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Πρόσφατες κριτικές από τον Ralathar44

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Εμφάνιση 11-20 από 106 καταχωρίσεις
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13.5 ώρες συνολικά (13.3 ώρες όταν γράφτηκε)
Horizon Zero Dawn is a great game constantly drug down by little issues. It had the capability to be a 10/10, but settles in for me at roughly a 7 or 8 out of 10 with a thoroughly uneven gameplay experience.

Pros:

- Core gameplay design of countering your mechanical foes by abusing their weaknesses and stripping them of parts with nuanced and complex weakpoints is fantastic.

- Core visuals are fantastic.

- General ideas for WHAT you can upgrade is a great base of mechanics for upgrades and skill trees.


Cons:


- Hit detection on enemy weakpoints is inconsistent.
Most of the time its accurate, generous hitboxes to the point where sometimes it feels like you got aim assist even on PC. Other times it'll be razor precise and you'll hit the armor next to the weakpoint by being 1 pixel off.

- Stealth AI is inconsistent.
"Am I gonna be seen from space or about to kill them all via stealth?" Dunno. Flip a coin. Either the stealth itself is inconsistent or the rules/visibility is not clearly communicated to the player. Sometimes you can abuse stealth to the point the AI feels absolutely stupid. Other times something miles away will see you. In the same sort of scenarios you've literally just done. I've played stealth games in many many games before. Sometimes intentionally taking out entire outposts without using a single weapon just for the challenge of it. This is not a game for that. You can lure 20 enemies to tall grass and assassinate them with stealth melee that does not reveal you to another enemy 5 ft away, but tying to use stealth outside of that limited scenario gets iffy...fast.

- Open world climbing or "climb this exact route". Game can't make up its mind.
Sometimes the only way up is the exact yellow paint path. Other times it wants you to jump on the environment in a sandbox fashion...which is fiddly at best.

- Melee combat is a flarking joke
. It's expected, its a core mechanic, when it works properly its even great. But its incredibly inconsistent. Sometimes you'll auto rotate and home in sliding across 10 feet of ground to hit an attack as the game goes to ludicrous degrees to make sure that attack lands with crazy melee tracking. Other times you get no rotation, no distance closing, and you'll hit air right through the enemies body. Sometimes a heavy attack will knock an enemy down, sometimes they'll be in a specific attack or movement animation and won't be knocked down...but sometimes they will anyways. Sometimes the AI is 100% acccurate on you with massive melee attack hitboxes that reach outside of the attack or the attack itself tracks you with pinpoint accuracy rendering any dodge attempt useless. Other times they'll attack air 20 ft to the side of you with their melee attack. Sometimes your melee attack has no delay, sometimes its a slight delay, sometimes you'll try to attack and get like a full flarking second of delay. Occassionally an attack will fail to fire at all. And enemies are sometimes vulnerable post attack and sometimes they'll break all logic and physics and attack directly after (or even during the recovery animations of an attack) in the complete opposite directions to hit you. Sometimes its easy to crit hit a downed enemy. Sometimes you'll never get the popup robbing you of major damage.

If melee worked consistently the way it was designed...I'd love it. Unfortunately its such a clusterflark of inconsistency in every way that every way that every time Im enjoying it the game starts screwing up and ruining that enjoyment. Incredibly frustrating. I'd rather melee be weaker but consistent than quite strong but incredibly flarking inconsistent.

- Alloy is an arsehole.
Even as a kid she was an arse. She's just unlikable. I get the chip on her shoulder from being an outcast, but sometimes she acts compassionate and sometimes she poops in people's cornflakes for no reason other than being a dack. And she's got real "I know im the main character" energy. There is also multiple instances of writing like with Jun where she seems to know how the quest is gonna end beforehand. So she's a jerk and then the game retroactively justifies it.

And honestly, there is nothing wrong with an arsehole character. Arsehole characters can be fun, charismatic, and a joy to play. Or characters that have a rough exterior but a gentle heart underneath. Alloy is not. She's just rude and knows she the MC. Except when the game wants you to sympathize with her, where she'll suddenly act completely different.

