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FireController#1847 最近的评测

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总时数 4.7 小时 (评测时 0.5 小时)
I'm not sure what people were expecting. It's Plants vs. Zombies, but remastered. I only encountered one bug so far which I'd say is reasonable within three days of the release date. If you want to re-experience the original game but with overall better support for modern devices, I'd say it's worth it. I've been enjoying it, at least. I can't ask for much more than that.
发布于 2025 年 10 月 27 日。 最后编辑于 2025 年 10 月 27 日。
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总时数 46.2 小时 (评测时 40.8 小时)
**Summary**

I really, really want to give this game a positive review. I really do! But I just.. can't. Every, single, time, without fail, the MOMENT you start really getting into the game you WILL run into some arbitrary limitation that has no reason for being there. That's the best way I can really describe the experience.

This game has so much potential; an insanely large amount, and it is currently more capable than any theme park simulator to exist. But between the frustration of poor pathfinding, guests not being able to find the park exit, and limitations of creative freedom, it's just.. underwhelming.

The limitations of previous coaster simulators 99% of the time come as a result of the game's design, and have reasonable limitations. This game? It's extremely inconsistent. This issue is best shown by example:


**Examples**

Example 1: Props

Why are some props able to be moved with advanced placement, and others not? I'll search the menu for a prop I want and by the time I find the perfect one; whoops! Sorry, you can't advance place that. So it becomes impossible to place it where I need it without either moving or changing my whole building or just choosing a different prop. Also, why can some props be added to buildings, and others can't? Rather, "Scenery Groups." Nobody knows. It's an arbitrary limitation.

Example 2: Buildings

And in relation to buildings, this is the aspect I love most about the game. Until I don't. I'll get into making my building, have a design going and really start to make my vision come to life. And then; oh, what's this? A roof piece which is available in EVERY OTHER STYLE is NOT available in the style you're building your building in. WHY? WHY DID YOU THINK THAT WAS A GOOD IDEA? This makes me unreasonably frustrated! If you're going to have prop sets for different types of materials, at least make them consistent! Having some of one material and none of another is beyond frustrating when trying to make a design only to find this out at the last minute!

Example 3: Pathfinding

Guest pathfinding? Sucks. They will get stuck on any and every prop you place on the paths. If you're thinking about decorations being placed on your paths? Forget about it. Oh, and want a decoration in the middle? Good luck. No matter how large you *think* your path might be, it can only fit 1 group of people on it. Heaven forbid we touch another's shoulder! No, guests are more terrified of touching each other in this game when it's clearly open than death itself; but when there's a prop in the way? They'll walk right through each other. Why?

Example 4: Paths

Speaking of paths, why is the sizing *sooo inconsistent*. Queue sizes are tiny! Can't really make them wider. Yet the normal path size? Freaking HUGE! You want a small sidewalk? Don't even think about it. You'll either mess with glitchy path removal using workarounds or simply compromise to use massive paths. Now this pathing system is miles ahead of Planet Coaster 1. But instead of redesigning it it feels more like patchwork to just "give you both systems, you must be able to make what you want with it then, right?" No, no you can't.

Example 5: Coasters

Admittedly this might just be me being nitpicky. But consider: Coaster A has feature X, Y, and Z. Coaster B has feature A, B, and C. They're all fantastic features. But what if I want a coaster with feature X, A, and C? This game, again, has the POTENTIAL to do so. Yet it's arbitrarily limited to prevent you from doing so. All coaster types only have a single car type, so forget about making a coaster with X, Y, and Z with the coaster car of A, B, and C (magnetic acceleration with a loop? as far as I can tell, not possible using a car with 4 seats wide. Wicked at Lagoon in Utah anyone?)

Example 6: Transport Rides

Transport rides, logically, would require more than one station. But what about *sightseeing transport rides?* Consider a train in an amusement park which simply gives you a view of the park. You cannot do that without adding an unnecessary, second station. And why is the train at the END of the research tree? Have we considered the history of amusement park development? So many of them STARTED with train transport rides!

