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6 人がこのレビューが参考になったと投票しました
2
総プレイ時間:19.9時間
Disappointment comes from hope, theres some fixes that could be easy to implement but in its current state we cannot recommend this. To preface, we beat the game, didn't really struggle with many of the bosses, but often ended up just frustrated by exploring or playing. When hollow knight is mentioned it will be in direct comparison where they did not learn from what made it great or its flaws.

Often left feeling less rewarded for exploration, theres so much less to find and its often not worth experimenting with the different tools that you find because theres so few slots, so you stick with the ones that you know are good. Using a different crest feels objectively worse because you have to fully upgrade it as well. Theres also so few mask shards anywhere. Theres not many options to get stronger so you end up feeling barely stronger by the end of the game than when you started, the only thing you gain is some more tools or just getting better at the movement. There are genuinely multiple areas we just never bothered to explore because it seemed annoying and wouldn't add all that much (talking about sinners road).

You know lets talk about sinners road and by proxy bilewater, we're not going to talk about the balance we're going to talk about the parasite(?) water. This is the worst design decision, permanent silk drain until you rest or heal, but if you do heal you don't actually heal, so to get rid of them you have to get 9 (or more since its drained) silk. Then to heal the damage you wished to heal you need to get another 9 silk, was this playtested? It likely wont be changed but have it be on a timer, or have you still heal the health, literally anything is an upgrade from this.

Honestly this may be a personal thing but we did not care for the sidequests or most of the characters at all, shakra was cool, bell beast is cool, thats about it. The characters can blend together or not be memorable, the sidequests can feel like a waste of time or just some random fetchquest for a tool you will end up not using. Theres also timed sidequests where if you take damage the time goes down, and this is used for a needle upgrade, great!! Theres a lot of buildup to the citadel and then buildup to an unknown final boss that when we got to it we just said "who are you?", it was a fine fight but we have no clue who the character was or what any of it really meant.

The worldbuilding, we find this to be a downgrade in almost every way, the main issue is the upgrade placements. Before getting into this we will say double jump is exempt from this and does everything right. So almost every upgrade in the game is in the same weaver shrine where you get the same dialogue and then sometimes you are put into what we call a "weaverspace" which feels like a tutorial. This way of upgrades feels so disconnected and repetitive that it breaks the immersion a lot, in hollow knight all the upgrades were tied into the world, here its just "oh found the thing, randomly get the skill, can randomly progress". This makes us not care for the world more because it just feels like a game instead of a world, hollow knight feels like a world where you are simply finding things. Double jump is what this games upgrades should have been, you go up a frozen mountain, between cold spots and with a reasonably difficult platforming challenge. When you reach the peak a giant bird flies down and you get wings from it, keeping you warm and alive. The only gripe is there is (to our knowledge) no other area that cold protection unlocks, but thats okay. Why could we not have more of this? This is awesome, this is well done, but instead we get the random shrines that aren't explained, and if it is explained its so late in the game that the "gamey" feeling will still have felt bad and immersion breaking for the first half of the game. You are not made to care for this world and as such the random fetchquests you do wont feel rewarding since it doesn't change anything, this progression is strictly a downgrade, and its sad because a lot of the skills are honestly cool but theres nothing interesting about how you obtain them. You could say "its because you're regaining things you already had and not finding new things" but that doesn't fix how it breaks immersion, has no explanation for a long time, and is way less interesting in every way.