The story is trash so far:
Really feels like they were afraid of the character getting bored. "Here are interesting plot points and a bunch of characters who could all have some interesting arcs. Nope, gotta get back to killing robots. Hurry along. No no no, no character development, don't think, write them out of the story as fast as possible so we can get back to killing robots. Oh god oh god we've spent more than 60 seconds on story, wrap it up, players are gonna get bored and quit, get them back to killing robots. And it undercuts the importance and gravitas of everything.

If they coulda just let the story breathe a little bit and take their time. Establish emotional stakes, give character arcs, let us live with and slowly warm to characters and start liking them. They could still be the robot killing game, but also have a good supporting cast and story backing it up. But here they rush through it all so fast, after a parodoxically long opening story sequence, that I don't care about any of it. Mentors and rivals, friends and enemies, tensions and cultures. None of it matters. Shhh, hurry up, get back to the robots. The story of the game has had such promise but all of it utterly wasted. And the characters wasted most of all. So many characters that could have been a core part of the game and gotten you invested and had their identites and arcs and etc all primed to be used. Just killed off almost instantly. GOTTA GET BACK TO THE ROBOTS.

Inventory management/clutter
You need this weapon for this enemy and this armor for that enemy and 18,000 resources to upgrade them all and then also 40 different types of ammo and each takes its own unique resources and you have an inventory full of modifications for your gear that mostly just suck but sometimes one is good and this bow is good at tearing but bad at fire but this bow is good at fire and bad at tearing and this weapon is good for that and this one is good for this so you should switch between your weapons constantly.

It's all a little much honestly. It badly needs streamlining. I feel you could have achieved the same general gameplay and upgrading and etc with about half of the clutter. i like the general upgrading, I like the idea of modifications, I like the idea of preparing for specific enemies and the weapon variety is great. Just, streamline it a bit. And add it alot more QoL.


Horizon Zero Dawn is a perfect example of a game being uneven.
Some parts of it are 10/10 material. Some parts are embrassingly bad for this level of game and like 4/10 or 6/10. Which means my experience playing it is all over the place. And this...is where I'm leaving it. I have too many other games to play. This isn't worth finishing when I'm constantly being ripped out of the experience by the game's shortcomings.

If, one day, they can just tighten the game up. Make the mechanics consistent and well communicated. Give it a proper story with good characters you're not in a hurry to kill off to focus on the gameplay. Streamline your inventory glut and weapon/armor management. If they can do that in a sequel one day it'll be a 10/10 game.
Αναρτήθηκε 13 Δεκεμβρίου 2024.
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177.1 ώρες συνολικά (138.6 ώρες όταν γράφτηκε)
Κριτική Πρόωρης Πρόσβασης
Updated for the current major update. Alot of progress, alot of quality of life, many of the things I wanted in are solved. <3 to see it. Unfortunately some crashing and bugs with the new update marr the current experience. While I expect this to get ironed out, its very annoying for right now. Overall I'm even more optimistic than before. Leaving the points up from before with updates in ( ) so you can see how much has progressed in real time since my original review.

A damn fine Automation game played from a City builder perspective with a good story, great music, and some pretty strong time pressure in the story. It's got some rough edges still and needs some polish, but the game that's already here is quite good even in its unfinished unpolished state. I love how underground conveyors are implemented and the upgrades increasing the range. I wish other automation games added that.

Things I'd like to see:
- (this had been added!) Autocalculate the proper amount of goods for the cargo container and let me just click "fill to max" for contracts.

- (still needed, especially for slag contracts) Include even larger cargo containers. Some of the big contracts with large amounts of heavy resources get super tedious when you need to fill like 6 large containers for it and then fill them in short order.

- (skill issue on my part, I got better at my automation and the problem went away) The Expedition Center and Flight Control Center should come stock with large amounts of internal storage. Right now them having zero storage makes them too fiddly and you already feed them via conveyor belts.

- (still didn't see this addressed) I don't think cargo container price was getting discounted with the tech upgrade in the social tree like it was supposed to. 40% discount two different tech upgrades claim. UI still says the same number and I tried to watch and I believe I still got charged the base price.

