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Ostatnie recenzje napisane przez użytkownika z7xfla

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Wyświetlanie 11-20 z 20 pozycji
Według 3 osób ta recenzja jest przydatna
46.0 godz. łącznie (44.8 godz. w momencie publikacji recenzji)
I wanted to hold off on reviewing Street Fighter V until more content was released, since Capcom themselves admitted that the game was incomplete at launch. Nonetheless, I immediately bought the game as soon as it came out because I wanted to jump straight into the online multiplayer mode. Since then, I have been regularly playing it every now and then, and it still hasn't gotten old yet to this day. Furthermore, there are still plans to release additional content in the future. Now that the story mode has been released, I feel like I can give the game a fair review at this point.

The biggest attraction of Street Fighter V remains the online multiplayer mode. The battle system has more depth to it than any previous iteration of Street Fighter, and there are plenty of opportunities to make a comeback against an opponent who is overwhelming you. Your character's V-gauge will fill up as you take damage, allowing you to perform special techniques that could potentially reverse the direction the match is heading in. At the same time, your character's special gauge will also be filling up both as you give and receive damage, so it is still rewarding to go on the offensive. The developers also did a great job at ensuring that the characters in this game are all balanced (well, maybe except for Zangief), and that the play style for each character is a unique challenge to tackle and become accustomed to. Personally, I was satisfied by this game's multiplayer mode alone, but I understand that this might not be the case for everyone else.

Thankfully, Capcom has added enough single player content to keep many players satisfied by this point. Sure, they still haven't added Arcade Mode yet, but the amount of single-player content currently available was enough to satiate my needs of fighting against the game's AIs. This is just my personal taste, but I found that I didn't need Arcade Mode considering everything else the game had to offer. Survival Mode helped test any foolproof strategies I'd thought up against hordes of AI opponents, and Challenge Mode helped me practice vital combos for the characters I wanted to become familiar with. The long-anticipated Story Mode was well worth the wait (in my opinion) and definitely has the most fully fleshed-out plot in any Street Fighter game to date. It also pays homage to many of the earlier Street Fighter games in ways that might surprise some people.

The only real complaint I have about this game is that there still aren't too many characters on the roster just yet, although I am aware that this will change in future updates. Plus, the amount of variance between the playstyles of the different characters is enough to keep me entertained for now. Despite a difficult launch, I still have very high hopes for Street Fighter V, and I believe the amount of depth the game possesses is enough to keep most hardcore players hooked - therefore, I would certainly recommend it to fans of the series.
Opublikowana: 15 lipca 2016. Ostatnio edytowane: 9 stycznia 2017.
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Według 1 osoby ta recenzja jest przydatna
11.5 godz. łącznie
Transistor is a well-made action RPG presented from an isometric perspective. One of the first things you will notice about the game is the gorgeous art direction; the main character and the enemies (called "The Process") are represented as cel-shaded 3D models that blend perfectly with the 2D backgrounds, which depict the colorful futuristic environments of the game's setting, a city called Cloudbank. The music fits the atmosphere very well, and will change appropriately depending on what kind of a place you're wandering through. Your actions throughout the game will be narrated by your sword, the titular Transistor (or rather, the person trapped inside of it), much like how there was a narrator in Bastion (the developer's previous game). While the narrator's voice can occasionally be difficult to understand due to the sound filtering, the voice acting is still very much on key.

The biggest strength of this game, however, is certainly the deep battle system. Throughout the game, you will acquire "functions" for the Transistor. These functions can be placed and switched around into various slots to serve three different purposes: adding a new attack, upgrading an existing attack, or adding a passive effect. Each function represents a different type of attack, and you can have up to four. Each of these attacks also has one or two upgrade slots (depending on your progression), where you can attach another function to add its own unique effect to that attack. You can also place a function in a passive slot, which will have a different effect on the player depending on the function; for example, the player may gradually recover health, or all attacks may become stronger. Not only is it very interesting to experiment with the endless amount of different combinations of functions for the Transistor, you are basically forced to experiment because whenever your life bar depletes, one of your attack functions is disabled for the next two save points (you die if you lose all four). This game also has a fair amount of replayablility due to the option to start a New Game+ after you finish, which increases the difficulty and preserves all of your functions and other sorts of progress (including your progress on the bonus challenges, which you will likely not complete in one playthrough).

