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Silksong is an excellent successor to the original game in all the right ways, and largely learns from the mistakes the first game made. I respect Team Cherry for managing to make a game that feels so rewarding, even though I have criticisms. Note that this contains unmarked spoilers.

For starters: I think the first act of the game is *by far* the hardest, and it's not even close. All of my failed Steel Soul attempts ended in Act 1, and the only one that got past it was the one to beat it. And a significant part of that problem is that you just don't have enough starting health; having effectively two and a half hits before you're dead is *really* rough when you don't have the movement options or the practice that the game is designed around you having. In this vein, I'm really glad that Team Cherry reduced the environmental damage in the first patch to one mask, because that was one thing that really seemed oppressive. At least in fights, you can heal based off damage you do, but in the platforming sections? Not so much.

My second complaint is that it feels like a lot of the content feels like either filler or untested.
* Double the damage taken for a +25% bonus to Needle damage? No ♥♥♥♥♥♥♥ thanks, especially when Hunter Crest 3 goes up to +40% without the risk of four masks of damage.
*Silkspeed Anklets eating Silk is really rough even with three Silk Hearts, especially in platforming sections where you need the Clawline, or need to heal after botched platforming (though at least the effect is strong).
* The Beast crest having no Blue Tool slots makes it damn near unusable compared to other options (especially if you get the Hunter upgrades).
* I personally found *all* of the Crests to be inferior to the starting one after the first evolution of it (though I have seen others get good use of the Wanderer's and Architect's).
* Beyond the starting hour's three walls, Silk Skills (except for Parry) feel like gimmicks, with only a few legitimate use cases (versus just saving the silk for healing).
* Tacks feel insulting as a Red Tool when the best use of Red Tools is against fliers.
* Some tools are too niche to justify their opportunity cost: Memory Crystal, Wispfire Lantern, Pin Badge, Spider Strings, Rosary Cannon, the aforementioned Barbed Bracelet...
* Seriously, when one of the best options in the game for a Yellow Tool is a ~7.8% chance to negate a hit, you've probably got to improve that subset of tools.
* I think the second Savage Beastfly fight needs to be hard-locked behind Clawline, as that fight feels distinctly unfair and untested without it.
* Wreath of Purity should be a Yellow Tool, and should be hidden in Bilewater, as it makes the walkback to Groal much more tolerable.

My last big complaint is about accessibility. Or, rather, a couple of complaints grouped largely into "accessibility".
There are plenty of attacks that only seem to have an audio cue, not a visual one, which meant that for those enemies someone who is hard-of-hearing has to gamble on what the attack is. Seth is the boss where I really noticed this the first time, but it cropped up a few times in my later playthroughs as well.
There are areas that are just too damn dark. But brightening the screen makes some bloom effects more blinding (e.g. exiting the Ruined Chapel into Bone Bottom), so one of those effects needs to be toned down. I'd recommend the former; the Wormways and Haunted Bellhart should not be darker, IMO, than a place literally called THE ABYSS.
Even beyond potential noise sensitivities from things like autism, the human brain is highly sensitive to the sound of baby cries. As a result, I want to strangle whoever it was that made the Twisted Bud's cry hearable on every menu screen. Like, yes, good job making an incentive to get rid of it ASAP for your funni 'gotcha'; it's still unbearable. Especially since you locked an achievement behind beating Grandmother Wisp with the Cursed Crest, so you're incentivizing otherwise-clueless completionists who pick it up early (and then want to get rid of it) to keep it in the inventory as long as possible.

I want to end off with some props to Team Cherry for (as I mentioned) learning from some of the more egregious issues of the first game. Upgrading the Needle is *always* worth it (unlike in HK, where it gave some bosses more HP, to the point where spell builds were supreme for speedrunning); two-damage attacks are largely designed for except in the early game, whereas in the first game they were absolutely not (which made the Pantheon absolutely horrendous); the difficulty curve of the game is overall better (which, given my Act 1 complaints, isn't saying much, but it's better than the sheer cliff face Hollow Knight's Pantheons were.)

Overall, I had the opposite experience in Silksong that I had in Hollow Knight: In the first game, I really enjoyed myself, then suffered immensely as the endgame approached. In Silksong, the first few hours *sucked*, but as I got better at controlling Hornet I found myself enjoying it more and more. So, if you've decided to read this review hoping to understand why someone would like such a hard game, I have good news for you: it gets easier, and it gets more enjoyable.
发布于 2025 年 9 月 27 日。
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总时数 24.5 小时
DREDGE is pretty good. I honestly think that its biggest failing is that, despite the Lovecraftian influences and the thalassophobia it tries to instil in the player, it's a bit of a cozy game.

