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Recente recensies door Frozen

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12.4 uur in totaal
You know those simple fishing mini-games in games like Harvest Moon or Animal Crossing? Well if you think one of the simpler, and honestly worse, incarnations of them can carry an entire game then this might be the game for you. If not and a cast of relatively boring characters you get very few interesting interactions with before you are done their part of the story and you maybe get one line out of them in future group cutscenes can't carry the game for you either then this probably isn't the game for you.

The game starts off more of a challenge of how esoteric the mechanics for fighting fish is, but it quickly devolves into brute forcing it as you level up Tension. I never failed to catch a fish outside the first few minutes of the game, once you get a few levels in Tension it just becomes a game of toss your line at the appropriate distance, get a fish on the line, and hold X to win. Occasionally you'll hit a bottleneck where you need to level up Charm or Throw to get fish to actually bite or to be able to reach them respectively, maybe you'll want to level Big Hunter to get a higher rank version of a fish for quests easier, and that's it. The fishing itself becomes no more of a challenge, and Stamina levels are almost completely worthless when you have a high Tension. Even the "final boss" fish that decides stop "holding back" got caught by me in about second of gameplay after I hooked him. The "challenge" comes from the grind of the game, even then its mostly sped up if you bother doing the "side-story" missions which give plenty of money and you are going to do anyway because they end up being required to complete the game.

Honestly my main problem with this game isn't that it's a grind, it's that it's a mindless grind. If I am fishing in Stardew Valley I actually have to pay attention to the challenging mini-game. If I am fishing in Animal Crossing I actively have to actively look for fish and sometimes figure out their gimmick. If I play SEGA Bass Fishing or even Sonic Adventure 1 Big's Story I actually have some kind of arcade-y style challenge to pay attention to. Even the Dredge demo had much more going for it and their fishing mini-game is a glorified quick-time event and a major part of the gameplay. While playing this game? Towards the end I just turned down the music, left the sound effects on, and watched videos on a second monitor while just repeating the same motions over and over again while still being able to 100% the entire thing.
Geplaatst 26 november 2022.
Was deze recensie nuttig? Ja Nee Grappig Prijs
2 mensen vonden deze recensie nuttig
19.4 uur in totaal
Actually ♥♥♥♥♥♥♥ awful, but it has a fishing mini-game so I am obligated to say it is good.













TL;DR it's bad. Awful even, but the Sonic fanbase is in a Stockholm Syndrome love with it since it's… I was going to say a not terrible Sonic game but it's still pretty mediocre even by Sonic standards.

The movement is terrible. Sonic, even with his max ring boost, feels sluggish. He also stops on a dime the moment the controller goes into neutral even while boosting, which one could argue is for the new focus on platforming. This falls apart when you realize that the stomp has performed that function just fine in past games and would have done so here as well. Most of the time it feels like he is physically attached to the ground, god forbid you accidentally go off any ledge that isn't a 90 degree angle or you'll be boosting into a kill zone. Running on an open field? Don't worry you are sure to just trip over a random rock and get sent flying in a random direction, usually backwards. Or hit a boost pad or spring that will send you into a on-rails section that it locks you into and proceeds to send you off in some random direction. You might think to jump to avoid these things and retain your speed, but you lose almost all momentum while in the air even while boosting. The only time the movement feels slightly wieldy is the on-rails sections where the game plays itself for you with your only input being boost, switch rails, or homing attack. Even then I found myself transfering rails while boosting to only occasionally sent flying backwards. The homing attacks lock on is flighty as well, you would think changing it to only lock on to what is on the screen would make it easier, but it still struggles when there are two or more options to hit. For some reason they made it so your boost, double jump, and most bafflingly stomp are only refreshed on the ground or certain objects, so if you double jump before homing attack an enemy hope you didn't plan to do that again. Air boost into a spring? Well, I hope you don't need to do that again. Want to use the Stomp for some precision landings in the line of vertical launch rings? Get ♥♥♥♥♥♥.

Next is the combat. It is slow and overly showy. I want to blast through basic enemies at sonic speeds, not homing attack them once and go through a whole combo while using unwieldy special attacks. When I see a big ass overworld boss that I have to run up the side of to hit their weak point I want to homing attack it once, get knocked off and run up again for the other two. Not go through a whole song and dance routine for all 3 of them. I can accept it during the boss battles, but half of those boil down to waiting to use the parry, then mashing once they hit you. Oh yeah, parrying is brain dead too, it isn't timing based like you'd think. Just hold it down and you are basically invincible for an attack before you get slow-mo and either rush in for the kill or hold it down if the game decides that's not how you beat this specific enemy so you better not get any ideas. My favorite move is the homing shot, which uses boost and homing attack so better hope you don't need to use the homing attack after boosting or you'll find that 9 times out of 10 you'll be left sitting in the air over a pit while your homing attack target dies and you no longer have a target to homing attack to.