I would say that the biggest drawback of Transistor is the story. While it can sometimes be interesting, at other times it can be rather difficult to understand what's going on. Maybe some people might think that parts of the story are open to the player's interpretation, but there's a point where this openness to interpretation just becomes a bunch of flat-out plot holes, and unfortunately this is the case in the game's plot. However, I believe that Transistor is one of those games where the story takes a back seat to the gameplay, so this should ultimately be a minor nuisance. This game is definitely worth a purchase, and I'm glad I played it.
Opublikowana: 24 kwietnia 2016. Ostatnio edytowane: 24 kwietnia 2016.
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Według 1 osoby ta recenzja jest przydatna
17.1 godz. łącznie
Life is Strange may not be a very difficult game, but I certainly found it entertaining to play through. On top of an engaging story, the game offers interesting puzzles and plenty of extra content for those who are into searching around. The story might seem like a typical high school drama at first, but it becomes progressively more mind-blowing as you continue through each chapter, learning more about the main character's mysterious power to rewind time. It is this power that is the focus of the gameplay; turning back time will help you solve many of the game's puzzles, such as acquiring new information to use in a conversation with another character. The developers came up with some very clever ideas regarding this rewind mechanic, although its best I don't spoil them.

Execution-wise, the game has its ups and downs. I liked the art direction and found the characters and environments to be well-drawn, although I also felt the graphics could use some technical polish since I noticed lots of pixelated textures that didn't blend well with their surroundings. The music was very pleasant to listen to, and it fit the game's scenes well. The voice acting was hit-or-miss; some lines were delivered perfectly, but others sounded off-key and contained some awkward use of slang, like whomever wrote the dialogue was trying to imitate the way teenagers speak but didn't quite get it. Still, the good outweighs the bad.

Some people had issues with the endings, of which there are two. Since I don't want to spoil anything, I'll just say I thought the endings were fine, and the developers could have chosen far worse ways to end the story. While the ending you get only depends on one final decision thrown your way at the end of the game, your experiences throughout the previous chapters will certainly influence the choice you personally make. However, I do wish that they had included more than just two endings, considering how many branching paths they created for the rest of the story. Nonetheless, Life is Strange is still a well-made game with an intriguing story that is definitely worth a playthrough or two.
Opublikowana: 14 kwietnia 2016. Ostatnio edytowane: 18 kwietnia 2016.
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Według 4 osób ta recenzja jest przydatna
4.8 godz. łącznie
Oxenfree is a dialogue-heavy adventure game about a group of teenagers who go on a trip to a mysterious island, only to have their night of drinking quickly turn into a thrilling story of the supernatural. Much of the game is spent wandering around figuring out what to do next, while engaging in interactive conversations among the group of friends. When it is the main character's turn to speak, you are presented with up to 3 dialogue options - and if you don't choose any before the speech bubbles fade away, the character will say nothing. One of the game's biggest strengths is that many of these dialogue choices actually do have an impact on the game's story - they can affect anything from the characters' friendship levels to significant changes in the ending. Although the ending comes rather abruptly, it is interesting to see the many different ways that it can vary, thus giving the game a fair amount of replay value. Also adding to the game's replay value are hidden collectibles that explain more of the backstory. That being said, it would have been convenient if the developers had added a running option - your character can only walk, which can add some monotony to finding these collectibles. On the bright side, the considerable amount of dialogue between the characters will tend to break this monotony when following the main path.