I wouldn't recommend *completing* it, as that gets into tedious 'sail around this island until you get the Aberration you want', and especially not if you get the Iron Rig DLC, since clearing areas takes up the item slot you would normally use to trawl for said fish.

I also wouldn't really recommend the Pale Reach DLC. It's more of the same (which is good if you want more), but it especially wants you to trawl to clear it. (Pale Grasper, my beloathed.)
发布于 2025 年 8 月 11 日。
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总时数 151.7 小时 (评测时 151.5 小时)
Overall, I really enjoyed Metaphor. It's not perfect, but it's one of Atlus' better titles in recent years. A lot of that is due to the narrative, though; I have a lot of complaints about the mechanics of the so-called '35th anniversary game'.

On the surface, a lot of the plot in the game is very trite. "Humans are the real monsters". "Racism bad". These aren't exactly new tropes, especially in fantasy. But Metaphor doesn't pretend to have the answers, and they meld the tropes in a way that's fairly unique in my experience. It feels...genuine? I don't know if that's exactly the right word for what I mean, but it's the closest. Part of it, too, is Louis; he is probably the most compelling antagonist Atlus has written, and is probably my favourite JRPG antagonist as of writing.

But it's not just surface level. The story plays with a *lot* of tropes in neat little ways. The music you hear is diegetic, which actually becomes a minor plot point; the fluffy animal character is also the grizzled veteran; the protagonist's parents are dead *but* they still guide him post-mortem along the way (even if that's not known even to him until the end). Similarly, the protagonist's initial visage looking like a 10 year old's first fantasy OC is because...it is.. To an extent, it even uses and explains a Deus Ex Machina effectively. The player is the Deus Ex Machina..

It's not perfect, though. It's inevitably going to draw parallels to Persona, and that's not completely invalid since it ultimately still follows the Fool's Journey (although it speedruns the section from The Tower onwards). There's a part in the story that was (IMO) *very obviously* cut content. And as much as I loved it as an Etrian Odyssey fan, the fourth act's reference is brazen. Like, I got spoiled on the setting's twist *listening to the soundtrack as the game downloaded because I recognised the song.* As soon as I descended the stairs, I brought up EO1's map of the floors and found them identical. (Well, mostly.) Hell, I even bypassed most of the dungeon in the same way you can in the original (albeit more easily due to it being an ARPG dodge-roll as opposed to a tough FOE fight). I know EO is Atlus' least-recognized JRPG series, and Re:Fantazio is their anniversary game so it had to have a reference somewhere, but I can think of several better ways to do it.

As for mechanics, I'm conflicted. As I said above, I have complaints. But it's not all bad. I like Press Turn, and that's legitimately enough to make the combat fun for me. The Archetype system allows for some really neat (and potentially broken) combinations without being overbearing for those coming from easier Atlus titles like Persona.

But I do have a *lot* of complaints.

Firstly, a minor one is that a lot of the Archetypes feel like fodder for the four floating skills options you get, with no intentions on actually being used as a main Archetype. Atlus knows by now that physical weaknesses in Press Turn is a trap option, and yet they put them on several of them!

However, my main complaint is that, even though this is allegedly Atlus' 35th anniversary game, the majority of the mechanics feel like Persona 5 + Press Turn, with every character getting the Wild Card but a significantly limited pool of Personas. Like, sure, you've got...
  • Megami Tensei skill names
  • A skill system a la Digital Devil Saga
  • A front and back row system a la Etrian Odyssey (and some older SMT titles)
  • Archetypes that - at least superficially - reference other games.
But the problem is that all of those are relatively inconsequential.

Cool, fire spells are named 'Bot' instead of 'Agi', you made maybe fifteen people happy and made the rest of them think you randomly renamed some of them. I know I certainly did until someone informed me.

Cool, you have a class system you can change on the fly. That's never been done before in the history of JRPGs. /s

Cool, moving to the back row increases defense, and a couple Archetypes use the system. But there are *three spells* that meaningfully interact with it beyond moving everyone forward and backward, and only a single type of enemy (the chickens) care about it. The defense boost isn't substantial enough to really care, either,. (In EO, physical damage is halved *at the end of the calculation* if the target is in the back row.) And, to cap it all off, the one Archetype line that *really* uses it is one of the weakest in the game.

