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正在显示第 1 - 10 项,共 42 项条目
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总时数 74.3 小时 (评测时 73.2 小时)
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I am NOT a fan of the new story additions, immediately canonizing death always feels cheap in games and it kind of removes any of the narrative/immersive pressure of survival, and in the first several cutscenes people wont stop cheerily chirping about how death isnt the end. I'm trapped in a dangerous hellscape full of horrors trying to help a shady organization gather science data in the vague hope that *maybe* they'll be able to help me.

Except, now, im not. Everyones joking about how risk isnt real so the scare factor is neutered off the rip, ludonarritive dissonance if you like buzzwords, and im also *immediately* revealed to not be a human or at least normal person, which could be fine as say.... a late game reveal, but not off the rip. The dialogue also reminds me heavily so far of new Marvel, and I hate that. It clashes so hard with the atmosphere, and not in a fun creepy way where it makes the UNPSC seem untrustworthy, just.... happy and chirpy. It doesnt fit.

That said, outside of the story being... something I wish just didnt exist so far (only two missions into the new update, maybe itll win me over but its a hard put off at the start), this is definitively the pinnacle of COOP VR gameplay, nothing else is more fun with a buddy. No other singleplayer game can match the intensity of ITR firefights, with the mix of action, real threat, and gun simulation. Other options are far too arcadey with the guns, or if they do guns well theyre like H3VR where the enemies are just... goofy.

But the ♥♥♥♥♥♥♥ vibes wandering around, the glow of the flashlight at night trying to clear the starter village knowing cops are hiding (High enemy spawns and damage is a must btw), the creepy encounters, the sudden intensity of getting into a surprise gunfight and needing to get cover fast. Tossing a buddy a mag when he runs dry. It's all where Radius f*cking *shines.*

And the new update - the painting, though absolutely criminal theres no tigerstripe pattern, is awesome - knives, the new flashlights, its all incredible.

That said, im sorry, knives need a buff. They dont need to oneshot enemies but they need to be a 1-3 stab for humanoid ones like the police at least, just for the sake of fun. It doesnt need to be a viable main method of combat, but if i sneak up on something or run dry indoors, id like it to be an option.

But seriously, Lauri is so ♥♥♥♥♥♥♥ annoying and kills any immersion or tension, the handler lady at base is... *okay,* even if i hate her just casually going 'oh, you cant die!' i don't mind an npc at home or over a radio, that could add to immersion, but currently the atmosphere has been so thoroughly destroyed that at least until a mod comes out to remove the dialogue i dont even feel I can recommend this game.
发布于 4 月 9 日。 最后编辑于 4 月 13 日。
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一名开发者在 4 月 13 日 下午 7:40 作出回复 (查看回复)
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总时数 3.9 小时 (评测时 3.7 小时)
The heart is here and when it works its fun, but the pop-in when driving is attrocious. Im talking cars spawning in front of you with no opportunity to evade during police chases - or worse, police blockades and spike strips, materializing in front of you to instantly shred your tires.

Paired with how the game actively punishes failed missions and deaths, I simply don't want to play anymore until the pop-in is patched.

If and when the popin gets patched i will immediately return and correct this review.
评测者的 PC 配置:
Windows 10
Intel(R) Core(TM) i7-14700K - RAM:64 GB
NVIDIA GeForce RTX 4070 Ti SUPER - VRAM:16 GB
发布于 4 月 9 日。
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总时数 39.8 小时 (评测时 26.6 小时)
The only survival game currently to compete with Bootstrap Island for VR - which was badly needed as I needed a fix while waiting for BSI updates.

Coop works wonderfully.

My main complaint is how repetitive the grind rapidly becomes.

It necessary it is to rebuild a base every time you enter a new zone, its neat in concept to need a safehouse everywhere but it can be so annoying knowing that if you spend too long stockpiling supplies youll just have to abandon them and rebuild the same cabin+crafting benches over and over again. by the third or fourth time you need to relocate it can be really tedious, and weve found we stopped bothering to make big cool cabins with storage and started making minimal 1/2 crates with a stove and dumping our hoarder-piles on the floor.