- (this has been addressed!) The ability to get "overflow" splitter sorting similar to factorio. Right now one of the main issues with organization is dealing with overflow. If this is in the programmable splitter....it happens way too late. It should be mid tier tech at most. Like around the time you get the Multi-Regolith Reprocessor.

- (this has been addressed!) Lots of times trucks don't return to base after their job when they are set to. This should be fixed.

- (This has been addressed, you can cancel expeditions now AND can have multiple expedition centers) The expedition center can only stock up for one expedition at a time. Which means if you set one of the big long term goals in it then it effectively blocks usage of cargo trucks. Let us upgrade it with expansion bays or something so we can load multiple trucks simultaneously.

- (still needs improvement IMO) The rover LPS hunting game is annoying. Please let it scan while moving or que up scans or something. Right now its pretty fiddly.

- (this has been solved via a combo of the addition of other resource acquisition systems and me getting better organized) I'd like to see a multi-smelter similar to the multi-regolith processor. And more smelting speed achieved somehow. I had a huge line of smelters end game required just to keep up with the processors and still lost.

- (this has been fixed!) For Cargo Truck Expeditions Contracts keep showing up under expeditions, a minor but annoying bug.

- (this has been addressed!) For Cargo Truck Contracts its hard to know how long the truck would take to drive that far. An estimate of the travel time (once loaded and sent) would be nice even if it wasn't 100% accurate. Currently you just have to send enough trucks on expeditions to get a rough idea.

- (this has been addressed, alternate area drag marking added!) A bigger brush size is needed for marking excavation. 3x3 is not enough. Please add 5x5 and 10x10 as well. I spent much longer than should be necessary painting walls with the excavation brush.



As you see above alot of progress! Also more things like a revamped and better organized research tree that flows better, new content, outposts, new resources, etc. Good progress all in all, but also a few bugs to call out:

Right now bugs I expect to be fixed:

- Storage units sometimes stop outputting goods to their converyor belts. Happens every few hours and a reload fixes it, but annoying. I know they're working on it.

- Current build has stability issues. Crashed on average once every 3-4 hours with some crashes happening within 30 minutes of the last. The game was stable as heck before, I'm sure they'll iron it out but for right now its impactful and should be mentioned.

- Cargo Dock stopped accepting trucks. I think I managed to break the Dock by getting a truck route stuck in it. Had to deconstruct it and replace it to get it working again. Only happened once and was only a minor hiccup but its a bug worth mentioning.

I'll give them a couple patches and then update this review after another full play through. Overall I think the game is moving in a really good and healthy direction improving upon itself and bugs and crashes after major updates are expected. Hopefully they squash them soon though.
Αναρτήθηκε 25 Νοεμβρίου 2024. Τελευταία επεξεργασία 15 Ιουλίου.
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142.6 ώρες συνολικά (123.8 ώρες όταν γράφτηκε)
Satisfactory is a great automation game and one of the finely tuned ones. It gets fairly complex, but it tops out before it gets into weaponized autism levels of complexity like Factorio gets to. Depending on your tastes this can be good or bad. For those who want a heavy automation experience with a good amount of QOL that is potentially able to be finished by a normal sane person, Satisfactory is great.

I only really have two complaints:

Enemies are not super engaging to fight and end game enemies border on annoying with their large amounts of HP and high damage. Even with the Rifle and explosives they can get pretty annoying. Uranium Hogs irridating you while you're nearby while being damage sponges, late game spitters taking several clips to kill, late game stingers pouncing 50 ft into the air to kill you mid jetpack and having thin hitboxes making many shots miss. They feel less like a challenge and more like a chore to fight. Ironically hatcheries went from being an annoying mid game enemy to completely trivialized late game since the rifle handles them so fast and easy.

My other real complaint is that Trucks still kinda suck. You have to create/clear a ground route for them and record it, which already takes more effort to setup than anything else, and then on top of that they do not top off their fuel at each truck stop...they only seem to pick up more if empty, and this results in them running out of fuel between stations periodically. Trucks should be a flexible short range bulk material moving solution but because of their setup and fuel issues they are completely useless. Just making sure they have a good route by blowing up rocks or placing foundations and modifying conveyors to be tall enough to clear them and etc already takes more effort than they're worth really. Its actually quicker and easier to just make more conveyors.