Oh, speaking of: I'm not kidding about some Archetypes being 'superficial' references.
Yes, the Gunner, Sniper, and Dragoon in EO all use either a gun or a bow. They're also, in order, *physical*-based elemental damage dealers, crit specialists/binders, and tanks. The Gunner line in Metaphor is none of these, albeit partly because the game doesn't have binds. At least it has ailment skills, but ailments aren't useful in Persona-style games for the player to use.
At least the Masked Dancer and Summoner use inferences to create their items (with Dancer items referencing the Major Arcana and Summoner items referencing different demon Races), and they feature cameos of sorts...but most effects aren't unique.
There also isn't really a tie to Soul Hacker's namesake beyond the name itself either AFAIK.

Finally, there's difficulty options. I solemnly swear by the idea that you should balance around your hardest difficulty, and Atlus has a...schizophrenic history of doing that. Etrian Odyssey is nearly perfect in that regard, since the highest difficulty is always the intended experience, judging by the numbers behind the scenes. Nocturne's a good example of them *not* doing that, given Hard has a reputation of killing you several times in the tutorial fight. Now, I don't know what difficulty Metaphor was balanced around (the game's pretty easy beyond the optional bosses' insta-kill nonsense), but I *do* know that I want to throttle whoever decided the MAG costs for Archetypes should be doubled on the NG+ difficulty. Regicide also leans a lot heavier into a much more boring playstyle, and it's exclusively due to the 2x multiplier on Weak and Critical hits applied exclusively to your party. Sorry, I'm not taking an Archetype I can't hide the weakness of.



Now, how would I change the game to improve it? I wouldn't necessarily do all of this, but...

- Make buffs last until dispelled a la most SMT games
- Add the three binds from EO, with the Gunner line now specialising in them. Probably also buff ailments in general for the player's benefit.
- Add more area-of-effect options that hit only a row. This would interact interestingly with Press Turn's weakness system (since you could, for example, put someone Weak in the same row as someone who Repels a type, which is an interesting trade-off if the AI always targets weaknesses)
- Bring back Smirking

TL;DR Basically Persona but with a more 'adult' narrative, like everyone thought it would be. References to other Atlus games are either superficial or audacious. Etrian Odyssey fans most affected,
发布于 2024 年 12 月 30 日。
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总时数 73.6 小时
When PalWorld came out, I heard people talking about other monster-collecting games and this game came up quite a bit. It happened to be on sale at the time, so I picked it up. It's a good time, overall: the elemental mechanics are generally satisfying to use (and eventually break across your knee), the music is decent (the combat tracks are a highlight, though admittedly I am a sucker for tracks that add vocals at times of hype), and the artwork is all really good. I have only a couple nitpicks about the main game:

- The comedy is really hit or miss. For me it was more misses, but there were some good moments.
- The ending kinda sucks.
- I only really found myself interested in Felix's story, and the Shakespeare references with Viola seem comically out of place.

The post-game and 100% experience, on the other hand, soured me on it a bit.

-Once you get into a potential rhythm of how everything works, you realize just how ♥♥♥♥♥♥♥ long each combat is. Pokemon, for all its faults, has an option to turn off battle animations for a reason. I installed mods to speed up combat 5x and[i/] remove the animations, and it still felt long due to each effect (passives, ailments, etc.) having to play out individually.
-The overworld dash's ability to start a combat with a Fire element attack is sometimes detrimental. It wouldn't be as bad if you could just avoid Air-type enemies in the overworld, but because you only see one monster of a potential encounter you can bump into something hoping to beat it quickly only to have an Air Wall suddenly block you. (This is, of course, compounded by the above issue.)
-Speaking of: the Ranger board quest to knock out certain types of enemies is really rough. The whole Ranger Noticeboard system is half-baked to begin with, but given that not every enemy on the board can appear on the overworld it can become a grind of 'run into enemy -> escape because the board target isn't there -> repeat ad nauseam'.
-Several of the fast travel points are in really awful spots. One of the mods I installed fixed this by allowing me to also fast travel to campfires, but before that if I wanted to go anywhere on the north end of the map it was a frustrating endeavour of dodging weak enemies to leave, for example, the Mall or the Titania.
-The overspill mechanic is cool in the main game, where you can coordinate your fusion and attacks to end combats with other humans early, but it's a concern if you leave a low-health monster out. The post-game removes that functionality entirely from enemies, but keeps it for you, so not only does human combat become less interesting, it feels like a ♥♥♥♥♥♥♥♥ rules patch exclusively to screw you over.
-The post-game grind is so slow.. Seriously, you need 435 Fused Material to unlock Orb Fusions, which are the only way in the game to get more than one Fused Material at a time. Otherwise, it's static encounters and quests. Once again, this is compounded severely by how slow combat is. (This might be alleviated a bit by the Pier of the Unknown DLC, but I doubt it.)

