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正在显示第 11 - 18 项,共 18 项条目
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总时数 2.2 小时 (评测时 1.8 小时)
This is Pokemon but way better, fight me.
发布于 2022 年 9 月 4 日。
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总时数 28.0 小时 (评测时 1.0 小时)
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Is this Hades?

edit: uh oh it's really good
发布于 2022 年 8 月 8 日。 最后编辑于 2022 年 8 月 11 日。
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总时数 37.1 小时 (评测时 18.3 小时)
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Teardown is a game about sneaky crime. It is also a game about destruction. The way those two things come together is magic. People talk a lot about how great the sandbox is, and that's true, but I don't think the campaign gets the credit it deserves. It is wonderful, and extremely atmospheric, and every place you visit is meticulously designed and fun to explore. I love this game.
发布于 2022 年 4 月 17 日。
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总时数 254.3 小时 (评测时 193.7 小时)
Everyone knows the campaign is pretty good, so I'll just touch on GTA:O. I begrudgingly recommend it. God help me.

So, first: Yes, the modders are outta control. Have been for years. It's clear at this point that it is not going to change. The bans are also outta control-- it takes very little searching to find people who have been banned outright or had their characters reset (which can represent a loss of hundreds of hours of work) by no fault of their own. Yikes.

Second, yes, the free roam part of GTA:O is primarily a platform for 13-year-olds to pretend to do drugs and enjoy power trips. Yes, you will occasionally get blown up by the flying bike that shoots rockets. It'll be piloted by someone who is not very nice. If they're a modder, they might spawn a cage on top of you and force you to kill yourself. It'll feel kind of gross.

Third, there's a lot to buy-- cars, upgrades for cars, houses, big tall garages, planes, yachts, biker clubs, regular clubs, drug-making... zones, I don't remember what they're called. It takes forever to dip your toesies into everything, and if you aren't ready to empty your wallet in Rockstar's general direction or ask a modder to please spawn money on your head, it gets grindy.

I imagine this sounds pretty bad at the moment. Let's talk about good things!

This is the big one. The heists, with friends, are really good. For those not in the loop, GTA:O has a set of relatively long, relatively complex missions which simulate elaborate crimes, often requiring a four person crew where each person fulfills a specific role and completes tasks independent of the others. Stuff like breaking a high-profile client out of maximum security prison. They take a while to complete and can be pretty unforgiving. They also carry significant rewards. All of this combined creates a lot of tension and, in the event that things go right, big celebration. It's great.

The other missions and fun-tivities are also pretty good, and even free roam can be rad if you're with some buds. Buy a very expensive tugboat for some reason and convince a bunch of people in the server to come sail around the map with you. Host an unofficial joust on bikes at the horse racing track. Gamble your money away at the casino. One-on-one deathmatches can be good if you have a bit of a competitive bone in your bod. Also, play dress-up! How can you argue with that? I can't.

So, there's a lot wrong with this game, and there's also a lot good about this game. My little crew and I come back a few times a year for some crime, and it always stays fun for a little while. All in all, until I am inevitably banned, I can't complain too much.
发布于 2019 年 12 月 8 日。 最后编辑于 2021 年 4 月 29 日。
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总时数 18.8 小时
Didn't consider myself a fan of cyberpunk guff until this. Really neat setting and a combat system that'll make you giddy if you're a fan of tabletop RPGs. Just finished the main story after playing leisurely for 18 hours so it's pretty good bang for your buck, too. Will probably go back soon and play through some of the optional content that I didn't touch.

All in all, good stuff. Highly recommended.
发布于 2017 年 10 月 19 日。
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总时数 6.9 小时 (评测时 6.0 小时)
Good for making campy little games to send to your homies in mysterious executables. Used this a load as a kid before it came to Steam. Probably not capable of creating anything worthy of selling, so if you're looking to
L A U N C H !
Y O U R !
C A R E E R !
then you should probably look elsewhere. I'd recommend Unity. Pretty shallow learning curve. But that's really where this piece of software differs from others. This piece of software, if you want to make something "okay", has just about ZERO learning curve, so you can dive right in.

Okay have fun byyyye.
发布于 2017 年 8 月 2 日。 最后编辑于 2017 年 8 月 2 日。
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总时数 6.8 小时 (评测时 6.2 小时)
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Polyball is a pretty solid ball rolly kinda game. It has a couple big problems, but I'd still recommend it.

Here's my video review.
https://youtu.be/rRP86nJzGhM
发布于 2016 年 2 月 5 日。
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总时数 314.6 小时 (评测时 200.3 小时)
I love this game. It's an unusually deep wave shooter with a lofi presentation. They probably weren't going for the lofi thing, but it was 2008 and that's how it panned out. I have a bunch of thoughts about this game and I'm going to just start listing them here in no particular order, but to be clear, I think it's a classic and you should play it.

So first of all, the game is arcadey in a positive way. The enemies (hereafter referred to as "zeds") are really just walking health bars that you need to reduce to zero with your chosen damage machine before you get smacked around. There are nine discrete types of zed that you’ll encounter wave-to-wave, and any given quantity and combination of those nine warrants a unique response, so there's an okay amount of variety game to game. There are a ton of maps and most of them are genuinely excellent-- possibly the best I have ever seen in a game like this.

