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บทวิจารณ์ล่าสุดโดย Sonder

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กำลังแสดง 1-10 จาก 63 รายการ
1 คน พบว่าบทวิจารณ์นี้เป็นประโยชน์
30.1 ชม. ในบันทึก (16.5 ชม. ณ เวลาที่เขียนบทวิจารณ์)
Uh-oh, another impeccably made highly addictive indie deckbuilder.

If you like all the usual suspects (Slay the Spire, Inscryption, Wildfrost) and even things like Vampire Survivors that have that 'healthy addiction' meta grind to them, you're gonna love Balatro.

150/150
โพสต์ 1 มกราคม
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ยังไม่มีใครให้คะแนนบทวิจารณ์นี้ว่าเป็นประโยชน์
17.4 ชม. ในบันทึก (10.8 ชม. ณ เวลาที่เขียนบทวิจารณ์)
Merry FICSmas!
โพสต์ 27 พฤศจิกายน 2024
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56.3 ชม. ในบันทึก (33.5 ชม. ณ เวลาที่เขียนบทวิจารณ์)
Fantastic game. I'd been waiting for the 1.0 to get really stuck in and I'm glad I did. I won't say much to the actual content of the game as I am still exploring myself, and don't want to spoil others. But there's a decent amount of it, and it seems very high quality.

The fact that pugstorm is already planning on content beyond 1.0 is exciting.

I hope to see some more basic QoL features in the not too distant future, such as:

- Item Favourite (to prevent sorting and quick stacking).
- Quick Stacking to nearby chest.
- Opening the map whilst in proximity of a portal/waypoint allows teleport as if you were interacting with the device.
- A bunch more variety on map pins (maybe with custom names that appear as you hover over them).

to name but a few.

Everything about this game gives the vibes of Terraria and Re-logic in all the best ways (whilst still being very much its own thing), and I hope that it sees just as much success, longevity, and continued love.

My ONLY caveat with the game isn't really to do with the game. And that is mods.

The current system for mods is kinda cumbersome. The signing-in doesn't work very well. The navigation is clunky. And for a system that's downloading unrated and unchecked files (like most if not all mod sources) it could do with more info. I would LOVE to see a full swap to Steam Workshop integration (or just Nexus) down the line.

Of course, modding doesn't really matter for now so soon after release. But in the near future it's going to make a sizeable impact on both the longevity of the game, and the community around it. Just look at other titles in similar niches, Stardew, Terraria, the usual suspects. Those games thrive off of their modding communities (especially in long stretches between official updates). I really hope the same happens here.
โพสต์ 29 สิงหาคม 2024 แก้ไขล่าสุด 29 สิงหาคม 2024
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1 คน พบว่าบทวิจารณ์นี้เป็นประโยชน์
0.0 ชม. ในบันทึก
A strong 7.5/10 DLC. World building is good. Some of the lore revelations are fantastic.

If SotE was given another year in development it would've matched the base game in being a truly 10/10 experience.

Problem is there are multiple aspects of the game that feel like they had to rush to finish and didn't get to put all of their ideas in like they did in the base game:

- Most areas (the Finger Ruins and Abyssal Woods to name a couple) feel not quite finished and could've done with just one or two extra PoI's and a handful of new enemies (or new spins on existing ones).

- Each new weapon type probably could've done with one or two more options.

- Things like the bear incantations feel like they could've been pretty easily expanded upon.

- Considering how pivotal it is to the DLC, we should've gotten quite a few more Aspect of the Crucible Spells/Ash of War. There are even ones unique to enemies in this expansion that are unobtainable by players. Feels like an oversight.

- For a DLC trying to be so linear, it's so easy to mess up the NPC quest lines. FromSoft should've either expanded upon them a bit to make them more resistant to player exploration, or changed dialogue to better guide/warn the player.

- The ending... Is a let down. One moment you're having an epic fight that has been (for a FromSoft game) well established and set up by the NPC questlines leading up to that point. And you finish it and...it just ends.

You kill the boss - who has no death dialogue - and they just keel over and fade away. There's a cutscene of sorts, but it provides zero revelation as all the information within it was already known to the player beforehand if they had been progressing certain questlines. There is essentially no pay off. And the initial sense of accomplishment for overcoming what many consider to be a difficult fight dissipates very rapidly as you realise, that's it...

I really believe Consort Radahn should've come a little earlier. Instead of ascending after the fight between the followers, we descend, to a sand covered arena. Miquella is in view, looming over a corpse, he turns to speak to us, we're too late, his consort was destined, with one final incantation the corpse morphs and turns into Radahn. We then have the fight, with Miquella ushering some words as his champion falls.

It is then at this point that we ascend to the Divine gate. Upon approach Miquella as the twisted god he has now become stands in our way. He has thrown away too much of himself and has lost sight of his goals. We put him to the sword in a melancholy end. His rune is used here to break the charm on ourselves and our NPC/summons that aid us in the fight.