**My Frustrations**

Some of these things may seem small, but it's the small things that add up. This is only 6 examples (which, the fact I can find six examples of inconsistencies across every aspect of the game should be concerning in and of itself). But inconsistencies like these? They're riddled throughout the game. Every corner, every next piece you place, you will never know if the design you want to make will work or not—it worked for the last piece you used, but maybe the developers chose not to include that piece for your current one. It's a constant fear of never knowing what's available to you because the moment you think you've got it down, suddenly something is arbitrarily missing because, well, "it's a game design choice."

You know what it's like? It's like if your brother took one of your socks. You now have an odd number of socks. But why? It's mildly annoying. Can you still wear your socks? Yes. But does it become frustrating over time to constantly have mismatching socks? Duh, yeah. That's what playing this game feels like.

**Credit where Credit is Due**

I can tell a lot of hard work and dedication was put into this game. You will not regret purchasing it if you do. And I want to give Planet Coaster and Frontier the credit they deserve; is it a good game? Yes. That's why I was teetering on if I should give it a yes or a no for so long. But during this last playthrough I loaded my save to find some rides missing, guests unable to pathfind when they were able to before, and ran into the coaster limitations for the first time, which finally pushed me over the edge to say... no. It's just not worth it. You'd be happier with the *set* limitations of older games (RCT2), or the *freedom* of freaking modeling software or something like No Limits 2 which is not a simulation. It sucks. But that's where the line is.

For what it is? It's *fine*. But absolutely deserving of the "mixed" overall review status. Because that captures my complete feelings about this game. Just... mixed.
发布于 2025 年 7 月 23 日。
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总时数 569.2 小时 (评测时 35.6 小时)
I've owned Factorio for a long time, but never found myself capable enough to really get into it.

Until Space Age.

Every tiny improvement has made the gameplay experience immensely enjoyable. I absolutely love the re-balancing of the gameplay mechanics, and it's pulled me in now more than it ever has before. I feel as though I can actually make progress without needing to use too much brainpower (they found a nice balance!). I can genuinely sit back, create my factory, and play how I want to play.

Excited to continue moving forward and maybe beat the game after years of owning. One day, at least.
发布于 2024 年 11 月 7 日。
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总时数 1.4 小时 (评测时 0.5 小时)
Fell in love with the game the second I started playing it. It's just the right amount of quirky, fun, unique, freedom, zero-consequence sandbox to calm the nerves on a rainy night. I absolutely love this game. I ran out of things to do pretty quickly, which is both a good and a bad thing, but maybe next time I'll take it a little more carefully to really take in the incredible art-style and simplicity of the thing :) It's almost like a form of mindfulness. So calming. So peaceful. So... beautiful~
发布于 2024 年 10 月 10 日。 最后编辑于 2024 年 10 月 10 日。
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有 6 人觉得这篇评测有价值
有 1 人觉得这篇评测很欢乐
总时数 291.0 小时 (评测时 10.2 小时)
The reviews are misleading. I highly recommend this game.

After having played for around ten hours almost straight (it hooked me from the get go), and being an avid fan of city-building games, I give this game a high recommendation. Despite previous reviews outlining a multitude of various bugs, I think it is safe to say most of them have been fixed. This game is absolutely, mind-blowingly fantastic. The capabilities of Cities: Skylines II far outweigh the capabilities of CS1. Let's quickly list the pros and the cons:

Pros:
- Its visuals are far more appealing than CS1.
- The road networks are significantly more comprehensive than in CS1.
- There is more appeal to two primary playstyles (European/American) than in CS1 (which focused on European).
- The new experience tree, upgrades to buildings, and research tree are all welcome additions which make the game more fun, appealing, unique, and creative.
- The mod support is insane, unlike any I've seen in any other game. I am certain, over time, this game will have a far stronger and more fleshed out modding system than is found in CS1.
- I have personally found the new traffic simulation to be far more in-depth than in CS1.
- Everything has become more detailed and in-depth than the CS1 base game.
- It's a very well-balanced game in terms of mechanics and gameplay, which will keep you hooked.
- If you like city builders, YOU WILL NOT REGRET BUYING THIS GAME.