The overworld and levels themselves are garbage as well. We all heard the joke "SEGA actually hired the Nintendo-Hire-This-Man" but it exists for a reason. Everything in the overworld looks like a basic unity asset flip with Sonic looking completely out of place. The only place this isn't the case is the levels but 3 of the 4 level archetypes are just a Generations asset flip, with the sole exception being the vaguely generic looking city levels. In lore it was described that the reason the levels were like that was because they were going through Sonic's memories, but I guess, like SEGA, Sonic can only remember Green Hill, Chemical Plant, and Sky Sanctuary. While only vaguely remembering what I think is supposed to be City Escape? Speaking of these levels it's not only the assets that are flipped but the level design as well. If you've played past Sonic games you'll probably recognize various layouts from Adventure 2, Unleashed, and most prominently Generations. They have a different coat of paint but they are still recognizable in a 15-year old making a Sonic OC from a template sort of way. Unfortunately the levels they don't outright lift from other games tend to be absolutely no fun at all.

I guess everything else is just the smaller nitpicking stuff that slowly built up to crush my enjoyment. I hated the upgrade system, at least half of it. The defense and offense fruits weren't that bad, but the Korok- I mean Kocos that blend in with the gray rocky terrain and buildings are a pain to find. It is even more painful to turn the Kocos in for your speed and ring upgrades. For the fruits all you need to do is go to the guy, turn in all the fruits at once, and get all your levels all at once. The Kocos? You have to individually level up one at a time in a menu that delays itself by a second before it will let you interact with it. It took me 30+ minutes of nothing but this menu to get to max speed and the best part I still felt slow after getting all the Kocos I needed from fishing. Menuing in this game overall is terrible especially for ♥♥♥♥ you want to just do fast, like resetting levels or fast traveling. Oh hey, you unlocked and completed that level and you think that would give you a fast travel spot? What are you stupid? Complete all the poorly aped challenges/puzzles to get the whole map view and then we'll unlock all the level statues as quick travel whether you ever touched them or not. Oh you're clicking on the fast travel point to go there? Sorry you need to switch to the fast travel tab you idiot. I mentioned it earlier, but the puzzles all feel like poorly aped versions of Breath of the Wild puzzles copy-pasted across the map. My favorite puzzles were the night time only puzzles, where you might think "oh maybe it will have to be night to do a puzzle related to the moon and the stars, maybe a puzzle that has to do with light and darkness" if you were playing a good game. No, it's the same glowing spots that only appear at night because SEGA wants to waste your time. "Oh, so I'll just use the pass time function that all competent games with day-night cycles have to get it done now" you might say, but no. There is no quick time passing, so if you are left with only one "puzzle" left you just have to sit there for about 10 minutes afk waiting for night to fall. Special shout out to my two favorite enemies, the one that takes control of the camera to fly away leaving a balloon trail for you to go up and kill it when I just want to pass by, and the group of robot wolfs that if you get too close to will circle in a trap that you can't jump out of as they one by one come out for you to slowly counter before you can leave.

The good things?
-The fishing minigame is simple but fun and it also gives you pretty much all the collectibles. You could ignore basically everything besides purple coins and the star shower event that gives you more purple coins to do more fishing and just unlock everything with Big.
-The interactions between Sonic and his Friends are pretty nice, a lot of nice character interactions and development that I'm sure will be disregarded immediately as soon as a new game comes out.
-Shadow the Hedgehog (the game) was made canon by a Eggman log you get from fishing.
Geplaatst 18 november 2022. Laatst gewijzigd 27 november 2022.
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1 persoon vond deze recensie nuttig
3.9 uur in totaal (3.2 uur op moment van beoordeling)
The game is fantastic, with a few hiccups. The levels are fun and for the most part creative, with some "subtle" influences from Sonic games. Hiccup 1 is more of a personal issue to me of it being extremely short, you can beat it in an hour and a half fairly casually on Normal. Harder difficulties don't add any levels and only really change the combat, which just so happens to be hiccup number 2.