The graphical style in this game consists of 3D character models on top of beautifully-drawn 2D backgrounds, all of which blend together smoothly. However, I did notice some lag as I was walking through certain areas - and I have a powerful computer that can play far more demanding games than this without a problem. Nonetheless, it is clear the developers poured tons of effort into polishing their game, and this can especially be seen in the voice acting. You will feel as though you are listening to a real group of teenagers, and their reactions are very believable in any different situation they are placed in, no matter which dialogue options you choose. The soundtrack, while not particularly memorable, fits the game's atmosphere very well. The consensus review score for Oxenfree seems to be around 8/10, and I find this to be a fair rating. $20 is a bit steep, though, so it's probably best to buy it on sale.
Opublikowana: 7 kwietnia 2016. Ostatnio edytowane: 7 kwietnia 2016.
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Według 1 osoby ta recenzja jest przydatna
5.8 godz. łącznie
Firewatch is a difficult game to review. On one hand, I liked it personally, but on the other hand, it definitely won't appeal to everyone. Some people will even go as far as to consider it a "walking simulator" similar to Dear Esther, as the game generally consists of you walking from one part of the forest to another while chatting with your supervisor over the walkie-talkie. However, there are still some mild adventure game elements present; you will need to obtain a few tools to reach certain areas that would otherwise be inaccessible, and you will need some orienteering skills to navigate the forest using a map and compass. Furthermore, you are constantly presented with multiple dialogue options during the radio conversations with your supervisor, which subsequently influences each character's tone when speaking to one another - although it has no effect on the major events of the story. I believe that it can actually be beneficial to maintain a certain degree of linearity in the plot because it becomes difficult to tell a compelling story when there are too many branching paths for the player to take. That being said, the game still presented an adequate amount of interactivity to keep me engaged.

The biggest criticism most people have of this game is that they were disappointed by the ending. You will often hear people say that the whole game maintained an aura of suspense leading up to the finale, but then the ending fell flat since they were expecting something crazier. You will also hear that, while the ending resolves the central mystery of the plot, it raises even more unanswered questions that are left open to the player's interpretation, and people wanted more of a sense of closure. I personally think that the developers intended for the game to end this way; Firewatch has a very strong theme of realism, so it would only make sense for the ending to follow suit. However, I will say that I sensed some budget difficulties as I witnessed the ending. I won't spoil anytihng, but I'll say there were certain elements that could have easily been added to the ending if the developers had either more time or money.

Speaking of realism, the voice acting in Firewatch is nothing short of excellent, and it makes the characters very believable. No matter which dialogue options you choose, you can always see why the characters respond to each other the way they do. To top it all off, the environments in this game are absolutely gorgeous; you will feel as though you are walking through a real forest in Wyoming. You can clearly tell that the development team poured a lot of heart into Firewatch, despite consisting of only 11 people. Still, I think $20 is a lot to ask for considering the game is only 4 or 5 hours long. It might be best to buy it during a sale, but I'd still say it's worth your time.
Opublikowana: 28 lutego 2016. Ostatnio edytowane: 6 kwietnia 2017.
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Według 3 osób ta recenzja jest przydatna
26.5 godz. łącznie
The Witness is a very immersive game that would best be described as a puzzle adventure. In this game, you're walking around exploring a colorful island while solving lots of puzzles. The basic premise of these puzzles is to draw a line from one end of a maze to the other, and there are usually many paths to take in these mazes. However, as you progress through the game, you'll discover more and more rules that you'll need to understand in order to help you figure out the correct path to take when solving these puzzles. Sometimes these "rules" come in the form of clues in the surrounding environment that you need to pick up on, or they could come in the form of certain symbols displayed on the mazes themselves. Throughout the game, you'll often come across mazes with symbols on them that you don't recognize. You know how games like Metroid and The Legend of Zelda have power-ups that help you reach certain areas that you couldn't before? In The Witness, you have no actual inventory, but your knowledge of how to solve puzzles with a certain type of symbol on them fills the same role as these power-ups. Even though you may not know what to do with one of these symbols at a point in the game, there will undoubtedly be an area somewhere else on the island that will teach you how to solve puzzles with that type of symbol. With your newfound knowledge, you will then be able to solve more puzzles and access more areas on the island.

