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Πρόσφατες κριτικές από τον Velexia

Εμφάνιση 1-8 από 8 καταχωρίσεις
Κανένας δεν έχει αξιολογήσει ακόμη αυτή την κριτική ως χρήσιμη
681.1 ώρες συνολικά (86.2 ώρες όταν γράφτηκε)
Κριτική Πρόωρης Πρόσβασης
Beautiful music. Beautiful scenery. Engaging gameplay. Very difficult but rewarding boss fights. Each boss feels unique. Tons of amazing quality of life features. Every single cosmetic and stash tab purchased in POE1 is or will be in POE2. There's so much to love. Path of Exile 2 is uniquely its own game with its own appeal such that it doesn't completely overshadow Path of Exile (1), making both games still entirely worth playing. I love it.
Αναρτήθηκε 12 Δεκεμβρίου 2024.
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Κανένας δεν έχει αξιολογήσει ακόμη αυτή την κριτική ως χρήσιμη
1 άτομο βρήκε αυτήν την κριτική αστεία
177.0 ώρες συνολικά (89.3 ώρες όταν γράφτηκε)
A bit more polished than the original. It's a bit of fun, but still infested with hackers.
Αναρτήθηκε 5 Μαρτίου 2018.
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31 άτομα βρήκαν αυτήν την κριτική χρήσιμη
6 άτομα βρήκαν αυτήν την κριτική αστεία
53.9 ώρες συνολικά (52.4 ώρες όταν γράφτηκε)
A mix of good and bad. Do I recommend this game? I don't know.

The character creation is a bit bare bones. Class customization is somewhat interesting, but you cannot customize starting gear. You get what the base class has, and you don't know exactly what that is until you start the game (you can get a vague idea by looking at the character).

For a tactical turn based game, where precision is very important, the user interface is terrible. Occasionally, clicking on a skill will not activate it, leading your next click to send your character astray. The Esc key does not let you exit dialogue, meaning you cannot quickly exit dialogue in panic mode when your characters are rapidly dying (out of combat) and instead of healing your partner, you start talking to them, because when you clicked on heal, it did not activate. If you do activate an ability, and then change your mind about using it, and click End Turn, instead of ending that character's turn, the character uses the ability at the area underneath the end turn button; very aggrivating. Worse still, if you are attempting to melee attack, or ranged attack an enemy, you absolutely must hold down control and then click. If you don't you run the risk of the enemy shifting around in place, causing your character to run up to or around it instead of attack. I've had numerous occasions where my archer wasted his entire turn running to an enemy I was going to shoot because for a split second the attack indicator became a move indicator without me moving the mouse at all (especially noticable on the half eaten zombies). On other occasions, I will click to melee attack only to have my character take a slow walk around the enemy, usually through fire taking ridiculous amounts of damage (as it ticks approximately 4 times).

The failure to activate a skill when clicking on it happens with characters as well, such as when I need to quickly change the character I am focused on, and nothing happens while I frantically click the character icon. Sometimes I think I have clicked on a particular character, and then tell them to move, only to have the wrong character move - often walking them right through deadly traps, hazardous terrain, or right into a group of enemies I am trying to tactially position myself around.

When trying to move a character around a tight spot, such as to avoid a known trap pressure plate, navigate around hazardous terrain, or avoid stepping into a vision cone area, the character often randomly diverts from the given path running directly onto pressure plates, through large swathes of hazardous terrain, or directly into line of sight. Other times, pressure plates are triggered without the character actually touching them, by oversized phantom hitboxes. When playing this game, I am often shouting either in my head or out loud at my characters "WHAT THE HELL ARE YOU DOING?!" Beyond that, party formation sometimes randomly changes. For instance, in a recent battle I specifically selected a spellcasting character to move, put everyone in sneak mode, and put him in front, then cast the firefly spell, and when it actually cast, he teleported to the back, cast it from the back, and set my party on fire. Which reminds me, it's often very difficult to determine if a given path will actually take you through hazardous terrain, or not, or when you are currently under a poison gas cloud (and the top down view is so awful I never want to use it). Also the default run speed puts me to sleep.

So that's all of my griping about control precision. Now for difficulty curve.

