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✪ Bombardyjer 最近的评测

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正在显示第 1 - 10 项,共 51 项条目
有 3 人觉得这篇评测有价值
总时数 24.9 小时
+
• great lore buildup and atmosphere - the world feels mysterious and slowly reveals itself in a very engaging way
• great vocal performance, especially the main protagonist - very convincing delivery that carries a lot of scenes
• game does very little to help you - rare these days, and it makes exploration feel more rewarding and immersive
• great optimization - smooth performance
• great graphics - visually impressive environments that add a lot to the overall immersion

-
• ending is a cliffhanger that leaves you with more questions than answers - doesn’t feel like it does justice to the overall journey
• story progression is weak - besides the cliffhanger, it barely feels like things have moved forward, which makes all the effort feel pointless
• combat system is profoundly underdeveloped:
you can upgrade weapons and install ornaments, but there are only ~4–5 types, and the whole “limbic system” idea (anger, etc.) barely makes a difference
• enemy variety is very low - around 5 types total, later just reused as “lvl2 / lvl3” versions
you learn their moves quickly, and combat becomes repetitive, tiring, and unrewarding
• I would have liked more actual riddles - a good chunk (but not all) of them come down to waiting for an NPC to basically hand you the exact code
发布于 4 月 24 日。 最后编辑于 4 月 24 日。
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有 2 人觉得这篇评测有价值
总时数 49.1 小时
Death Stranding meets Metal Gear Solid.

If I had to describe this game in one word - I thought about it for a long time - I believe the most fitting one would be: tiring.

For context: I preordered the game within the first 10 minutes of it being available on Steam. I was absolutely mesmerised by the abstract world presented to us in the first Death Stranding title and had high hopes for this release. I fell in love with Kojimas vision and the story of DS1 has a special place in my heart.

About Death Stranding 2 though…

Gameplaywise this game is a massive upgrade from the first title, with a much stronger emphasis on variety of the gameplay.

The first 10-20 hours (!) were a huge disappointment for me. Weak story, horrible dialogues, scenes conveying almost no emotions. This game is about connecting yeah but making Sam go and connect 40+ different places for no legitimate reason seems insulting to me. The main story feels WAY too similar, at least in the beginning. Kojima draws lots of parallels and kinda reuses the same motives from the first title. It felt extremely frustrating. I often thought, "wow Kojima really copied his own game lmao". Spodaric woke narrative feels out of place.

I wanted to "trust the process" and occasionally felt the glimpse of Kojimas brilliance which made the original special.

Over time as more key characters and especially the main antagonist get introduced into the game, the momentum starts to build up, however we dont really get to see the full depth of these main characters. Major milestones in the endgame feel surprisingly unrewarding. Big reveals dont really land the way they should.

In short: it all gradually starts to feel fake/forced. The game eventually becomes engaging and occasionally shows Kojimas brilliance. The story is a huge miss for me.
发布于 4 月 17 日。 最后编辑于 4 月 17 日。
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有 2 人觉得这篇评测有价值
总时数 15.4 小时
One of the best CAPCOM entries in years. Resident Evil Requiem has a fantastic atmosphere and delivers some genuinely scary moments - personally, I found it much scarier than Resident Evil VII or VIII.

It strikes a great balance between horror, tension and engaging gameplay, making the player curious enough to keep exploring. The story also genuinely kept me interested and motivated me to keep playing to see what happens next (which is not a must with resident evil titles). Kinda reminds me of the RE4 remake (2023), which I also greatly enjoyed.

I also want to highlight the voice acting - especially the actress behind Grace, who delivered a phenomenal performance in my opinion.
发布于 3 月 14 日。 最后编辑于 3 月 14 日。
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1 人觉得这篇评测有价值
总时数 29.8 小时 (评测时 28.2 小时)
Super fun to play with friends, but it gets repetitive fairly quickly and grinding just isnt worth it.
发布于 3 月 4 日。
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有 4 人觉得这篇评测有价值
总时数 1.1 小时
no comment
发布于 3 月 3 日。
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有 1 人觉得这篇评测很欢乐
1
总时数 97.7 小时 (评测时 56.2 小时)
A surprisingly strong contestant for the GOTY-title. Extremely well optimised and polished game. Fun gun play with pleasant audio. Prompt hotfixes by the devs. Great community especially for solo raiders. Overall an unexpectedly positive experience.
发布于 2025 年 11 月 9 日。
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1 人觉得这篇评测有价值
总时数 0.2 小时
super excited for the full release!!
发布于 2025 年 10 月 18 日。
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有 8 人觉得这篇评测有价值
总时数 8.9 小时
I had a great time uncovering the mystery of Painscreek. The game offers almost no guidance — it’s just you, your notes, and your ever-evolving mind map. That sense of independence is one of its strongest points.