You can close off the entrances to some areas with your welder, but that’s almost always a strategic move rather than a move that creates actual safety. If you are able to shoot the zeds, that usually means they are able to charge full-speed at you, and if you truly close off every entrance the game will keep spawning baddies until they blow open all the doors and swarm you en masse. So hiding isn't really an option. This is a positive thing. It either leads to a very intense, dangerous camping strategy with a constant stream of enemies, or a very intense, active kiting strategy with a mob at your back. Both, you may have noticed, are intense. The game is intense.

There are a number of classes (called Perks) to choose from-- everything from Headshot Friend to Assault Rifle Friend to Sword Friend and more. Most of them house a category of weapons, but they each get different resistances and other goodies as well. Their inclusion in the game encourages legit team-play. Despite vastly different strengths and weaknesses, they are balanced such that all of them are also viable in solo play, even the medic who is specifically designed to heal teammates. I have no idea how this was achieved. The game still shines brightest in co-op scenarios where it really feels like everyone has a role. Scrake coming up? Berserker can stun-lock it, but we gotta keep everything else off of him. Tons of trash, low-tier zeds? That's for the Commando or the Firebug. What's that? Our Sharpshooter went online and learned that by perfectly placing 10 M14EBR headshots in 5 seconds he can solo a fleshpound on 6-man Hell on Earth difficulty before it gets through its rage animation? And then he spent 4 real-life hours grinding that maneuver and now it's in his muscle memory and he can hit it every time? I guess we can leave the fleshpounds to him.

These perks level up over time and you get some pretty significant bonuses to damage and overall effectiveness once you hit the higher levels. The systems in place for leveling them are some of the most ridiculous that I have ever seen, and that's a good and a bad thing. For example, let's look at the leveling curve for the Commando, which is the assault rifle class. To become level one in this class (you start at zero), you have to deal 25,000 damage with assault rifles. That takes a couple games. To get to level six, which is the highest level, you have to deal 5.5 million damage with assault rifles. It takes quite a long time to do that! I have a buddy who only plays Commando because they're stubborn. 20-odd hours into playing the game, they were only level four. They've since reached level six, but they've played like 130 hours now. I’ve really enjoyed slowly leveling up over my several-hundred hours, but I want to publicly acknowledge that anyone who thinks this is stupid is correct.

The game is also unyieldingly difficult. There are five difficulties, and my buddies and I still can't guarantee a win on the highest of them after over a thousand combined hours of play (god help us). Keeping with the arcadey shooter theme, the main differences between the difficulties are numbers. Enemies are faster, stronger, and more resilient on higher difficulties because all of their numbers tick up. Upgrading your equipment costs more, and you are less effective as a result. Most of these changes just mean you have to play better and land more of your shots or get bonked. I’m not going to say that there’s anything revolutionary here, but I appreciate how tough the game is. When you go from getting your ♥♥♥♥ rocked on a difficulty, to being able to beat it most of the time, to moving up to the next difficulty and repeating the process, that feels like real progress. It's nice that the game has a variety of more accessible difficulties while also providing a truly unhinged level of difficulty at the top for people who play for hundreds and hundreds of hours.

The wide range of difficulties and extremely challenging maximum difficulty in this game only work because the skill ceiling is ridiculously high. As an example, every enemy has two health values. There's health, which is a numeric value that triggers death when it hits zero, and there's HEAD health... which is a much smaller numeric value that (basically) triggers death when it hits zero. So like, if you get really good and are hitting exclusively headshots, clots (the basic zed) functionally have 44 health instead of 228 at the highest difficulty. Add in the damage bonus that you get for landing a headshot and suddenly you're killing clots in 1 shot instead of 15. Another example-- there's no crosshair when you fire from the hip in this game. If you want to see where the middle of your screen is, you have to ADS. But... the accuracy of weapons is functionally the same regardless of whether you're ADS'd or not, so if you're really good at knowing where the middle of your screen is, you almost never need to waste time aiming down sights. As a result of all of this, you may feel like you don't understand how you're supposed to aim and it takes forever to kill anything during your first several matches. But you can quickly learn how to play the game normally and over a longer period of time you can ascend to godhood. It's kinda like Counter Strike. You know Counter Strike? It's like Counter Strike but zombies instead of terrorists and invisible crosshair instead of spray patterns. And no cool movement tech.

Altogether, it works so well because the game is non-fudgy. It doesn't correct ANYTHING for you. It doesn't arbitrarily nudge the difficulty of the situation you're in or round damage numbers or fix your aim. It is just systems that you can get really good at interacting with. In a way, the game is indifferent to you. This is probably my favorite thing about it.

Now, it hasn't aged perfectly-- the player character animations are really bad, the footstep sounds are the same four or five clips played over and over, aaaaaand actually those are pretty much my only complaints. The automatic player call-outs are a nice touch and really fun-- they all sound like they were recorded by someone who is not a voice actor but they have a really endearing energy to them and they happen all over the place. Welding a door? “I am WELDING this DOOR!” Throwing money for other players? “Cash here, grab it all.” Reloading? “RELOADING!! CAN’T YOU SEE I’M RELOADING?!! NEW MAG, GIMME A SEC!!” They’re great.

Finally, you can mod this game a lot. I have especially enjoyed removing the 6-player co-op limit. Sometimes we get like 20 or so people in a single game and it's a blast.

So basically, it's the best co-op wave shooter. And the tone is perfect for our ongoing global pandemic societal collapse hellscape. Give 'er a go.
发布于 2013 年 12 月 8 日。 最后编辑于 2024 年 4 月 10 日。
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正在显示第 11 - 18 项,共 18 项条目