end, which again, ended up cut short. Further, the songs had so much potential in the rest of the game, but was instead saved for this one segment of the game. It's a shame too, because despite having little to no instrumentation, a full soundtrack through the game would have made the journey at least a little more enjoyable.

Would I want to play this in 2019? No. Would I have played this in 2009? Well... I might have. I would have heard things about this game in some magazine and thought it looked cool, but even then, I would have felt the same way about the game's length and lack of content for the price.

The only thing this game has going for it is its visuals. Unfortunately, grungy scrapbook aesthetics can only carry things so far before it starts looking drab and boring. The third chapter of the game finally introduces some color and begins looking even more interesting, but again, it gets cut short by the end.

Whether the devs of And Yet It Moves have moved on to create better games, I wouldn't know. I know they made more games, but if they're anything like this one, I wouldn't expect anything too engaging. And Yet It Moves, out of my backlog.
Đăng ngày 18 Tháng 12, 2019.
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