It's the Sonic and the Black Knight syndrome of combat where if you want to engage in it you have to come to a screeching halt for your combos, with the exception being the basic base weapon attack which won't do anything to enemies if you are just flying by them already. That brings up what makes this problem infinitely more manageable than the previously mentioned Sonic game, you can for the most part just fly past everything rather than engaging and it. And honestly, its a million times more fun than actually trying to use this game's combat. The least enjoyable parts of this game are the forced combat sections, so mainly just mini-bosses in like three levels and the bosses. It changes on higher difficulties but I was easily able to get by just running up to the boss, mashing attack, and doing the very generous perfect counter which does not stop, nor is it stopped by, your attack animation on normal. This works for most bosses and mini-bosses with few exceptions. You could always go to higher difficulties to take more damage and get less leniency on your parry, but the combat is so terrible I don't know why anyone would want to make it more of a pain to do.

TL;DR
Great levels and platforming, terrible combat you can for the most part avoid by just running past everything.
Geplaatst 14 september 2022. Laatst gewijzigd 14 september 2022.
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691.5 uur in totaal (388.0 uur op moment van beoordeling)
ROCK AND STONE TORTURE!
Geplaatst 25 november 2021.
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1 persoon vond deze recensie grappig
1,375.2 uur in totaal (1,018.6 uur op moment van beoordeling)
1000+ hours and still excited to get into my first lobby.

Edit:
Just got into my first lobby, I don't think I like this game.
Geplaatst 27 maart 2021. Laatst gewijzigd 4 februari 2023.
Was deze recensie nuttig? Ja Nee Grappig Prijs
9 mensen vonden deze recensie nuttig
19 mensen vonden deze recensie grappig
0.2 uur in totaal
I'M COOOOOOOMING
Geplaatst 21 december 2019.
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1 persoon vond deze recensie nuttig
246.5 uur in totaal (209.6 uur op moment van beoordeling)
Unironically more enjoyable than Overwatch, but still too many Brazilians playing since its F2P.
Geplaatst 28 juni 2019.
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3 mensen vonden deze recensie nuttig
9.7 uur in totaal
Overall it is a bit rough around the edges, but the makings of a good game are there. The writing is fun, the combat is a good base, and the ideas are there. It is just held back by how tedious some of the level design and enemy design is. A lot of the level design later into the game is heavily reliant on mazes, back tracking fetch quests, and back tracking fetch quests in said mazes, and you will find yourself thinking "oh good, now that I finished this chapter I can stop dealing with these enemies that keep spewing stun balls out at me" only to realize they are in every chapter later except a different color and with a different status effect they inflict along with their stun attack that you have to mash out of, and they also brought there cousins that spew stun balls out at you before they use their powerful charge attack that you can't dodge or parry until you mash out of the stun. Hell, the only reason I tolerated using the slingshot is because of an upgrade that I went out of my way to get that actually makes it somewhat wieldy rather than the blind shots you have to do on fast flying enemies by default. I honestly got to the last chapter that had a water temple-like rising and lowering puzzle maze and I just gave up.

If you really really REALLY are starved of a Mario & Luigi/Paper Mario like game and can overlook the flaws I'd suggest waiting on sale. The potential is here, it just needs to be refined.
Geplaatst 4 april 2019.
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23 mensen vonden deze recensie nuttig
1 persoon vond deze recensie grappig
1.8 uur in totaal
The controls are stiff and tank like, which are complemented by the terrible camera. Combat is shallow and uninteresting. Amounting to ‘click on an enemy until its dead’, and occasionally block a telegraphed attack. There is no indication of damage given or received outside of numbers. For some god forsaken reason the game interrupts combat with trivia of all things for a small buff. Everything looks like a generic royalty free asset, and the frames still chug at random times for seemingly no reason.

There is nothing interesting or worth your time or money in this game, look elsewhere.
Geplaatst 21 december 2017.
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Een ontwikkelaar heeft op 29 nov 2022 om 7:06 gereageerd (reactie weergeven)
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1 persoon vond deze recensie grappig
0.4 uur in totaal
>Get enough money to buy a shotgun
>Tiny, almost invisible aim reticle
>Game is optimized like ♥♥♥♥, frames drop like a newborn baby
>Can only hip fire
>Walk into grocery store
>Fire 6 shots before hitting one cashier
>They are immortal
>Turn around and try firing three more into a 'crowd' of 3 people outside
>One dies
>Run out of ammo killing one more
>Get raped to death by cops
10/10 Randy Stair simulator
Geplaatst 8 december 2017.
Was deze recensie nuttig? Ja Nee Grappig Prijs
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