For context, I am playing this game in Honour Mode, the highest possible difficulty, where the two main characters dying = game over (even if the remaining character has a ressurect scroll?). My first attempt, I narrowly beat the first battle where I was grossly outnumbered, made my way to some drunk legionnaires... decided to fight them. How tough can two legionnaires who are drunk and only one level above me be? The dog (also level 2) killed both of my characters in two rounds, there was no possibility of victory. Basically 1 level of difference in this game is like 10-20 levels of difference in games I am used to. Now I like hard games. I do no death runs in Dark Souls. I play Nightmare mode in American McGee's Alice... but this was just bull. 4 attempts later, I make it past the first fight again, make it into town, drag myself around the weird layout of the town for hours, eventually I am level 3. I find some of the NPC dialogues to be quite entertaining, and some of them to be painfully boring and long winded. I find myself two more party members, buy new gear... I'm feeling good about things. I try to head west, near the beach, because I hear that is easier from NPCs. The guards tell me I am too inexperienced. I try various other gates, same warning. After getting demolished by enemies one level above me previously, and being on Honour Mode, I heed the warnings... I have no idea where to go. I search the internet. There is a west gate in addition to a northwest gate. It has level 3-4 enemies... so if I am lucky I will survive. I nearly get obliterated right out of the gate by lightning zombies. Scraping myself off of the ground I limp onward, fighting many harrowing battles where it is of dire importance that each action I take is deliberate and well planned out. Several times, the controls try to get me killed by making my characters do things other than what I had attempted to command them to do. I meet a dog, my witch can speak dog, and the dog says let's go beat up some wolves. Sure, why not... The dog takes me to a completely new area (I was unaware of this at first because the only clue was that it stopped raining, little did I know that meant new area and not just a change in weather). The dog immediately engages in battle with a whole pack of LEVEL 7 FREAKING WOLVES. I quickly learn how the Flee mechanic works. Back in town I recouperate, regroup, and head back out soon hitting level 4. Hooray, progress. I sneak up to an area and see a level 5 Ghoul surrounded by friends. No thanks. I find a well, go down it, there is a Rogue, but my party is full. The area has level 2 enemies! Damn, why didn't I find this sooner? The fights are still hard, but they are manageable. I've found a bunch of sweet loot, it's almost time for me to head back to town, identify things, sell things, buy things... What's this area? I walk through a doorway. Click. Your party is dead. Honour mode. My save gets deleted. Level 2 area, level 4 characters. Apparently not taking that Rogue with you is not an option if you want to explore this level 2 area, even if your main character has the lightfoot trait. So in closing, the difficulty spikes in this game are terrible.

Now for one last thing that grates my nerves. NPCs with ambient dialogue. They repeat it incessantly, over, and over, and over, and over, and over, and over, and over, and over. It's horrible. If you encounter an NPC that has only two lines of ambient dialogue, run far far away. Do not barter with anyone near them, don't manage your inventory near them, just run.

Aside from those huge negatives, the game is alright I guess. But I am only playing this game until March 8th. I thought for sure I would fall in love with this game and play it for a very long time. Not anymore.

As far as the story and the world building goes (I ran out of room, see comment below)

Overall rating: 6/10
Αναρτήθηκε 23 Ιανουαρίου 2016. Τελευταία επεξεργασία 28 Ιανουαρίου 2016.
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18 άτομα βρήκαν αυτήν την κριτική χρήσιμη
1 άτομο βρήκε αυτήν την κριτική αστεία
17.8 ώρες συνολικά (7.9 ώρες όταν γράφτηκε)
Κριτική Πρόωρης Πρόσβασης
Early Access First Impressions

Promising, but obviously still needs work.

The tutorial portion seemed to be lacking. I feel like a full walkthrough of making loadouts, testing weapons, explaining all vehicle functions could be useful.

I did a solo combat mission on Errah with a full set of AI, and I found it to be functional, but I really had no idea what was going on, or how to best affect the outcome. The first time I needed to reload, I just re-deployed because it was unclear if there were ammo resupply points or support units with ammo. Later I found an ammo supply area, but I don't know how it got there, how to make one get there, etc, etc.

My loadout was a semi-auto sniper rifle in a heavy infantry suit. I had a supressor and noticed that my rifle made literally no sound when I fired it. I also found that the visual tracer of the bullet I fired didn't seem to line up with what I was able to hit. Leading targets was difficult because of that disparity.