Advice to the dev: Just make Trucks have buildable snappable roads the same way trains have rails. Use the same mechanics for their automated travel. And then make em work like lower capacity trains intended for short distances when automated. You can leave in the current recording system as a more freeform option.

AND FFS make trucks fully refuel at every truck stop so they stop needless running out of fuel because they refused to fill up before absolutely empty.
Αναρτήθηκε 11 Νοεμβρίου 2024.
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0.0 ώρες συνολικά
For those that already love the complexity of Factorio's end game, this DLC is prolly pure win outside of taste. If Factorio was already beginning to feel a little overwehlming or like work by the time you go to launching rockets and beyond then Space Age will only make this problem worse.

I fall into the latter camp. I enjoy automation, I enjoy complexity, but at some point Factorio just became complexity for the sake of complexity and stopped being fun for me. As such Space Age adding yet more complexity on top of the base game is a negative for me and thus I must give it a not reccomends.

For those who feel like I do Satisfactory, Techtonica, and The Crust all provide a more balanced automation experience where things get complicated but not super overwhelming.
Αναρτήθηκε 11 Νοεμβρίου 2024.
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129.0 ώρες συνολικά (128.9 ώρες όταν γράφτηκε)
A great Automation game. Progress through the tech tree and make the factory grow while defending yourself from bugs. One of the OGs of the genre.


BUT with being an OG also comes rough edges. Fighting back against the bugs makes them more dangerous and faster but the game doesn't tell you this. This means you basically need to leave hives there and defend vs constant attacks as much as possible or you'll make the bugs overwhelm you. Worse they evolve by leaps and bounds by getting new units that are huge upgrades from the old so walls and defenses that were once overkill will suddenly get overrun and you have no way of seeing when those evolution break points are.

Experienced players know to play around this and there are mods you can use to add evolution % to your UI and also mods that you can download to make killing hives reduce bug threat (or be neutral so they only slowly get stronger over time).


Another major issue is that Factorio may get overwhelmingly complex for many players. The game just keeps adding layers of complexity with your automated production lines and never stops. This is exacerbated by needing to produce science packs to research (unlike Satisfactory where you only need to produce new parts to progress) so each new part not only adds its own production line but then every new science pack adds its own on top of that.

About the time you launch your first rocket is where the game, for me, scales completely out of control in terms of fun. Many people still like the game past this point. I don't. At this point things have gotten so many layers of production lines that it starts to feel like work for me and I also start asking questions like "why can't I just have multi-step buildings like a smelter that turns iron ore into steel instead of needing to turn it into iron plates and then into steel from the same 1 iron ore?". There are many little questions like this that make me start feeling that technology in the game should start allowing you to simplify your production lines more as you also add to them, maintaining a balance instead of just constantly adding complexity. Your character is smart enough to be able to craft subcomponents into intermediate components and then finally the end component. Why can you never build any buildings that allow you to do the same?

These are the kind of questions that start popping into your head when you needing like 12+ steps to produce anything you need to progress. Space Age DLC added more cool stuff to do, but also made this entire problem even worse.


If you really really like such complexity, Factorio has you covered. If you like an automation game but you want it to cap the complexity at more sane levels that don't require weaponized autism, downloading blueprints from the internet, or copying setups from online to get to the end of the game then I reccomend Satisfactory, Techtonica, or The Crust instead.
Αναρτήθηκε 11 Νοεμβρίου 2024.
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59.4 ώρες συνολικά (59.3 ώρες όταν γράφτηκε)
At first this was a really fun game, but then people figured out the metas. 1 vs 1 is just a memorization game now. There is no skill in play so its all units and positioning. So you end up using the same few boards (general army setups) and generals every time or you lose to someone that does.