A new, more fitting cutscene happens, this time after interacting with the Divine Gate that we can now walk up to. Once complete, the credits roll, showing off the team of people who have worked incredibly hard on this expansion. Once they end, a little thank you for playing message stating to seek the throne of the elden lord (to prompt players to go to NG+).


I got carried away. But it is a damn shame. It's still a great expansion if you loved the main game. I'd still recommend it. It just fell a bit short of the standard From Software have set for themselves.
โพสต์ 21 สิงหาคม 2024 แก้ไขล่าสุด 21 สิงหาคม 2024
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3 คน พบว่าบทวิจารณ์นี้เป็นประโยชน์
1 คน พบว่าบทวิจารณ์นี้ชวนขำขัน
14.7 ชม. ในบันทึก (8.0 ชม. ณ เวลาที่เขียนบทวิจารณ์)
บทวิจารณ์ระหว่างการพัฒนา
Not yet.

First off. It's early access, the game reflects that, but Devs are upfront about it. It's not one of those EA titles where they're trying to pretend it isn't.

In some aspects there's a great foundation in Nightingale. But raw content aside, there's a lot more work to go.

Combat has potential to be really quite fun and engaging. But it will depend solely on improvements to AI. The tools you have at your disposal are already really quite fun and varied. But what you fight against is currently a bit dull, and a bit dumb.

Crafting will be absolutely fine, and serve the vision of the game once the Devs implement some QoL features, and overhaul/update parts of the UI. There are too many different stations in the game to not have the option to craft from nearby storage (and build, but more on that later). Even if it has to be an object you build, or when you upgrade your crafting stations to the next level - it NEEDS to be added.

Also you can't currently split and merge stacks of items without first transferring them to a different container, or dropping them and picking them back up. That needs to change.

A quick stack into an open storage (all of same type) is desperately needed. And quick stack to all nearby storage on top of that would be greatly welcomed.

Being able to type to input the amount to craft also needs to be added.

And finally we need to be able to access fuel (for stations that require them) easier. There's literally a radial options menu, add it to that.

The environments feel very samey. I've been to a few 'major' different versions of the forest biome, and all are very similar aside from a few minor variations in the structures that spawn. I really hope I'm either missing some later game changes, or that way more variance is added as new content down the line. Otherwise Inflexion are definitely falling short of what they intended with the exploration part of the game.

Too early to tell how good/expressive the building system is. It's definitely functional. But unless some fundamentals are changed, then how enjoyable it is, and how unique you can build your structures is going to depend entirely on how many pieces (and variants) are available. It's far more like static building blocks and far less 'physical' and free than say, Sons of the Forest or Valheim (where your only real limit is game physics and your imagination). As previously mentioned. It would also help the feel of the game massively if you could use the radial menu to add materials from nearby storage. And while I'm not expecting the voxel editing of enshrouded, some kind of terrain deformation (or at least letting us remove non-mineable rocks etc.) would benefit the system greatly.

Puck's VA is great. So great that it's jarring that no other named NPCs talk.

Graphics/Visuals are weird. Hopefully they can be addressed in a major way, otherwise it's always going to fail in comparison to everything else in the genre that has recently released. Having foliage react to weather and fixing the many lighting issues will go a long way.

Performance is also really, shockingly bad. The game is very unoptimised right now. 3rd person inexplicably runs better than first. As soon as a few enemies (but not neutral creatures) spawn nearby it tanks the framerate. If you were to compare Nightingale to Sons of the Forest (even when that first entered Early Access) it's not even close. Nightingale looks worse whilst also running at significantly lower framerates and having a lot more instability and random drops. Inflexion have a long long road of optimisation ahead of them if Nightingale is to succeed.

TLDR; It's good, but not great. If it's your kind of thing then get it when more QoL features have been added and performance has been improved.
โพสต์ 21 กุมภาพันธ์ 2024 แก้ไขล่าสุด 23 กุมภาพันธ์ 2024
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ผู้พัฒนาได้ตอบกลับเมื่อ 19 ก.ย. 2024 @ 2: 23pm (ดูการตอบกลับ)
ยังไม่มีใครให้คะแนนบทวิจารณ์นี้ว่าเป็นประโยชน์
44.7 ชม. ในบันทึก (9.5 ชม. ณ เวลาที่เขียนบทวิจารณ์)
Free MTG testing. What's more to love?
โพสต์ 20 กุมภาพันธ์ 2024
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ยังไม่มีใครให้คะแนนบทวิจารณ์นี้ว่าเป็นประโยชน์
30.5 ชม. ในบันทึก (10.6 ชม. ณ เวลาที่เขียนบทวิจารณ์)
Really really, really fun. If Helldivers keeps getting meaningful content, I can see it being something I play for years to come.