Overall, like an 8/10. Don't 100% it unless you're a moron like me, though.
发布于 2024 年 2 月 15 日。
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总时数 21.5 小时
Competent Quake-style shooter. It doesn't do anything new, but it does it competently.

Sprite design is overall well-done, but I genuinely prefer the models for their readability (and I'm glad they include both options.). Levels are generally well-designed, but I think the aesthetic is a little too samey across the game, with only a few of the last levels really breaking through into their own. And I feel like quite a few of the weapons have very similar use cases or only exist until you get a better option.
发布于 2023 年 12 月 26 日。
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总时数 68.5 小时
I genuinely enjoyed the actual 'shipbreaking' part of this game. I liked the puzzle element of making sure you devise a plan for disassembly, then over time optimising it for time and potential mistakes. In that regard, this game is great, and mod support makes it even better.

The story though...

Look, I'm someone who's typically pro-union, and I would still describe it as idealistic union propaganda.

Lynx does everything companies used to do in the early Industrial era: company scrip rather than proper payment; renting your tools to you and only allowing you to buy them when they're beyond warranty; sending in an 'observer' whose job it is to make sure workers are hitting quota, humanity be damned; and so on. But when the ball gets rolling, they never actually do any of the historical union-busting tricks. They never send cyber-Pinkertons at you to break your kneecaps, they never hire scabs to do the work instead ( you can even be a scab and the story still turns out the same way), and in general they act rather toothless, even acquiescing to every request once the plot concludes...Which is hilarious, because Lynx would absolutely have legal recourse to fire your crew. In the game's climax, you commit an actual no-go in union protesting by destroying product. There's a reason why modern unions strike and picket rather than destroy the thing their employee does, because destruction of property is a legitimate legal reason to fire someone.

There is no way in hell the setting points a picture in which a union would actually form, which is highly incongruent with the story it actually tells.

I don't think the game was trying to make a political message, but it did, and it did it in a really poor way. I think if they committed, it could've actually been better, honestly: Kai actually dying permanently due to Hal deleting his biological backup would've been an excellent sci-fi twist to the general lesson of 'regulations are written in blood' common in blue-collar work, but they couldn't even commit to that.

TL;DR: Game content is good, story content is ♥♥♥♥. Play the Free-Play mode and don't touch Career.
发布于 2023 年 12 月 12 日。 最后编辑于 2023 年 12 月 18 日。
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总时数 32.6 小时
I've wanted to play through the first System Shock for a while, but it's one of those games where the dated graphics and UI genuinely makes it difficult to parse in the modern era. My understanding is that this is very close to a 1-1 recreation of the game, but with a more modern UI, engine, and graphics.

Despite being a remake, it feels much like a modern Immersive Sim akin to later entries in the genre like Prey, which speaks volumes about why this is one of the fathers of the genre. I have only a few minor complaints as someone who didn't play the original:

- The cyberspace sections are all a drag. I give them mostly a pass because it looks like it replicates the original really well, but I never *liked* playing them.
- On the hardest difficulty for combat, the later enemies feel a *bit* too bullet-spongey. On difficulties 1 and 2, they feel fine.
- The ending sequence *sucks* for a number of (spoilery) reasons, and looking on Youtube it seems like it's the only major departure from the original. I understand the difficulty of translating the part of SHODAN trying to take you over, but...As soon as you step into that last cyberspace section in this, the only failstate is if you were like me and went in with little time left over; if you're not playing on the hardest difficulty, you've basically won the game at that point.

In short: they did a really good job. The complaints above are mostly nitpicks.

EDIT: Since the most recent update said to change the ending, I replayed it. It's much better, still not perfect but at least it's actually kinda fun this time.
发布于 2023 年 11 月 30 日。 最后编辑于 2024 年 9 月 3 日。
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总时数 78.2 小时
🖕 ♥♥♥♥ you Microsoft, Tango gives you one of the best games of 2023 and you reward them by shutting them down? Un-♥♥♥♥♥♥♥-believable.

