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Biohog 最近的评测

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总时数 168.7 小时 (评测时 10.7 小时)
This is the launch version before the first 'big patch' that addressed lots of player feedback and complaints, to be clear. The quick-and-dirty summary I guess is ubisoft territory mechanics, GTA5's attention to detail, and a really in depth combat system.

If there is anything you take away from my review it should be this: this is a very dense game for better and worse.

I think a good example is with fighting.
Most games have you start with a few combos and that's it, maybe some unlocks to work on specific enemies or numbers going bigger. Perhaps you learn some heavy attacks or one or two special attacks. This has you start with about a dozen combos, some special attacks, unarmed combat with it's own dedicated attack key (so you can shoot the first with a bow, swap to melee, stab a second and then punch the crap out of a third and bodyslam them, then block a fourth with your shield, shield bash them and then finish them with your sword while they're sprawled on the ground).
I've played games where what this game starts you with is what you would end with. As it is, this is what you start with *and* your input will change these attacks; attacking while stationary will give different attacks to moving forward which gives different attacks if you're sprinting forward. Then there's special attacks that require specific inputs like heavy/light attack at the same time.

Again: this is what you *start* with for combat. You unlock more, more specific attacks with specific combos so it's all very overwhelming at first. It was quite the culture shock but it's starting to click now and I'm enjoying the depth. I will mention however that (so far) it seems to be invoking the trope of 'popcorn' fodder enemies with very tough bosses designed to push your knowledge of mechanics. One of the bosses I fought in the storyline hit very hard and fast, almost a gear-check for how much healing I had. However (in a nice touch) this same fight had me learn a new buff during the fight by watching them (invincibility frames during doge essentially) and the fight became far more about skill and using that very thing the game just gave me.

There's a territory system where you go around capturing bandit strongholds, helping the locals levels the area up, boosting wealth and stuff. There's breath of the wild/kingdoms puzzle mechanics (and cooking system) with special abilities for navigation and interaction too, which in turn create interesting interactions. You can cut trees down for lumber with a logging axe, or you can 'force punch' them, pick them up and slam them into the ground (and an enemy if they're present) and break it apart with the force of the blow.



However there are criticisms and I won't argue some I've seen. One of the obvious ones is there's no storage (which I believe is being addressed in the new patch, but as I said this is a review for what launched) which is annoying if you find something that you know you can't use at the moment, but want to put away. There is a cheeky workaround, as there's a chest where stuff you didn't pick up off defeated foes goes, and if you drop stuff next to bed before resting that also ends up in the chest. It's still a pain that you have to do this though.
There's animations for harvesting plants and they're not quick. I mentioned harvesting trees before; get the logging axe out, target the tree, hit it a few times, wait for it to fall over, cut it up by hitting it with the axe, hit the bits with the axe, pick your your wood. Much like the plant harvesting, I can't shake the feeling I wouldn't be losing much if I just waddled up to it, hit USE to get the resources and have the relevant thing magically appear in my inventory.

Fixed keybinds are always annoying. Some stuff is not explained very well or at all. Ringing bells reveals the map, merchants can sometimes sell storage, movement is realistic (which means sluggish; you don't instantly change direction. You don't stop sprinting instantly, you need a bit of 'runway' to slow down). Tapping sprint to keep the horse going as fast as possible is annoying. When sprinting is 'tap to activate' when on foot, but you can't stop sprinting unless you stop or tap ctrl: tapping sprint again does nothing. There's also an ability that's turned on by doing CTRL+M1. However, to actually use it you then need to release CTRL and press it again. *Why*? It would make for more sense for it to just work when you do it.
Another minor annoyance is the HDR; looking at or being in a brightly lit area making dark areas ahead darker until you go inside is a lovely touch, but when you're in a bright night it makes shadows like underneath trees a black abyss and in some areas around the starter area I found it almost impossible to navigate until I entered these dark areas and stood around waiting. This is not specific to this game, it's a simple flaw with the tech, but there is option to disable this specific feature and it's not clearly explained which of the things I can toggle in options that controls it. If you hate motion blur (and you should) they put it under... acessability options...?

I will also complain that the trailer showed you on a bear which was one of the reasons I got the game; yes, you can do that but annoyingly it's a temporary mount. You 'only' get horses which, while sensible, is annoying. If someone on the devteam is reading, please let us get and keep a bear mount.