Cons:
- It's pretty performance heavy (but so was CS1, and this blows CS1 out of the water on this front).
- It crashes sometimes.
- I randomly lost a savegame (probably didn't upload to Steam Cloud in time, keeping a local backup too now). I managed to find a backup of it because I turned on autosave. So, I'd recommend doing that.

But... Hmm. That's not quite what I expected! Has everyone been objective, or have I been given a better version of this game than they have? That's for you to decide 😁

Cities: Skylines 1 has been my favorite video game for a long time. Yet, as far as I'm concerned, CS2 is almost everything I'd hoped it would be, and more. This has quickly become my new favorite video game of all time, and this is coming from the base game, with no DLC. I can't say the same thing for Cities: Skylines 1.

So, thanks! For doing such a great job on this game, Colossal Order. Keep up the great work. I'm certain it will become a gem in time.

------------------

Update as of July 11th, 2024 and 110 hours of genuine gameplay (not just letting it sit in the background):

I stand by that this is one of the best games ever made.

I cannot geek out about it enough. I cannot get over how incredible it is. As I have analyzed the codebase, I have witnessed the sheer scale of a project this game is. How well-coded it is, how modular it is, and how greatly efficient it is absolutely blows my mind. Its ability to utilize all cores of the computer whilst still doing the minimum amount of work to provide the simulation it's providing is beyond my comprehension. This game not only was made with future hardware in mind, this is revolutionary. To simulate such complex interactions is a masterpiece. This game is a masterpiece.

Yes, it has flaws. No, it's not perfect. Yes, it'll be refined over the next few years. And if it's this incredible now, able to hold the attention of my friends whom CS:1 couldn't even imagine to hold the attention of, then what will it be in five years time? But we won't get there by berating it and hating it. I highly recommend this game. In fact, I cannot recommend it enough. This is now my favorite game of all time, ever. Please purchase this game. I guarantee to you that, given the condition you come in with an open mind, and are able to overlook the few bugs left, then your mind will be blown at the sheer capabilities of this incredible, revolutionary simulator.

And no, I'm not just exaggerating my review for likes. Seriously. Find out for yourself the true power of this game. Do not give up on it. Give it a shot, more than a few hours of playtime. But I've done all I can do.

Thank you again, Colossal Order, for this incredible, incredible, incredible simulator. The most accurate city sim to ever exist (as of writing, of course).
发布于 2024 年 5 月 19 日。 最后编辑于 2024 年 7 月 12 日。
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总时数 23.5 小时 (评测时 9.1 小时)
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Probably the laggiest car simulator you'll ever play. And I love it.
发布于 2023 年 8 月 23 日。
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总时数 5.8 小时 (评测时 1.3 小时)
Overall, a really technical but fun game. The tutorial provides a good amount of information, but it can still take some time to get used to. Really, you have to play it to determine if it's the right type of game for you. I could describe each component, but there are many people who love this type of tactical, little guidance games, but others like to be handheld and each feature described. This game will not do that for you. However, it's still incredibly fun and takes a large amount of strategy to figure out — especially after your first explosion and you're trying to figure out why it happened! Overall, super fun game. Would recommend to the right type of player.
发布于 2023 年 3 月 29 日。
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总时数 2.5 小时 (评测时 0.2 小时)
抢先体验版本评测
I've only been using this program for a little bit now, but I can already tell this is going to be an exceptional tool to not only plan out shows, but also just create some fun firework shows that probably wouldn't be realistic or reasonably possible. great program!
发布于 2021 年 2 月 17 日。
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总时数 10.1 小时 (评测时 9.2 小时)
"Would you recommend this game to other players?"

No

"So... why did you click yes?"

Y E S
发布于 2021 年 2 月 16 日。
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总时数 209.5 小时 (评测时 148.0 小时)
What can I say? It's soccer but with cars and one of the biggest E-Sports games out there. It's tons of fun, worth trying at least once otherwise you're missing out!
发布于 2021 年 2 月 5 日。
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