My review from when I 100%'d the game is still below. While it's a lot of complaining about minutiae, I still ultimately really enjoyed this game. I am not happy with Microsoft's actions.

I loved this game. The gameplay is solid, it takes itself *just* seriously enough that the emotional moment at the end still works, and most of the music is fantastic (even if the Streamer Mode variants sometimes feel like Legally Distinct versions of the licensed tracks). The recently-added gamemodes are difficult but designed largely for people who've otherwise mastered the game, so they feel really good to play once you're at that point. Overall, 8/10 experience.


However, the 100% journey is...not great, and I'd like to complain a bit.

First off: Why do I have to beat the game on *every difficulty?* That's a minimum of 5 times, but more realistically 6 times since you probably won't get all S ranks on your first playthrough, and each runthrough where you miss a secret thing adds *another.* The difficulty settings are also kinda wack; once you get used to the gimmick, Rhythm Master is probably the *easiest* difficulty because enemies don't die as easily, meaning you can continue to combo them for much longer than lower difficulties. The only time I ever reached a 200 hit combo was on RM, and it wasn't even close otherwise. I had to spam a cheese strategy to get my S scores on the easiest difficulty because enemies died too quickly for me to get enough points off them.

That cheese strategy? Hibiki. It's the dominant strategy of the game. Why should I bother using my entire moveset that I've practiced if I can just spam Steal Counters or Shred until I get enough batteries to spam Hibiki for a minimum of 7000 points per enemy hit? Once I learned about it, I was frustrated because it was so much easier and faster than actually comboing through most enemies.

WA-ES-2 enemies - the samurai ones - waste so much ♥♥♥♥♥♥♥ time because they're the only enemies that can enter the Rhythm Parry Attack armour stance without actually doing the attack, and will sometimes enter a brief cutscene when doing it anyway (usually ending your combo.) Yes, I know you can use Korsica to blow them out of the armour stance, but it still wastes so much time compared to every other enemy in the game. Especially since their actual Rhythm Parry Attack still has a significant wait time until the timing comes out because of the poem it writes that only Japanese readers can understand!

Fire-related anything kinda sucks, mostly because you have to wiggle the sticks to put it out. I got an RSI playing Metal Gear Rising because of wiggle-the-sticks attacks, so I'm never a fan of them. But also, fire-based enemies are more difficult to parry because fire often lingers beyond the parry invuln beats. Unless you have the chip that buffs the length of invuln from directional parries, a GNR-FL0 will still set you on fire if it's shooting you at the same time as something else.

The rhythm sections are fun the first couple times, but since they *never change* it stops being interesting. Mimosa's is particularly egregious in that regard, because you have to fight her in two separate Rhythm Tower climbs. The emotional moment with the Reflection track is fantastic the first time and a great story moment...but it's two and a half minutes of slow rhythm gameplay in a game about fast-paced action gameplay, and you're asking me to play through it at least four more times, long after the emotional catharsis of the scene means anything.

Finally, while I like the majority of music in this game, the Korsica arc feels like it goes for waaay too long, and I think it's largely because the two larger levels' songs - Security Shutdown and This'll Be Rough - sound really similar when outside of combat. Contrast the previous arc, which has four songs over two shorter levels - one is a remix, sure, but it's a much higher BPM and it's for a single section of the level.

Overall, I highly recommend this game, and I *do* actually recommend a second playthrough on Rhythm Master if you got the hang of the systems in your first playthrough. Just...don't go for 100%.
发布于 2023 年 7 月 24 日。 最后编辑于 2024 年 5 月 10 日。
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总时数 83.9 小时
TL;DR: I enjoyed most of time with the content of Sunless Skies...but there's so much filler that I wouldn't recommend it. I think Sunless Sea is a better experience overall, for several reasons.

But first, things I liked. The writing is good, as always for Fallen London stuff. The imagery in Skies is beautiful, and more visually conveys both the eldritch horrors of the world and the authoritarian methods humanity has to use to conquer them. The world is much more constant in comparison to Sea; my first run was spent mostly upgrading officers so that my later lineages would have better options. I overall prefer the combat in Skies to Sea, as there's a lot more nuance to the types of weapons available. Heat is also an interesting idea of a resource, but it has some flaws I'll get to. Finally, I like the levelling system in theory when compared to Sea, because it makes a lot of the harder choices more permanent. The Secrets of Sea were infinitely farmable; levels are not.

As for problems...