Despite my complaints, unless the game drops an absolutely Modern Writing plot twist (Last of us 2/last jedi tier) or there's a bug that outright kills the game I'm pretty confident this game is going to get all my time. I've just unlocked another playable character (GTA5 style) with their own combat styles, and I'm still unlocking new mechanics, and I'm pretty sure there's more to come, and the confusing/overwhelming combat is starting to click, I'm starting to see how different mechanics interact and can be used and the game basically feels like it's starting to hit it's stride. Which is a strange feeling because many games would have called it a day with the mechanics that were present the game began with after the prologue.

评测者的 PC 配置:
Windows 10
12th Gen Intel(R) Core(TM) i9-12900K - RAM:64 GB
NVIDIA GeForce RTX 4090 - VRAM:24 GB
发布于 3 月 23 日。
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总时数 40.3 小时 (评测时 34.2 小时)
Play a fox in this cosy puzzle platformer with lots of lovely views that emphasises exploring. I found most of the puzzles straightforward, along with working out how to defeat the bosses; the only combat in the game. Honestly it feels more like this game is there for pretty views and relaxing after a long day. The music is lovely and unobtrusive.

There hud is very minimalist; you get a health bar, mana bar, wisp (keys) bar and... that's it. It fades out when you're not using it, and you can force it to vanish with a keybind if you want. Nothing is explained in the game via a tutorial beyond the basics or intro of a new mechanic (in the 'game pauses, menu appears with video showing you what to do' sense) but this means I discovered a few things by chance (which did give a nice 'aha' shot of dopamine to be fair) but also, holding H will fast travel you back to your bed/home base. That could have saved a lot of travelling if I'd known about that before the last two thirds of the game.

Sadly there isn't a newgame+ because you can unlock skins (furs?) and eyes to customise the fox you play, you're only unlocking them for that specific save file. One of them is unlocked after you defeat the final boss, so there's not really an opportunity to enjoy it by then. I appreciate this is a deliberate design decision but if any of the devs are reading this I really think unlocking looks should be made an account wide thing.
At the time of writing, there's also a few things which are headscratchers; there's an achievement for finding 'All 89 lore scrolls' but there's missing/empty slots as if I've missed something. There's doors that look like they should open, there's a small island you have to borderline exploit to get to to find a 'place of interest' with an entrance to an underground area that, again, is not 'active'. Nothing that breaks the game, just stuff that makes you wonder if things got chopped due to budget/time limits or is teasing new content.

Regardless, the original point stands; nice cosy platformer that's relaxing.
发布于 3 月 19 日。 最后编辑于 3 月 19 日。
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总时数 69.9 小时 (评测时 39.2 小时)
抢先体验版本评测
At the time of writing, it's... fine.

I appreciate that sounds like I'm damning it with faint praise, but it really is a fine little game. You start on a drop pod, and your first struggle is just getting a base set up and not dying of dehydration. Then when water starts forming, you probably have to start worrying about moving your rapidly flooding base...
That's essentially the game play loop; you have problem X, you fix it until Y comes along and you have to fix that.

There's a few problems which are 'gameplay feel'; the game feels like it's 'unity asset' syndrome, and it can be very boring sometimes where your options are 'build X producer repeatedly to try and get past this lull in the tech tree' or just zone out and enjoy the pleasant-but limited-music. As you advance the stages terrain goes from lifeless brown sand to... green. I know there's buildings to generate flora, but it would be nice for things like grass to start spontaneously appearing.

There's also the problem where multiple buildings that generate noise generates a 'chorus' sound effect. Randomising the pitch by a semitone or so per sound instance and hard capping the total simultaneous playing of the audio would fix things if you're listening, devs.

Despite the nitpicks though, I still recommend; nothing is a real deal breaker, it's very relaxing to play and de-stress with, and it's also less than a third of mainstream games these days so I'm far more forgiving. There is a nice little touch with savegame files too; the preview of the planet gets steadily greener with more water on the surface as you progress.
发布于 2023 年 12 月 10 日。 最后编辑于 2023 年 12 月 10 日。
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总时数 74.4 小时 (评测时 25.7 小时)
抢先体验版本评测
Tarkov and STALKER had a baby, and if you've never played STALKER, shame on you it's great, go play that as well.