Speaking of immersion, the quests, this system is poorly made. Theres a few styles of quests, fetchquests, tracking quests, paying money quests, food quests, kill certain enemies quests, and item drop quests. Starting with tracking this implementation breaks immersion a lot, firstly an issue with every style of quest is things only spawn when you take the quest, we will get into this in a later segment. With the tracking themselves you find and npc or enemies, the gameplay is you find a thing on the ground, interact, and a magical white line points you directly to it, what is this? This feels so gamey and disconnected, there was surely a better way to implement this that didn't feel forced and with no explanation for what this line even is other than "something for the player to know where to go", this type of quest fails due to this immersion break. Item drop quests, this style of quest you kill the same enemies you have already been killing but this time they now drop an item only after you take the quest, and when you get the certain amount you need they magically stop dropping the items, even if the style of quest is kind of fine this just ruins any immersion because it just feels like this is only part of the game so the quests can happen, it does not feel connected to the world. Paying money quests and fetchquests are next and we don't have many inherent issues with these other than they're uninteresting and boring, they're pretty classic quest styles of many games. The tracking and killing certain enemies is the biggest immersion break of any quest style, while having all the issues of the tracking quests, now you add enemies that only spawn when you take the quest and then never appear again afterwards, they are not part of the ecosystem they are only there for you to kill them and complete a quest, this doesn't add to the world it detracts from it feeling real. Food quests are if you took the flower quest and added a timer to it, the timer is a cool idea on paper but why also have it go down when you take damage? Choose a lane, we would not mind one or the other but having both just ends up feeling bad. This system was interesting on paper but has so many glaring issues that we don't think this can be fixed in an update and makes the world feel artificial

For positives the world looks great again and theres some good music or areas, the movement and combat feels very good when its done right. some bosses are pretty cool and have a lot of flow to them. Some of the areas have insanely cool ideas (even if plagued by the issues before), for example the whole cogwork area is incredibly cool visually and mechanically, same goes to the previously mentioned frozen mountain where you have to go between warm spots.

In conclusion theres a shell of an amazing game but its brought down by a bunch of issues that make you have to ask, who is this game for? its not for the people who loved the metroidvania elements of the first game because exploring feels worse and upgrades feel placed randomly. Its not made for the people who loved the hard bosses and combat of the first game, because we are that person, we did radiant hall of gods for fun, and yet the difficulty felt just forced in a lot of places. We had wished to love this game but we do not, this will not be memorable for the highs it will be memorable for the lows.
投稿日 9月7日. 最終更新日 9月9日
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総プレイ時間:13.8時間 (レビュー投稿時点:13.3時間)
Don't really know how to review this game but like.. its good? Pretty fun and very interesting.
投稿日 8月29日.
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総プレイ時間:15.2時間
Great music, great art, great story, great characters. Definitely worth playing and very relaxing or funny depending on what you draw!
投稿日 8月25日.
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総プレイ時間:13.4時間 (レビュー投稿時点:9.0時間)
There are some issues but overall its amazing. The areas really do all look distinct but all beautiful, with really good music to paint the atmospheres even better. The combat is a nice flow of learning timings, weaknesses, and parrying feels great. But some of the enemies gimmicks are very strange and annoying to learn, or sometimes harder than the bosses. The map is.. there at best, confusing and unhelpful at worst, it really does not help, it can be great to traverse and explore but it can become very tiring to backtrack or find new areas and trying to manage memory and a useless map.
Overall, some issues but still very worth it and a very good game.
投稿日 8月22日.
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総プレイ時間:35.8時間
crying right now actually???
投稿日 7月1日.
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総プレイ時間:8.8時間
yeah. you know.
投稿日 6月10日.
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総プレイ時間:39.8時間
早期アクセスレビュー
even for an early access game the gameplay of this game is already on par with the first game and fixes many of the "gets stale" issues we had with that games combat. the story, while currently unfinished, is great and most of the characters are really cool. the art is obviously on point again and the weapons are... mostly good. great game so far.
投稿日 3月2日. 最終更新日 8月25日
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総プレイ時間:30.5時間 (レビュー投稿時点:15.8時間)
its just a good game, not much to say, controls well, good enemy design, cool bosses, cool builds. engineering is fair and balanced.
投稿日 2月19日.
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総プレイ時間:11.3時間 (レビュー投稿時点:10.3時間)
relaxing and calm, but probably buy it on a sale.
投稿日 2024年11月3日.
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1 人がこのレビューが参考になったと投票しました
総プレイ時間:4.3時間 (レビュー投稿時点:3.9時間)
this game could probably kill someone (with epileptic seizures)
投稿日 2024年10月31日.
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