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总时数 90.8 小时 (评测时 74.2 小时)
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a fun shut-your-brain-off power fantasy with addictive collecting mechanics
发布于 2024 年 11 月 8 日。
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1 人觉得这篇评测有价值
总时数 190.5 小时 (评测时 133.3 小时)
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TL;DR: definitely worth the thirty bucks.

Whereas other "open world survival" games often turn out to be a painful, irritating, grueling slog of grinding and loss,
Palworld is a gleeful, exhilarating, rewarding stream of gainful progression.
Palworld is like a present that you unwrap through exploring.
Everywhere you look, something to find, even when you're exploring an area where you've already been again because the treasure boxes respawn after some amount of time.
Even though it's not life-changing stuff, (a few gold, some bits of food, one of those silver keys, maybe a handful of consumable gear and / or schematics) it really sweetens the whole experience.
Also little tidbits of resources scattered on the ground.
Not to mention all the pals you will meet and tame, with the tantalizing possibility lingering that you'll land one with excellent traits.

Someone on youtube described it as "Ooh, a piece of candy... Ooh! A piece of candy ...OOH a piece of CANDY!" and goodness were they spot-on. I have never went off on an expedition into the field and come back empty-handed. Then when I get back to base, I smooth over the frustrations of my pals with high quality food, and untangling some of their confusions. It's IMMENSELY satisfying, standing over a happy little village of happy well-fed critters all setting about the business of living the best life I can give them.

And then a raid can roll in and we'll CRUSH THEM MERCILESSLY because my pals are well-trained with skills, well-leveled in power, and well-refined in rank, with well-rounded traits. The satisfaction is QUITE palpable. Heh. PAL-pable. :3

So let the haters cope and seethe. Let them carry their impotent tantrums to the end of their days, if they so desire;
I, for one, choose happiness.
Palworld, I Choose You! :D
发布于 2024 年 2 月 3 日。
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总时数 262.2 小时 (评测时 248.4 小时)
the story is meh but the gameplay is superb. Not that that's new news or anything; everybody knows you play this game to be a pirate, not because it's assassin's creed! HA!
发布于 2022 年 4 月 14 日。
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总时数 0.2 小时
!!!STAY AWAY!!!
DO NOT BUY THIS GAME
WAIT UNTIL THEY ADDRESS THE FACT THAT IT WILL NOT ALLOW YOU TO START / RUN / REGISTER / ACTIVATE YOUR PURCHASE.
!!!STAY AWAY!!!
发布于 2021 年 6 月 16 日。
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一名开发者在 2021 年 6 月 17 日 上午 2:26 作出回复 (查看回复)
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总时数 431.1 小时 (评测时 137.1 小时)
I'm not certain anything I could say would do this masterpiece any justice. This is JRPG perfection.
发布于 2020 年 8 月 11 日。
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有 6 人觉得这篇评测有价值
总时数 125.9 小时 (评测时 99.8 小时)
抢先体验版本评测
It's impossible to not keep in mind that this is very much a work in progress. It's technically not even out yet; what's really going on is they're allowing us to all playtest their game as they work. And I appreciate that. People are rather harsh on Hellion because it's "unfinished" - well, that's actually entirely the point, I'm afraid...

Look, I love what they're doing so far a whole lot. But being a playtester is not everyone's cup of tea. I would recommend this game wholeheartedly ONLY to those who wish to be part of a thing's development from the ground up, if you want to be on board for the long haul of helping to refine it. For general population...? I'm sorry but I don't think they'll enjoy it yet. When you see that recommendation thumbs up on my review...

PLEASE UNDERSTAND THAT MY RECOMMENDATION IS CONDITIONAL.

That said... I have never played a game that so thoroughly, convincingly, and immersively evokes the feeling of being stranded in space. When you're out there in your suit, all you can hear is your own breathing, your own heartbeat, and the occasional hiss of your Reaction Control System as you painstakingly maneuver yourself in zero-g. Even when weightless, everything has a FEELING of inertia. The effort of motion. The tension of struggling for precision against a chaotic and horrifically dangerous environment... All this while you watch your oxygen meter slowly dwindle ever downward. You think, "It isn't safe out here. I have to get inside!"

But after you cycle the airlock and take off your helmet, you feel the dingy, cramped walls of the habitat closing in on you. It's dark, it's claustrophobic, and even though you can breathe - it's SUFFOCATING. And you just want to get back out there again... to once more embrace the terrifying freedom of the eternal void.

This INTENSE duality keeps you on your toes, keeps you moving, keeps you searching for the next task. And the next one. And the next one. This FEELS like survival. It FEELS like you're struggling for your life. It's exhilarating and extremely tense. Maneuvering new modules onto your space station, striving to line up the airlock of your ship and control your momentum to avoid collisions... it's a delicate balance, like a ballet - yet with death lurking around every corner.

If you thrust for three minutes straight to move your ship to a position, you better be prepared to thrust for another three minutes straight to stop - every action must instead be gentle and precise. You can't just point your ship in a direction and 'blast off'; you need to plot the orbital trajectory with *exacting care* before you can even hit the drive, and fastidiously budget your energy because you CAN become stranded.

No game has ever pulled that off like this one already does, and it's not even done.

In summation, I'd almost say it's like a prequel to Star Citizen, perhaps in the pre-messer era.

The FTL system with its crude manual control could easily resemble the quantum drive. There are no flashy convenient creature comforts in Hellion, though.

So if you want a challenge, and you want to help bugtest this very early incomplete prototype, if you want to HELP turn this into the masterpiece it could be... then come to Hellion.
发布于 2017 年 3 月 12 日。
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2
总时数 6.5 小时 (评测时 4.6 小时)
Much like the film upon which it is based, experiencing Kung Fury: Street Rage is not an intellectual pursuit. Behind its attractively retro flair, complete with simulated bulbous low resolution Cathode Ray Tube display, stylized chiptune music, and sprite graphics, is an unforgiving test of pure reflex. The more you think while playing this game, the worse you'll do! There are only three buttons you need worry about: Right, Left, and Pause. Humorously, pausing the game takes it to a simulated blue screen of death, also providing you with the means to exit the game (pressing start again), causing the screen to warp and snowcrash.

While individual mileage may vary, I find that the wide variety of animations that Kung Fury can unleash to represent your simple one-button attacks to be amusing enough to completely override any semblence of boredom in the otherwise extremely simple concept of the game's mechanics. Its simplicity borders on elegance, or perhaps even meets it, as I do not believe they could have added anything to the game that wouldn't somehow damage the experience.

It boils down to this: enemies run at you from either side and you must attack them as they get close. Most are one-hit mooks easily dispatched, but as play progresses tougher and more complicated enemies arrive--ones that require frantic combinations of right and left attacks to take down, as more and more foes flock and swarm in an attempt to overwhelm you. And overwhelm you they will.

You can take three hits and then it's game over, to start again. There are no power ups, no way to heal yourself, no way to expand your character's capabilities, no other levels; this game is just You, Your Reflexes, and the High Score. Maybe it's not the most immersive experience in the world, but without a doubt it's one of the purest executions of a game ever expressed.

The fact that it's so aesthetically polished--not MERELY poor graphics but an entire suite of stylistic touches like glitches, rendering artifacts, all meant to evoke the limited hardware capacities of ages gone by--makes the whole experience an unexpected treat. Give it a whirl; you don't have anything to lose! ...except for maybe two bucks. But I humbly submit that it's worth that much.
发布于 2015 年 5 月 29 日。
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