Lovely little game I stumbled on at the london games expo, and enjoyed enough to buy. There's honestly nothing that really leaps out for me in terms of cons beyond a few ♥♥♥♥♥♥♥: you can't sort inventory/storage, buckshot is a bit lacking against the wildlife at the time of writing, the wildlife is 'static' and doesn't wander, and there's some 'on boarding' that doesn't really explain itself; it was 21 hours before I noticed the tabs on the right of shop keepers revealing various categories of equipment, so I'd been suffering the starter backpack far longer than I needed to.

At the time of writing this is early access and all I really want is... more. More levels, more enemies,, more wildlife, more weapons, more attachments, more anomalies, maybe weapon traps like in streets of rogue. The game play loop is pretty much sorted, the weapons feel fun to use (though shotguns fall off fast in my experience, especially buckshot) and the combat is tense. It's a great foundation and it just needs refining and... well, more, to really shine.

That being said, I feel I got my money's worth already.
发布于 2023 年 10 月 23 日。
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有 3 人觉得这篇评测有价值
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总时数 15.2 小时
抢先体验版本评测
tl;dr: it's fine, and got a pleasant aesthetic, a good idea of bringing your base with you, and it's bogged down by a few design decisions which to be fair, they have been adjusting due to feedback for the better.
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Now if Amazon's Rings of Power taught me anything, it's that you can walk into a pyroclastic flow and survive thousand degrees C death easily. The residents of this island are not made of such stern stuff however, and neither are you, so it's time to get on the island and stop these steampunk robots that are going around with big drill landships.

You quickly get one, and the gameplay loop begins: you have X minutes before the volcano erupts and kills you (if you can't get to the drillship there are some underground areas you can hide, on the surface). During that time you need to find and mine resources, but mostly fight the cogs; kill them, recover parts and reverse engineer tech to claw your way to victory.

Weapons are punchy, fun, and satisfying to use-since you make them, and their ammo, you have pros and cons as a gun might be better, but harder to make ammo for. Excess stuff you find/redundant things looted from enemy drillships can be salvaged for materials. The point it starts becoming a chore to do this manually, you get the ability to automate many things, and I appreciate the crafting on your drillship's terminals actually tells you what you need to make components for a thing.

Which leads us to the drillship; it's great, and definitely tickles the child inside me in a not-hollywood sort of way. It's got limited space, module slots to mount gun turrets to defend it and extra storage/factory modules to boost it's performance. When you order it to dive, all 'Jules Vernes nautilus style' by throwing a massive signalbox-esque lever, the camera snaps outside so you can watch it pack up and dig itself underground.
They had the common sense to let you skip this if desired.
If you do, you get to watch your base lurch into a 45 degree angle-when you get attachments to lengthen your base you get a massive mechanical snake and get to watch the connector tunnels bend and flex as it digs up/down, and once you're safely underground, the game shifts into pacman and you wander around underground hoovering up materials, so you're not just standing around waiting for the eruption to finish. When it's done, you can find a place to surface, breech the earth and watch your drillship (in a skippable cutscene again) park and unpack. This fixes a problem far too many crafting/exploration games have, which is "You want me to explore, but I have a base I can't pack up and leave." You can take your drillship with you, customise it for various roles and even call it to your location. Upgrading and improving your base in the gameplay loop, and it gets to come with you.

The downsides are the 'tech' resource used in crafting is confusing; there's a few different types (colours) of enemy, and different ones specialise in different tech. Kill them, bring bits of cog or even cog drillship back, make 'tech' resource. Fair enough.
The problem is you have lots of different recipes for the same thing using different parts. It gets bloated and I can't help but feel it would be better to delete the 'tech' and just use the raw materials, or have one 'tech' manufactured from any available materials.

Combat is fun, with the rocket launcher being a great ship-killer, and able to destroy the enemy drills on drillships. Which is handy, because they can pack up and leave. Beyond a tech tier however, you start running into the tesla stuff added recently. It's got some interesting ideas but in it's current form it kills any explosive based weaponry (because it shoots it down faster than you can shoot explosives) and has a massive stun that is reset every time you take damage, so a cog robot armed with a tesla gun will kill your ability to shoot it with explosives (or shoot past it) and snare you with good damage, so you have to kill any tesla stuff ASAP in a fight.
Because of feedback, they've lowered health for ship mounted tesla weapons and tweaked tech to make it easier to counter faster, but I think they need to do a bit more personally. To their credit, they are making changes, as above shows.