One of the most impressive things about the game is how it manages to present all of this without any textual or auditory explanations. This only makes it all the more immersive; you are left to your own devices to figure everything out for yourself through trial and error. This system works perfectly, and it's nowhere near as tedious as it sounds because the areas that are meant to teach you how to solve certain puzzles start with the simplest versions of those puzzles and gradually become more complex, helping you grasp the intended concept. I found the learning curve in this game to be perfect; many of the puzzles were challenging and had me thinking hard, but I would always figure it out eventually, and I would feel a great sense of accomplishment upon doing so. No puzzle ever had me thinking so hard that I would become frustrated and quit. Even though there are many different sections around the island, you don't need to finish all of them to complete the main game - though it's very much encouraged that you do finish every section, for reasons I probably shouldn't spoil.

Also, if you ever grow tired of solving the puzzles, the island is breathtakingly goregous and it can often be entertaining just to wander around and explore. The game's various environments are full of color, and although the graphics may at times seem rather polygonal and forced into certain shapes, I guarantee you that this is for a reason. You may figure this reason out early on in the game, or it may take you a while, but regardless I probably shouldn't give it away. While searching around the island, you might also stumble across miniscule audio players from which you'll hear philosophical quotes. At first, these quotes seem like they have nothing to do with the game, but upon careful interpretation you'll find they're at least vaguely related to the puzzles you're solving, which adds all the more to the game's creative value.

I hear a lot of people have been pirating this game, most likely because it's something unique and they don't know what to expect from it. While I'm normally not one to complain about piracy, I believe The Witness is truly a masterpiece of a game, so if you want to see more games like this, then please - throw down some cash and support the developer. They deserve it.
Opublikowana: 12 lutego 2016. Ostatnio edytowane: 12 lutego 2016.
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Według 1 osoby ta recenzja jest przydatna
16.2 godz. łącznie
Like many others have said, it is very difficult to review this game without ruining the experience. All I'm going to say about the story is that you play as a human who falls into an underground world of monsters, and you have to make your way back to the surface. What you decide to do for the rest of the game is entirely up to you.

Undertale is something unique and refreshing in a game industry where most developers seem like they're just trying to build the better wheel. While it's clear that the game's graphics and HUD were inspired by Earthbound, it challenges JRPG conventions in mind-blowing ways that most players would not expect. For example, if you've read other reviews, you may have heard about how you dodge enemy attacks in a manner similar to Bullet Hell, or how you have the option to become friends with the monsters you face duing battle in addition to killing them (which affects the story and therefore the ending). However, these features are only the tip of the iceberg, and you'll experience plenty more unique twists as you play through the game yourself. As tempted as I am to give advice on how to play through Undertale, I believe it really is best just to go in blind so that you can make your own decisions. Instead, I'll only say that there's a VERY good reason why there are no achievements for this game, despite the fact that there are multiple endings.

Undertale also does an excellent job at blending humorous moments with the more dramatic/epic moments. No game has ever managed to make me feel so emotionally attached to a bunch of pixels on my computer screen like this one has. What's even more impressive is that this whole game was made almost entirely by one person (minus some of the graphics), and it's clear he poured his heart and soul into it. Games like Undertale don't come around very often, so I'd definitely recommend buying it if you haven't already.
Opublikowana: 2 lutego 2016. Ostatnio edytowane: 2 lutego 2016.
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Według 1 osoby ta recenzja jest przydatna
83.7 godz. łącznie (79.9 godz. w momencie publikacji recenzji)
I just finished Final Fantasy XIII and I'm still planning on going back and completing all the remaining sidequests. I wouldn't say this game ended up as my absolute favorite in the series, but it's still very much worth playing through.