Brawl used to be a fun casual mode and a meta similarly developed here but you could at least play more things and win because 4 people were in a FFA. Until people started regularly cheating. More and more now im encountering people who team up. 1 will just suicide into your army with theirs and let their friend clean up and win. It's really obvious because they'll keep doing it while having zero chance of winning.

The PVE mode has limited appeal and will get old fast sadly and the secondary survival mode is full of comically overpowered experimental units and the enemy hard countering your build one round and then having a completely different setup the next, making it not very strategic but more RNG. But you can learn to memorize the permutations and start winning every time.

Game has a few balance problems but im willing to overlook those. ALOT of missed opportunities though. Like you can unlock cool abilities on some units but you'll never ever get to properly use them because the cheapest unit in the game can be used to easily decoy them and its so obvious unless you're new that abilities like those are basically useless. Additionally some of the balance philosophy is weird because anti-missile tech will get worse over time to keep from invalidating long range missile artillary (stormcallers) but then regen tech can not just hard counter but make many units invulnerable to a variety of different units in the game and has no diminishing returns.

Closer to launch i would have reccomended this game gladly. Now that people have started to know what they are doing more and cheat more, sadly I must say to stay away.
Αναρτήθηκε 6 Νοεμβρίου 2024.
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39.8 ώρες συνολικά (8.1 ώρες όταν γράφτηκε)
Starcom is basically a space exploration game with some ship combat that feels more like Star Trek than anything. While combat is common, the focus is clearly on scanning planets, finding new stuff/events/resources, completing quests, and interacting with other factions/aliens as the story unfolds in the background.

Think Stellaris style event scenarios on planets as a large part of your gameplay. Ship construction is also a nicely balance simplicity x complexity grid based builder. Easy enough to understand and build, complex enough to allow freedom and unique designs. Albeit DPS still reigns king ofc. Planetary events sometimes have skill checks based on your crew abilities you customize. Failure seems to be almost exclusively "soft" as you can come back again later or someone gets injured and has to heal but succeeds. But may not have hit a critical failure yet. Crew skills also help your ship, so its a balance between events and ship buffing when you choose to train them.

My sole criticism so far is that the combat side of things starts a little slow since you start with a single weapon type with others gated behind aquisition, study, and then research. I wish this rolled out a little faster. As it is about 8 hours in it feels like its just starting to open up combat wise as the researches are starting to relatively quickly open up to me after riding the same weapon systems.
Αναρτήθηκε 8 Σεπτεμβρίου 2024.
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29.0 ώρες συνολικά (0.5 ώρες όταν γράφτηκε)
Κριτική Πρόωρης Πρόσβασης
This is basically just the devs keeping Smite 1 alive by remaking it in a more modern engine. They are leaving Smite 1 up. Same monetization as the original, buy the game and get all gods now and forever. Not all skins will make it over (its not copy and paste, it takes alot of time/effort to try and move the skins over) but the popular ones will come over and people who bought skins in the original will get loyalty gems so they don't lose their money.

I purchased this after multiple people around me started ♥♥♥♥♥♥♥♥ on it and I did my research and found....its basically the same value proposition as when Smite 1 came out. So I made my purchase after doing my research.

During that research I discovered alot of exaggerations, alot of misinformation, alot of people claiming incorrect purchase prices, and alot of people claiming greed because after 10 years people would actually have to pay a little money again ($30). I dunno what people are ♥♥♥♥♥♥♥♥ bricks about, $30 for a MOBA to get all current and future characters is still the best deal in the entire genre you're gonna get this side of DOTA 2. In other MOBAs that's like 3 characters lol. I've had many conversations about it at this point and it always boils down to "but I have to pay money again". $30 for 10 years,,,,,cry me a river.

I jumped into a few games of Arena just to make sure there were no major performance issues. I have a mid range PC and during those few Arena matches with everything set to max I averaged 70+ FPS. Dropped to 40+ once, dropped to 50+ once. Other than that felt smooth as butter.