This becomes a larger issue later on; so, you want to make a forge? well, you need clay from the first zone to make a forge, but you need iron from the third zone. But clay can only be stored in a bucket and spills as if it were liquid, so you cannot take the clay to the third zone. This means, apparently, you just... kind of need to build in the second zone and make these major treks all the time? Which would be fine if there was more to it, but it really just gets tedious quickly. Things like how fast the crossbow or climbing axes (needed to access the second zone) break also mean youre constantly replacing them which is just... irritating. Needing flint to make *string* somehow, is also serves to make the game needlessly tedious in a way that adds nothing but a timesink. If clay and flint spawned in the later zone, this would all be tolerable.

My final complaint is that I can't just pour snow into the water filter to boil and filter itself, i have to melt the snow over the fire first and then transfer it to the filter to enhance it, but that requires actively sitting by the fire and waiting for snow to melt, literally, which is not a short amount of time. I dont want to do that, i want it to purify while I'm doing things. This means the water filter is effectively useless and we just stick to throwing a bucket of water over a fire.

I think im going to look into the games files and see if i can make a mod to lessen the grind somewhat. Maybe set String to 3 grass instead of grass+flint, and at least double durability on a few items.

If the game addresses half of its redundancies, i could stand a solid chance at being potentially the best VR Wilderness survival experience out there. Huge potential, but the fact the game is padding its runtime is deeply obvious.
发布于 2025 年 8 月 31 日。 最后编辑于 2025 年 10 月 13 日。
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总时数 2.2 小时
ho-ho, boy, this is a hard one to recommend. I'm going to sound very mean and critical, but it comes from a place of love; the literal end slide of the game is asking for feedback. I intend to give that, and honestly.

First off its a wonderful blend of dark souls and sekiro combat, with sekiro's posture damage just acting like temporary damage that fades over time, whilst hits that actually connect are permanent injuries, unless you heal. (Which i very rarely did, as its not very responsive and leads to death easily.)

The game takes sekiro's perilous attack system and expands on it; you must dodge towards thrusts, to the side of overheads, and back from horizontal power attacks. This is awesome on paper, but oh dear god is it rough in practice. First, it's not relative to the actual attack, just the direction on your stick. soo many times they guy would manage to get off to my side a little and do an overhead, so I'd try to side step *around* him getting out of the way of the physical swing, just for him to heatseek into me. Which leads to a number of problems:

First, beyond a handful of fights against enemies not wearing proper armor, normal attacks just do not do any damage. Actually worthless. All that matters is heavy attacks (slightly) and counters to enemy heavy attacks (mostly), so all the time between enemy heavy attacks are basically just wasted time as you can't do any real damage until they decide to throw them - even with the best sword in the game.

Second: While you dont stagger enemies, like, ever, any hit staggers you and cancels what you're doing. A heavy attack, will throw you to the floor. Even with the best armor in the game, this is often just instant death because you have no ground escape roll, you cant parry, and you have no protection while you stand.... and you lay on the ground like an idiot for a good 2-3 seconds as well. In which time the enemy will be comboing you. If they use even one heavy attack while you're on the floor, thats pretty much you entire healthbar just gone. Start over.

Third, the alignment for these directional dodges is *stiff.* Diagonal is not good enough ,if you need to sidestep, it needs to be a straight up 90 degree angle on the thumbstick. I honestly think it mightve been easier on keyboard for that reason alone, but the main menu tells you it recommends a controller. Dont use a controller. By the time i got fed up i was already on the final boss and stuck with it.

If you just added an escape-roll, and loosened the directional dodge angle by like 15 degrees, this would honestly feel fantastic and fluid, but as it stands it just feels clunky, and dying often feels more like bad luck than you doing something wrong. Add on that the overhead and horizontal swings' windups look nearly identical on the final boss so most of the time i felt i was blindly guessing which it would be.