The ending... isn't. You get a cutscene, and you can keep playing but there's no more enemies so no incentive to keep going. It felt a bit anticlimatic, but despite these ♥♥♥♥♥♥♥, I feel I got my money's worth for the game. A comfortable recommend.
发布于 2023 年 7 月 27 日。
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有 2 人觉得这篇评测有价值
总时数 29.2 小时 (评测时 27.8 小时)
System Shock I was a good game. It had some game engine induced jank, and some definite "What works?" design decisions for the interface but this was 93-94, when gaming conventions hadn't settled. It was inventive, interesting and gave us one of the best characters in the world of gaming ever: SHODAN.
It also released shortly before some FPS called 'Doom'.

How faithful is the remake with these changes? You can use the walkthroughs for the original and while some things have been changed, unlike many remakes they're usually derived from logic; there was a 'rearview mirror' ability you unlocked in the original (as it didn't have mouselook originally, so enemies sneaking up behind was a massive danger) so now it works as a radar for nearby items for example. Some weapons were dropped (the riot gun fired stunning darts; beyond shunting some things around it was useless) and others were replaced (the dart gun was functionally a pistol, so it has been replaced with the pistol)

I have always said to my long suffering friends System Shock is a great game that holds up even today. The remake demonstrates that, SHODAN bodying it's grandchilden Bioshock, Prey, et al despite this game fundamentally "Original System Shock, but prettier". This is a genuinely good game, and well worth your time.
发布于 2023 年 6 月 11 日。
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总时数 20.6 小时 (评测时 20.3 小时)
The one that started it all. It still holds up as well, though there are some features that show it's age; there is a definite "What works?" feel to some of the interface, but it also allows some serious customising for the hud.

I said it still holds up; the remake shows that, as it's basically this with a few tweaks. Whether it's because you can't run the (at time of writing) newly released remake, or you're simply curious to see what was the origin of the 'immersive sim', I think it's worth it your time.
发布于 2023 年 6 月 11 日。
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总时数 26.4 小时 (评测时 6.8 小时)
7/10
At it's worst it feels like CoH 2.5

Mechanically it's definitely the best of the series.
Instead of a front and back half on vehicles there is now (finally) side armour! Things can be towed by vehicles, and in the case of bigger guns like the 88mm and 17pdr, it *must* be towed to move it. This can in turn create some shenanigans where you latch a decrewed gun onto a vehicle and run off with it. Trucks and halftracks that reinforce can now use an ability to recrew guns instead of having a squad recrew then reinforce both the squad and the gun. It also means lower tier, less effective AT has an attraction beyond cheaper; what happens if that heavy AT gun needs to be moved, and you can't? A 6 pdr/57mm can be pushed around.
The medium armour roster got spread out: a 75mm sherman or panzer 4 was 'the thing you get on the way to the bigger tank'. Now it's the actual main tank, which in turn means lighter armour like the crusader, or panzer 3 (a much requested unit from the fanbase) remain useful, and this in turn means when something heavily armoured like a churchill or a tiger I rumbles onto the battlefield, that single tiger is genuinely menacing. Some factions can recover vehicles for a resource cost, so it's not a free vehicle ability. Mods and maps are already coming out because unlike CoH2, they released them out of the gate (so if you dislike the zoomed in nature of the game, there's a mod to fix that!)

It's not perfect, of course. The AI feels a bit wonky sometimes, the american strafing run continues it's traddition of murdering the crap out of german infantry (though at least this time it doesn't seem to instantly hit when the plane spawns offmap, giving AA time to stop it).
Sound is criticised, and I agree it's not the same as 1 or 2; it seems to be leaning towards a more 'realistic' than 'hollywood' style sound which is especially noticeable with the explosions. The one that sticks out for me however is the sherman's engine audio; the shermans in CoH2 used audio sampled from an actual sherman and I believe it was done by relic's own people. Unless it's due to licensing I don't see why it wasn't copy-pasted into coh3. The sound of track links can be rather loud compared to engines for some vehicles (sherman for example) as well, though I suspect this is to help with player feedback-only specific vehicles seem to have it, and I have already caught myself registering "Ah, here comes X" in my mind.

Feels like a genuine apology for DoW3 at least.