Overall the soundscape was the most noticeable area that I believe needs work. I didn't feel like I was actually in any of the vehicles, or actually in a battle. Noises were very sparse, and didn't make me feel like I was in an environment.

Graphically, the game could use some optimization, but overall it's not too bad.

I look forward to seeing this game develop.
Αναρτήθηκε 28 Νοεμβρίου 2015. Τελευταία επεξεργασία 28 Νοεμβρίου 2015.
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2 άτομα βρήκαν αυτήν την κριτική χρήσιμη
347.1 ώρες συνολικά (113.0 ώρες όταν γράφτηκε)
Κριτική Πρόωρης Πρόσβασης
Early Access Review

Darkest Dungeon has a strong Cthulhu theme with a few rogue-like elements. The game presents itself very well, and has an excellent art style.

AUDIO: The music is not stunning, but it is nice. The sound effects are fitting, and the narrator is a perfect choice. The lines given the narrator have a penchant for adjectives, and he may say "singular" a bit too much. The narrator says everything a bit too much really, as his lines are interesting but quickly repetitive. 4/5

VISUALS: The game has a distinct visual style which it uses very effectively. 5/5

INTERFACE: The interface is fairly well done, and gets better with every new iteration of the game. The "help" menu is a a bit laughable, but the tooltips are fine, and I never felt lost trying to play the game. 5/5

GAMEPLAY: Gameplay consists of recruiting heroes and taking them out on adventures. There are 4 types of adventure all taking place in unremarkable hallways and unremarkable rooms. That's not to say they aren't visually appealing, the art is great. They're just all the same basic hallway and all the same basic room. In rooms you can encounter treasure, enemies, objects, or nothing. In hallways you can encounter traps, hunger, objects, enemies, or nothing. There are four kinds of adventures: Find 3 things and interact with them, explore 90% of the rooms which are aligned in a more or less linear fashion, finish every enemy encounter that occurs in rooms, or find and kill a boss; which is always in the farthest room from where you start. After an adventure your heroes can recouperate, rest, and upgrade their skills/gear. The most interesting part of the game is the stress system. Various factors in the game increase the stress on your heroes. You gain stress by walking forward, walking backward, interacting with objects, getting hit by a trap, getting critical hit by enemies, and getting hit by certain types of regular enemy attacks. At 100 stress heroes either suffer an affliction (usually) or become heroic (very rarely). The afflictions are amusing, and do affect gameplay in interesting ways. Since battles are difficult and tactical, having an irrational hero refuse to be healed can be a death sentence... And death is permanent in this game. The gameplay gets very repetitive, and each outing is more or less the same. Nevertheless it is fun, and should keep you long enough to reach the end of the game (or what there is of it so far). Replay value is fairly low, unless you are looking to challenge yourself by limiting particular factors. This game is missing critical rogue-like elements which would make it endlessly enjoyable. 3/5

STORY: There is an introductory scene which gives a vague impression of story. The narrator occasionally talks about things which are vague and story like. That's about it for now. 1/5

OVERALL: Worth the price. 4/5
I doubt that the game will develop into something more than currently presented, but as is, it's still an enjoyable experience, if only for a little while.
Αναρτήθηκε 24 Φεβρουαρίου 2015. Τελευταία επεξεργασία 24 Φεβρουαρίου 2015.
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1 άτομο βρήκε αυτήν την κριτική χρήσιμη
92.2 ώρες συνολικά (54.6 ώρες όταν γράφτηκε)
♥♥♥♥♥♥♥ amazing.
Αναρτήθηκε 7 Αυγούστου 2014.
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5 άτομα βρήκαν αυτήν την κριτική χρήσιμη
60.1 ώρες συνολικά (43.2 ώρες όταν γράφτηκε)
This game is amazing, with community created content, and tense awesome duels, this game is a must for anyone who likes sword fighting games.
Αναρτήθηκε 23 Δεκεμβρίου 2013.
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2 άτομα βρήκαν αυτήν την κριτική χρήσιμη
4.5 ώρες συνολικά
Do not buy this piece of ♥♥♥♥ game. It's a game built only to steal your money. All attempts to remove hackers from this game are a farce. Hackers bring them the most money. If you like hacking, this is the game for you.
Αναρτήθηκε 19 Δεκεμβρίου 2013.
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Εμφάνιση 1-8 από 8 καταχωρίσεις