Now, nitpicks as a history geek that practices hema (historical european martial arts - basically literally what this game is, mostly longsword but a little one handed sword and dagger as well.), the animations are.... something. The enemies alternate between slow and clunky moves to suddenly lightning fast jarring chains with no real consistency. You swing your sword like a baseball bat. Which lots of games do, and i would let pass... but enemies will insult you in a dialogue for lacking footwork and having ♥♥♥♥♥♥ form, and 30 seconds later swing at you with the same form. Which is indeed quite ♥♥♥♥♥♥. You do get new animations every time you advance a tier, which is neat, and they do get less awful, but again, when the tutorial guy starts spouting off real longsword technique names and stances, and then launches an attack that looks like he's drunk and trying not to fall over.... it's a weird disconnect. I'd prefer they either lean into realism with better animations accuracy-wise, or just drop the historical dialogue and embrace the gameyness of the animations. A lot of animations look very familiar and I cant help but think they may be ripped straight from various souls games. I get that mocap is expensive, but it was *very* noticeable. And, yes, most people will not give a sh*t about any of this nerd-sh*t, i fully understand that. All I'd really like to see is the swings loop-back around into the ready position fluidly, in a sort of figure-eight type motion, as opposed to the awkward looking reset currently.

But, thats really it. A few minor issues holding the game back, to the point that unfortunately there was no feeling of satisfaction when I finally beat the game, it didnt feel earned, it didnt feel like i'd beaten the opponent, but the bizarrely selective controls. If the devs fix even *one* of these complaints, this game rockets from a rough recommendation to genuinely special.

Devs, if you do read this, I am eagerly awaiting your next project and wish you guys only the best. I don't like criticizing small projects like this - I'm working on my own 1-man game as well and its ♥♥♥♥♥♥♥ hard. I felt the heart in this guys, its why i pushed through to the end. Cannot wait to continue alryk's journey.

Oh, one last note. The voices. they're... all ai. It's not good. But, for only two people, I get it it, budget constraints. What I'd really like to see more of is situational dialogue. I tell the guy that I'm fighting for my sick mother, if he beats my ass have him mutter a line about how he'll see that she's taken care of. If I say im in it for the glory or to be the best and he mops the floor with me, let him say a line of courtesy about how even if i lost, having come this far means nobody can deny your skill or that he should be more than easy to find a place in some lord's retinue or something. Little things like that to give the game some charm.

I suspect updating of this demo itself may be halted to work fully in the proper game, which is fine, these dont need to be addressed here but I hope to see this kind of improvement in the full game. If they do add any of these improvements, I'll replay on hardcore mode.

But hey, i beat it even with all of these complaints in two hours. If you want to kill some time, go for it, give it a shot and tell the devs what you thought.
发布于 2024 年 2 月 27 日。 最后编辑于 2024 年 2 月 27 日。
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总时数 0.6 小时
If MGS1 and 5 had a baby that identified as an Extraction Shooter, that'd sum up this game perfectly.

Solid control, everything feels good, muscle memory from the old metalgears kicked in and I was snapping necks left and right. First run I survived, but only managed to gather 15k out of the 50k requirement, and I was gathering cash pretty much constantly the entire time. Not sure if im missing something or if it really is 'impossible' as the game menu claims. Still, for the pricepoint, very fun. Hope the dev transplants these systems into a proper linear MGS style experience in the future, as the gameplay and vibe are incredibly good feeling, but its limited by being what would usually be a minigame included on another disk, like the MGS VR missions or Snakeboarding.

If you read this Dev, really hope you stick with these systems, metal gear needs serious competition and this could be it. Throw together some connected urban environments with 2 or 3 routes and a story - even if non-voiceacted - and you've got gold, man. Good ♥♥♥♥.
发布于 2024 年 2 月 19 日。
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1 人觉得这篇评测有价值
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总时数 89.6 小时 (评测时 3.6 小时)
Love the franchise, have the novels, loved the first game.