-----------------
X
DAYS
LATER
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It's got some mods and custom maps out, and I'm still enjoying the game. However, I absolutely agree with others complaining that it's been kicked out the door and more-or-less left to itself. I still recommend the game-if anything because it's got mods that tighten many of the base game balance problems up, and I never play these sorts of games unmodded-but I wouldn't say it's worth the full price entry fee. Definitely wait for a sale.
发布于 2023 年 3 月 5 日。 最后编辑于 2023 年 7 月 5 日。
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总时数 760.7 小时 (评测时 67.1 小时)
This is a very tentative 'Yes'. It's fun, but bogged down with some serious flaws that might (not) be fixed.

-The setting of 40k is well implemented; it looks gorgeous and really sells the setting. The voice acting is great, the dialogue really sells the characters and world; if you go in with a group of veterans for example, they can end up talking about the military campaigns going on and giving their opinions on them.

-The ranged combat is generally fun. The weapons feel distinctive, weighty and punchy. Force staffs are fun, the ogryn's ripper shotgun is weighty and satisfying to blast people with. Even the much memed lasrifle (put a torch on it and it's twinlinked!) feels fantastic to use, the bolter and plasma guns feel like what I imagined them to be. Melee is great too, which is what you'd expect from what's basically "Vermintide 3: now with sci-fi and guns."

However, it's got some problems, some minor complaints and others serious issues.
-Weapon balance is wonky.
It's freshly launched, so that's inevitable, I suppose. Hopefully things get better.

-Grindy
You've got 30 levels per character, unlock traits every 5, and weapon/accessory slots when you level up a bit. This takes a while and, paired with the gear treadmill as you level up the game only really starts at level 30. That's not a great sell, levelling up feels more like a chore really.

-No scoreboard
Removed due to 'toxic' behaviour in Vermintide II apparently. So much for being able to see if my new weapons or setup was an improvement or not. I'd be happy for a personal scoreboard like in TF2.

-Melee damage bypasses your regenerating shield (Toughness).
The game's tutorial very specifically said "Toughness blocks all damage". It does not. Melee damage (with a reduction) goes through your toughness, the damage becoming more severe until it's full melee damage when depleted. Pair this with enemies that silently spawn behind you and even phase through you (meaning it's impossible to bodyblock a narrow passage) you can have chaff pass through you, or even stay inside you and hit you that way.

-Psyker gets peril for doing basic functions with a melee weapon
The Psyker (mage) gets 'peril' when it does magicky things like chain lightning, fire or exploding heads. If it hits 100, you explode.
It also goes up when you try to shove enemies away with their force sword. This is the only melee weapon in the game that does this for the psyker, so if you're getting overwhelmed and stressed, or simply relying on muscle memory, this is a bit of a deathtrap. It doesn't even seem to push them back as well as the other melee weapons.

-Ranged enemies have knockback, which can range from 'stops you getting into melee with them' to 'punt you across the room, hollywood action film style'. Both of these mean it can be impossible to revive people.

-At time of review submission, the crafting system is not fully implemented.
You can upgrade items but the promised option to 'extract' bonuses you like off weapon A and grafting it into weapon B is not there.

The cash shop is working at launch (of course) and it's gloriously 'toxic' to use the buzzword of the moment. It's the usual 'reskin' and 'flashy stuff'. For what modders used to make for free years ago, an ms-paint style reskin of a weapon, you pay 700 of the premium currency.

Which, of course, you cannot buy exactly, you have to pay for 500 or 1000. The scoreboard was removed for 'toxic behaviour' remember. This alone is scummy, but with crafting resources and weekly challenges no longer account wide, taking time to level up... it makes you wonder what else is getting monetised? There's also a place to change your appearance, so new hairstyles, tattoos and the like are probably inevitable.

==============
The gameplay itself is fun, barring the chip damage, however there is quite a lot bogging the thing down. If you're a 40k fan after a good fps'er then I expect you'll find it great fun. A new 4 player coop shooter? Go play Left 4 Dead, honestly. It runs better due to it's age, and it's got less crap. If you want a class based one, I'd reccomend Payday2 despite it's monolothic dlc; at least there it's upfront and not being scummy about what it's asking for.
发布于 2022 年 12 月 2 日。 最后编辑于 2022 年 12 月 2 日。
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总时数 0.0 小时
A good set of music, this time Makeup and Vanity Artist making up only a few tracks. All are solid however, my personal favourites being Hold the Line and Ashes of Yesterday.
发布于 2020 年 2 月 12 日。
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