It's in Early Access atm because they are still in progress (duh) so if that's a deal breaker for you just wait until its 1.0. That's an entirelt reasonable decision. Main reason I bought in early is that after doing my research I saw so much negativity and misinformation that did not seem to be deserved by anything I could verify. So I put my money where my mouth is and am supporting the developers. I'm suck to death of modern kneejerk misinformation culture where people create large double standards between games and their perception of each new game that comes out is based more on what the first wave of people say than the actuality of what a game is. Where good games are praised far beyond what they deliver and bad games are torn apart far beyond what they deserve. All this hyperbolic modern BS does it make it harder to figure out what games to buy.

If you want more and better Smite 1? This is it, or rather its an in progress version of that. If you don't mind Early Access and you really like Smite 1 then pick it up. If Early Access is a deal breaker then don't. If the monetization of Smite 1 is cool with you then Smite 2 is just a continuation of the same with bonus benefits if you purchased in Smite 1. If $30 for all current and future gods is too expensive for you then stick to free to play games and don't buy any skins or characters, no judgement. If you say $30 is too expensive and then you go drop $ on a free to play game then you're exactly the type of idiot free to play games are aimed at squeezing dry lol.

Oh and for those who think they're being cute and current by saying "just go play Deadlock". Deadlock is an excellent game and I recommend both it and Smite 2. They are very different experiences and play quite different. I'm not gonna stop eating chocolate chip ice cream just because dutch chocolate also exists. I'll eat one sometimes and the other at other times. That's how this is. Two different awesome flavors. And Deadlock is going to get monetization eventually and im sure people will complain about that too when it happens.
Αναρτήθηκε 30 Αυγούστου 2024.
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4.0 ώρες συνολικά
A city builder with a fairly asthetic charm and light humor, but ultimatley lacking in challenge and becomes very grindy starting mid game. I really like the way buildings have attatchments or like the condo are more like building a complex instead of a single building. However the resource grind really makes it slow down once you hit tier 2 and it quickly becomes unrewarding.
Αναρτήθηκε 10 Αυγούστου 2024.
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28.3 ώρες συνολικά (5.4 ώρες όταν γράφτηκε)
EDIT: I love the game and the game is great, but until they fix the AMD crashing issues I cannot reccomend this. The longer I played and the further I got the more I crashed. If I was not crashing I'd easily have 3 times as much time, the game itself is so good, but the crash issues for AMD are BAD and a complete deal breaker. I will update when they fix this and I verify the fix but for now this is an amazing game destroyed by AMD crash issues.



Honestly, now I've gotten a few hours in there is alot of iteration and QoL here. I think this is by far the best EDF yet. I miss the sheer cheese of EDF 5 a bit, but seeing as this directly follows that story it only makes sense it's not as cheesy as the situation of the world is pretty dark. If you're an EDF fan or just looking to kill satisfying to kill enemies with a wide variety of weapons and playstyles, with some C tier voice acting making you smile at how dumb it is....EDF 6 is your game.

Now as far as the Epic Games Store tie in? I don't like it, but I get it. EGS is half the size of steam now. Steam is 130 million monthly active users, EGS is 75 million monthly active users. So its starting to get hard to ignore EGS and clearly they're throwing their weight around. I like the fact that means a bigger playerbase for the game in the long run when it releases on EGS. But I hate that its implemented how it is.

I can't think of any dev choosing to do it that way and with Sony recently trying to pull BS with Helldivers 2 I'm sure its actually Epic Games Store forcing the process to be so obtuse to try and leech more customers from steam. I think you SHOULD be mad about this. BUT I think you should be mad at EGS and Tim Sweeny who are basically holding their significant crossplay playerbase hostage behind this nonsense.

IMO you shouldn't be review bombing EDF 6, its a great game that doesn't deserve to be treated like this from either EGS or fans from what I've experienced so far. You should be mad at Tim Sweeny. Send him emails. Tell him this upsets you and to make their crossplay better so it doesn't make games that its in a worse experience. Tell him to stop pretending he's devs/players first if he's going to force dev and player unfriendly changes like this.

But don't take it out on EDF 6. It being the way it is in this game is the symptom...not the cause.
Αναρτήθηκε 25 Ιουλίου 2024. Τελευταία επεξεργασία 22 Αυγούστου 2024.
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