Matchmaking, server, and progress issues seem to be resolved.

HIGHLY recommend.
โพสต์ 19 กุมภาพันธ์ 2024 แก้ไขล่าสุด 17 มีนาคม 2024
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2 คน พบว่าบทวิจารณ์นี้เป็นประโยชน์
1 คน พบว่าบทวิจารณ์นี้ชวนขำขัน
2
0.5 ชม. ในบันทึก
บทวิจารณ์ระหว่างการพัฒนา
I want to like Enshrouded, I really do, I tried it on Beta/Demo, and again now. But it just isn't quite there.

Of course, it's Early Access, but there are still some fundamentals that need work.

For a start, no amount of tweaking the graphics settings removes the overall blurred and smeared visuals - other than turning off any and all anti aliasing - but then that makes the game jagged and rough to look at. Something definitely isn't implemented correctly here. You've got one extreme or the other.

It also lacks quite a bit on survival mechanics. They don't feel grounded or enjoyable. They aren't overly detailed. They're just...there...kinda feels like for the sake of it. The actual world needs to play into it more. Proper weather would probably help with that.

Combat is also a sore point. It's very, very simplistic. General consensus is it's also really quite easy - added to the rest of the 'survival' aspects - or lack thereof...you get a very easy game.

The building has great potential. And for that alone I hope the Developers continue to add to, and refine the other areas of the game.

But I'd advise against buying Enshrouded for at least a few more months until some major updates to fundamentals get addressed. Don't want to throw away money at an EA title that never gets finished.
โพสต์ 25 มกราคม 2024
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1 คน พบว่าบทวิจารณ์นี้เป็นประโยชน์
49.8 ชม. ในบันทึก (13.9 ชม. ณ เวลาที่เขียนบทวิจารณ์)
บทวิจารณ์ระหว่างการพัฒนา
Building definitely needs some more tweaks and improvements to make things smoother and more expressive, but is otherwise a highlight.

Atmosphere is fantastic.

Graphical fidelity is great - running surprisingly good on my relatively old hardware of i7 6700K and GTX 1080.

An option for a purely survival playthrough would be great. Like an alternate mode where you don't have (or don't start with) the GPS.

But yeah, if you liked the first, this is overall an improvement. If you like survival crafters then this already has enough content to while away some hours.

Edit: 1.0 is here!

The Story additions seem great so far, the extra 'things' (there's a lot) on the map are a welcome addition.

I still hold the belief that there should be a little less on the GPS right now (maybe as a toggle option in settings), intentional mission markers and lootable GPS tags are more than fair enough. But the 'vehicles' show up way before you actually discover them, and it kind of ruins the exploration. They're almost if not always by PoI's so you'd stumble upon them anyway, but as it is now you can just run about a bit with the map open and easily track them down. Because they add so much to gameplay, it'd be like putting map markers on all the weapons. I kid you not, within maybe 10-15 mins of spawning at the beach, I'd already found a golf buggy and glider that I otherwise wouldn't have know was there.

FSR 3.0 is a great addition. I don't know my exact FPS, but I now have the game set on ULTRA (1440p) with FSR 3 on Quality, and get very little if any stuttering and smooth frames, and my CPU and GPU are like 7-8 years old at this point. Endnight have taken an already beautiful, and wonderfully optimised game, and made it even better. SotF is really putting other current games in the genre (Enshrouded, Nightingale) to shame on these fronts.

The few new additions to building are welcomed, especially those platforms. I am greedy though, and would always love to see more to both prefabs, and the custom building, as the building in this game is an absolute highlight.

The new upgrades to the golf buggy are ace, but I feel like they should've been things we as players do, rather than them already being present. You find a golf buggy barebones. You then get the options to slap a solar panel on the roof, a radio in the front, an extra gps to the dash, hell, maybe even take up a back seat slot to add another battery. It'd go a long way to making a great addition to the game even better, and more personal. People would value the buggy even more if they had to put some work in to make it even better.

TLDR; I echo my previous closing statement. If you liked the first game, this is better in a lot of ways. If you like survival crafters in general, you're going to like this. It's all-round just a great game. And be it updates or new projects, I look forward to whatever Endnight gives us next.
โพสต์ 25 มกราคม 2024 แก้ไขล่าสุด 23 กุมภาพันธ์ 2024
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ยังไม่มีใครให้คะแนนบทวิจารณ์นี้ว่าเป็นประโยชน์
56.1 ชม. ในบันทึก (42.8 ชม. ณ เวลาที่เขียนบทวิจารณ์)
It's alright I guess..

Never you mind that I've spent all my current playtime just in the 1st Act of the game, on two different playthroughs, playing the game completely differently both times, and still done not nearly everything possible on either one.
โพสต์ 21 พฤศจิกายน 2023
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กำลังแสดง 1-10 จาก 63 รายการ