Sea's difficulty all came in the first 10 hours or so, where you lacked knowledge and resources to move much beyond London. Once you figured out the echo farming loops and where to get all the resources for quests, it was just a matter of putting it all together. Skies' difficulty curve is much less flat, but for all the wrong reasons: Terror is an actual issue in Skies, since it both accumulates faster and is significantly harder to get rid of; Nightmares have a tendency to lose you stats permanently, and are ridiculous to remove; and your resources are much more limited (12 cargo in the starting ship compared to 40). None of these would inherently make the game not recommendable, but there are some design issues that Sea doesn't have at all.

For example, it's impossible to guarantee a good result on a lot of checks due to a ♥♥♥♥♥♥♥♥ 'partial success' roll in the background that only activates if you would've normally succeeded. (Don't trust the wiki, either; it is NOT just 5%.) Skies also has a ton of trap options: don't ever run a Secondment with one of your officers unless their upgrade is redundant to another officer in their station. A lot of weapon upgrades don't meaningfully increase your DPS because the Heat bar never upgrades, and bigger weapons often generate more heat. You also have to aim with most weapons, so fewer shots means you need to be more accurate. Another one is engine upgrades: the math is complicated, but in short, they all cover less distance per unit of fuel than your starter engine, and at best increase your speed by 70%. If you want to go fast economically, you're forced to ♥♥♥♥♥♥♥ dash everywhere. (These engine upgrade also didn't even exist until the Sovereign patch launched.)

But why does speed matter so much that they'd make highly inefficient engines just to move faster? Well, despite the High Wilderness being obsensibly outer space, there are a lot of rocks and walls in the way, so going as the crow flies isn't possible in 95% of situations like it was in Sea. Even then, I reinstalled Sea to do the comparison...
  • in Sea, with the basic engine, ship, and no Full Steam Ahead, it took about 11 minutes to go from the Dawn Machine to Irem in a straight line, i.e. one corner to the opposite.
  • in Skies, from London to the one edge of the circle I could reach in a straight line under the same conditions, took ~3.5 minutes, so 7 minutes for the full diameter if there weren't walls in the way...
But there are also four different areas, with many of the access points being potentially opposites from each other. Movement between ports is glacial in comparison to Sea. You can't even set a course and look away at Youtube or something because of how often you need to turn!

You wanna know how bad it is? The universally recommended method to not make this game be a slog is to install Cheat Engine, and enable a hotkey to turn on and off the speedhack. After about 10 hours of the vanilla speed, I took that option and put the modifier to 2.5x, turning it off only for combat. If I want to compare completion times, Sea + Zubmariner took me 168.9 hours to 100%, and that has 7 ambitions and some abnoxious achievements (like spending ~61 hours actively at sea). While my real time for Skies is above, the adjusted time for the speedhax is ~159 hours (reducing the multiplier to x2 to take into account disabling it for combat encounters.) For a game with less content.

To cap it all off, I've only played the Sovereign patch so I don't know what changed, but it seems like some of these complaints stem from changes made in said patch. I've seen posts online of people saying that Terror was easier to manage here than it was in Sea, for example.
发布于 2023 年 2 月 20 日。 最后编辑于 2023 年 2 月 20 日。
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总时数 40.7 小时
While I (like many others) like Dishonored 2 less than 1, I think it gets a bad rep sometimes which makes people not do a second playthrough.

For example, during my first playthrough I was honestly convinced that NG Shadow + Clean Hands + Flesh & Steel on Very Hard was impossible due to how the levels felt when playing through with powers and kills. But my second playthrough achieved just that; the level design doesn't feel as conducive to that as the first game, but it absolutely is. Both options are a lot of fun (something I can't really say for Dishonored 1, where killing guards was always the more fun route).

I do have a few criticisms, though:
-Bone Charms are still a crapshoot
  • Once again, there are no sanity checks to make sure the randomized Bone Charms are useful.
  • This is especially egregious since you can get Charms that improve abilities the character never has access to before NG+.
  • Just like the first game, you're not guaranteed to even get the useful ones for your run. 55 passive rolls for 38 regular runes, 18 passive rolls for 10 black runes, and 13 passive rolls for 6 corrupted runes.
-Dark Vision is useless for finding loot in this game, which is frustrating moreso because they added two new coin types. (Good luck finding them all!)
-Most of the powers feel gimmicky rather than genuinely useful.
-Most of the blueprint upgrades are only useful for deadly playthroughs.

TL;DR eh, like a 7.5/10 compared to DH1's 8/10.
发布于 2023 年 2 月 7 日。
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