First off, I'm going to discuss the main point of criticism everyone keeps bringing up about this game: the linearity. I would definitely say that I prefer games that are more open and adventurous instead of games that constantly force you in one direction. However, while the first part of the game is extremely linear, it actually didn't bother me as much as I was afraid it would. Many of the game's 13 chapters consist of your team running down long, narrow pathways (with the occasional offshoot containing treasure) while fighting enemies and watching cutscenes. All shopping and upgrading is done at save points; there are no minigames or towns (well, there are "towns" but you'll be running through them fighting enemies just like in the other parts of the game). On the bright side, the story, combat, and character progression system were all engaging enough to keep me entertained throughout all the linearity. Still though, when first starting the game one might wonder why Square-Enix would ever decide to make it so ridiculously linear. My guess is that it's their way of making the player focus on the story during the first part of the game without getting sidetracked - most sidequests in the earlier parts of these types of games tend to yield insignificant rewards, anyway, so the developers opted to save all of the sidequests for the later part of the game. Indeed, if you are able to make it through the first 10 chapters without getting sick of all the corridors and pathways, chapter 11 finally presents you with the expansive, wide-open, sidequest-filled world you've been craving. At first, it may seem like too long of a wait to reach chapter 11 out of 13, but believe me, this open part of the game is HUGE and is very well worth the wait. Don't be thrown off by the fact that it's just one chapter. To put it into perspective: if you plan on completing everything there is to do in the open section, it will likely take you more time than the main story by itself. Also, even if you decide to move on and finish the last two chapters of the game, you are still allowed to return to the open world.

People tend to have different opinions on this game's battle system, but personally it's one of my favorites in the whole series. It introduces enough new aspects to make it unique and refreshing, but at the same time it doesn't stray too far from Final Fantasy tradition like I feel FF12's combat system did. Combat is fast-paced and engaging, but you still have enough time to strategize. There are six different roles that a character can assume during battle, and you can instantly change those roles by shifting the party's "paradigm" (set of roles for all three active characters) depending on what you need to do at any particular moment, whether it be healing, attacking, buffing/debuffing, etc. Speaking of roles, the character progression system strikes a perfect balance between customization versus character uniqueness. You are free to choose which role you want a character to improve in by spending CP (the game's term for EXP) wherever you please. At the same time, even though every character will eventually be able to access all roles, each character will still have three roles that they are better at than the others, and these roles vary depending on the character. Even characters who are both good at a certain role will each have access to their own unique abilities for that role, so they're definitely not blank slates that you have to build from the ground up.

To top it all off, the game's soundtrack is pleasant for the most part and the environments are beautiful and full of color. I'm aware the voice acting has occasionally been criticized with regards to certain characters, but I've heard much worse - in fact, I didn't find it bad at all. My final word: if you never had the chance to play this game on a console, now's the time to get it.
Opublikowana: 5 stycznia 2016.
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Według 1 osoby ta recenzja jest przydatna
16.7 godz. łącznie
Finally got around to finishing this game a few days ago and I definitely recommend it. It's easily one of the best Metroidvania games out there, and it's fairly unique; it doesn't borrow too heavily from the other games in the genre. There is notably a greater emphasis placed on the platforming mechanics in this game than the combat, though both are solid and very engaging. As you gain power-ups, both by traversing the world and by spending ability points, you are handed more and more creative ways to approach certain obstacles or enemies. This makes backtracking much more enjoyable, which is necessary since there is no fast-travel in this game. There are three "dungeons" in the game, but instead of boss battles at the end you will go through these high-adrenaline chase sequences. These can be difficult, but not so difficult that you won't get the hang of it before you lose your patience, and you will feel a huge sense of accomplishment when you make it through one.

The graphics are beautiful throughout the whole game world, to the point where you will be mesmerized by staring at the scenery while you run through the forest. The music is very atmospheric and perfectly fits whatever situation you're in. The story is simple, but still keeps you hooked. Definitely buy this game if you haven't already.
Opublikowana: 5 października 2015.
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Nikt jeszcze nie uznał tej recenzji jako przydatnej
48.3 godz. łącznie (11.6 godz. w momencie publikacji recenzji)
This game is even more addicting than the original. With a smoother interface, Soundcloud integration, and a dedicated community that's already made loads of skins when the game hasn't even been out for that long, it's sure to keep you mesmerized for hours. It's been very difficult for me to put down once I've started playing; I keep telling myself "just one more song..." after each song. Mono mode is generally all you'll need, though there are other modes you can experiment with out of curiousity. I've noticed the tracks flow with the songs better in this version than in the original. Also a plus is that rocks are replaced with spikes, which are easier to get hit by but they'll only remove one block from the column rather than sticking around forever and disrupting your grid. Definitely recommended, especially if you liked the original.
Opublikowana: 16 lipca 2015.
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