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总时数 15.4 小时 (评测时 3.5 小时)
I can't speak publicly of the things I would do for more of this. PF2e's combat is already fantastic in a vacuum, being able to build your own party and having an efficient automated system for playing it is even better.
发布于 3 月 24 日。
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总时数 1.0 小时
I can see a lot of really obvious inspiration taken from Teleglitch, but it's so well made I don't see that as much of an issue. I think the addition of some secrets or destructible objects would help make the environment more interesting to explore, maybe make enemies chase you through multiple rooms from far away like in Teleglitch too, would make me really jumpy when I start to hear doors open.

I'm not sure if that's just where the prologue's supposed to cut off, but the game crashed as soon as I exited the second level.

EDIT: After going back and replaying Teleglitch I'm reminded of why it never stuck with me: The inventory system's extremely cumbersome and difficult to manage. I much prefer this game's balance of having a smaller one that you can pause the game to fiddle with at any time, more like a traditional survival horror game. So yeah, looking forward to the full release.
发布于 2023 年 1 月 14 日。 最后编辑于 2023 年 1 月 14 日。
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总时数 4.4 小时 (评测时 4.0 小时)
If you can dodge the vast majority of attacks in the game by headbutting a wall in the corner I think you might've failed to make a compelling movement focused shooter. Enemy attacks should have a sense of presence and your positioning in a level should matter. The weapon list is bloated and feels indistinct when everything is so easy to obtain and enemies are so absurdly fragile, mixed with the obligatory bullet time that makes any level of aiming skill feel redundant. The levels are often restrictive and boxy which contradicts the Titanfall esque feeling movement and sense of momentum the game accomplishes well.

I don't feel like I'm using my abilities to dodge attacks, I feel like I'm using them because they happen to make me invulnerable. If it weren't for this the much more comfortable strategy would be to slowly walk through a room and toggle on bullet time for easy taps. What reason do I have to dive and wall run when there's no room to maneuver, and there's nothing urgent to move towards or outrun?
发布于 2022 年 10 月 6 日。
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总时数 270.1 小时 (评测时 233.1 小时)
I love heavily RNG based games that still have high skill ceilings. There's so many things in this game trying to screw you against all positive outcomes and you can still screw it back even harder. I've played over 200 hours of mostly vanilla WotC with QoL additions and I still feel like I haven't scratched the surface of the game's depth.
发布于 2022 年 8 月 24 日。
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总时数 6.7 小时 (评测时 6.5 小时)
Carrying Wilson around was perfectly fine up until Chapter 5. By then it was just a massive source of aggravation, and it completely ruined many of the set pieces the game has.

I'm honestly kinda shocked how much of the game expects you to carry him around with you, through entire shootouts even. There's times where the game lets you set him down to actually focus on playing the game itself, but these are far too few and far between. There were many times were I dragged him along even when it wasn't necessary because the game didn't make it clear when it was safe to put him down and not have to worry about getting too far ahead. The times when it clearly was were a massive relief, but these are few and far between.

There should've been an option to turn him into a manhack, or some kind of device I stick on my AR2 or something. People like Alyx and Glados because they don't get in the way, people don't mind Chompski because it's just a silly easter egg prop that you really only torture yourself with for an achievement. These things just don't work well when you put them together. I wanted to see these special endings, and I wanted to see the relationship between Aidan and Wilson develop, but I hated carrying him around with me. Even worse, at a certain point he kind of just runs out of things to say. For almost half the game he's just completely silent aside from stock dialogue you'll hear over and over for different events. It really became a sunk cost fallacy for me at a certain point.

When the alternative to this is simply not having an important character in the story with you I don't think that's a reasonable excuse to make. Choosing to carry Wilson around with you the whole game still sucks, but you don't get anything in return for simply leaving him there either. It's not like you're choosing between keeping two different people along for the journey, you either take him with you and torture yourself with having a prop in your hands for most of the game, or you get absolutely nothing. There simply isn't enough room for you to be able to part with him while you focus on something else. I found every payload terminal and set him down at every door I found. If I didn't, I wouldn't have the achievement to show for it. It still was not enough. At times these moments where the game lets you to your own devices are barely a few minutes long.

Wilson being optional does not make the act of carrying him through most of the shootouts in the game any less fun.

Let me reiterate: I am completely aware of the fact that you *do not* need to take Wilson with you. I am aware of every single chute, lift and opportunity the game gives you to not keep carrying him along. They're not difficult to find, hell even the act of carrying him with you from place to place isn't difficult either. Nothing about the game was challenging for me. It's just annoying.
发布于 2022 年 8 月 20 日。 最后编辑于 2022 年 12 月 1 日。
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总时数 7.1 小时 (评测时 4.8 小时)
抢先体验版本评测
As a small disclaimer, I always play these types of shooters on Hard with pistol starts, and am *awful* at looking for secrets.

Very fun boomer shooter that relies on interesting and balanced level design to make the game challenging instead of rooms filled with enemies that you spend ten minutes circle strafing around.

I think it does a good job playing into strengths instead of building off the weaknesses of these types of indie shooters. Most of the weapons aren't super satisfying and the movement's really straightforward, but that doesn't bother me as much because the levels are really interesting to navigate through. There aren't *a lot* of very large fights but ammo and health are scarce and there usually isn't a ton of room to move around, so you're forced to manage supplies very carefully to get through the more difficult levels.

The game doesn't seem close to finished as of yet, but the dev has been active with updates, adding more levels to play and features to make replaying old ones more interesting. The Duke Kick that got added feels pretty good to use and compliments the ammo scarcity well, it pressures players to be more aggressive to conserve ammo.

Although there isn't very much content yet, I think I can safely recommend this game at the asking price.
发布于 2022 年 5 月 9 日。 最后编辑于 2022 年 5 月 9 日。
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总时数 11.5 小时 (评测时 4.3 小时)
It's satisfying to play and feels very rewarding when you do well, yet it still retains all the hectic silliness of its predecessor. Would highly recommend it to both competitive and casual players.
发布于 2017 年 5 月 24 日。
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