However, Painscreek also suffers from some major flaws. The visuals are extremely basic and could really use a serious graphical update. Combined with clunky animations and some truly awful music, the presentation might turn off new players — it almost did for me. I ended up muting the soundtrack entirely and looping "1-hour Interstellar music" I found on yt for the rest of the game lol (highly recommended btw).
And while the lack of guidance adds to the challenge, it sometimes goes too far — there’s no interactive map, which makes it surprisingly hard to keep track of where you’ve been or what areas you’ve already explored. A simple map feature could have made the experience far less frustrating without compromising the mystery.

Despite its rough edges, if you can look past the technical shortcomings, there’s a genuinely engaging mystery to be experienced here.
发布于 2025 年 10 月 4 日。 最后编辑于 2025 年 10 月 4 日。
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有 1 人觉得这篇评测很欢乐
总时数 5.7 小时
Good and engaging puzzles, but the rest falls short.

The gunplay is painfully basic, and while the music is nice, it’s nothing memorable. Story-wise, the game is a miss for me — it often felt like lore gaps were left intentionally to seem “mysterious” or "deep", but instead it just came across as underdeveloped and lazy.

This isn’t so much a horror game as it is a low-budget attempt at blending Resident Evil and Silent Hill, without capturing what made either great. Gameplay quickly becomes repetitive:

Door needs key X → find key X → locked door needs key Y → find key Y → repeat

If you’re here for puzzles, there’s something to enjoy. But if you’re hoping for a rich story, tense atmosphere, or varied gameplay, you’ll likely be disappointed.
发布于 2025 年 8 月 10 日。
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1
总时数 46.8 小时
Goon Tzu would have been proud to witness this Art of War.
What unfolds is a well-executed blend of Nier: Automata's style and fluidity with the demanding precision of a soulslike, reminiscent of Sekiro. It’s a solid, memorable experience with some smart mechanics and just a few rough edges.


PROS
Varied and Responsive Combat
The combat system is diverse and adaptable, allowing players to choose their own fighting style. It’s consistently engaging and challenging, offering a satisfying mix of fast-paced action and precise timing. Combos, parries, dodges, counters - you name it. The gradual introduction of new enemy types keeps encounters fresh throughout the game – it never really gets boring. The main bosses in the end game are a cherry on top. Extremely creative.

Engaging Storyline
The narrative is compelling enough to hold interest. While not groundbreaking, it does its job well, keeping players curious about the world and its characters.

Well-Balanced Atmosphere
The game strikes a rare balance between high-stakes combat and a calming, immersive environment. The ambient music, visual design, and pacing create a relaxing atmosphere that encourages exploration without feeling rushed. Just explore at your own pace

Excellent Soundtrack
The music is phenomenal.

Smart Training Mechanics
The combat training system is especially well thought out. Players can train combos, moves etc at camps with real-time input feedback, which lets you know whether if you’ve hit the correct buttons. It’s intuitive and genuinely helpful — a feature more action games should adopt.

Titties
They’re in the game.


CONS
Reused Bosses
The game recycles several boss fights with minimal changes beyond cosmetic tweaks. Facing the same boss again — same moveset, slightly different model — feels repetitive and undermines the impact of earlier victories. It’s a noticeable dip in design effort.

Inconsistent Difficulty Scaling
The difficulty curve could use some refinement. Normal mode becomes too easy too quickly, with major bosses going down on the first try – so the majority of my playthrough I spent on the hard difficulty. Switching to hard mode makes the game feel more like a traditional soulslike, which is welcome for some but could feel punishing for others. Additionally, critical hits on harder difficulties feel underwhelming, particularly in boss encounters, where they don’t offer the payoff one might expect.
发布于 2025 年 8 月 2 日。 最后编辑于 2025 年 8 月 7 日。
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正在显示第 1 - 10 项,共 51 项条目