No, this is not the first game. No, we dont have the crazy vehicles. Yes, thats a bummer. I expect vehicles will come in future DLC.

Having played to level 5 now entirely solo, mostly on medium difficulty, I'm very much a fan and loving the game. Mouse sensitivity is my only complaint; 0 feels like youre standing in sludge, 1 (it goes waaaay higher than 1, to 100 i think?) means touching the mouse spins you around 3 times. 0.24-ish feels pretty decent.

I havent had any crashes, but I have lost connection to the servers a few times which is very annoying as even playing solo, you need to be online to play.
发布于 2024 年 2 月 9 日。
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总时数 7.4 小时 (评测时 6.8 小时)
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Twohanded weapons are extremely awkward.

...thats it, thats my only complaint about the game. A solid dungeon crawler with high quality melee combat (a rarity in VR - good combat *and* more than just a sandbox). Extremely fun to good around with in multiplayer.

I'd recommend either going full mage or running sword + dagger, the other weapon types dont tend to feel as responsive or accurate to the controls.
发布于 2024 年 1 月 26 日。
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4
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总时数 62.9 小时
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*****
<Review changed to negative.>
Edit: Months later, especially now that I've had the pleasure of testing ExfilZone, i cannot in good faith recommend this game. The devs ban people on discord for posting bug reports, the devs have openly called long term players a liability, they still say that the guns spazzing out is just 'the quest tracking being bad' despite me typically playing on an index, and other shooters on the quest shockingly not having the issue.

The game has developed very little (the devs are apparently spending most money developing two other games in addition to this one), yet we have two joke dlc (anime and now ♥♥♥♥♥♥♥ clint eastwood). Every new bit of news that comes out about tabor just feels like a slap in the face, and ExfilZone for 17$ (if you already own contractors) is better in every way i can think of. Better and bigger maps, better gunplay, actually fun quests, etc. But... hey, you can grow weed in tabor because.... 420=funny, right?

I dont know about the rest of you, but if im gonna strap an awkward toaster to my face to play a game, its gonna be because I am choosing to sacrifice comfort and convenience for immersion. So the more little jokes I see, the less I feel like it's worth it and that I might as well just go back to tarkov.

<Below is the original review from when I'd first discovered the game.>
*****


I love it. Imagine tarkov, but with very few cheaters (I went to browse a cheat-forum and had a wonderful laugh as they all complained that the devs were 'too active' to be willing to share cheats with each other 'if' they had them), no ubermeta guns or indestructible ironman armor, and no mouse to simply click on a skull with. So, instead of the mach5 speed that tarkov encourages whilst pretending to be slow and methodical, this game actually plays as tarkov advertises. Most people can't snap off a headshot in under two seconds, using cover effectively so only a fraction of your head and shoulder is visible will be rewarded, and updates come regularly.

As a big gun nut, I'll say this gun's weapons handling is honestly above H3VR in some ways - the game that ruined nearly all other VR shooters for me - as whilst some guns can be overly awkward to aim in Tabor, the manipulation is superb - AK and SKS mags need to be loaded at an angle and 'rocked' in - small touches like that lead to firefights sometimes legitimately being decided by who is more proficient with their weapon and can actually reload faster. Malfunctions are in the pipe for an upcoming update, and unlike Tarkov where I find these annoying as you need to wait helpless for your character to figure out how to rack a bolt for 5 years, it will simply be up to your skill with that weapon - or your presence of mind to draw a sidearm - and frankly I find this highly exciting.

Now, big caveat, and the game's main flaw. Guns will sometimes collide with things that they shouldnt. Sometimes theyll be fine, sometimes theyll decide your body, vest, mag pouches, and slung weapon are all physical and rigid, making it impossible to actually aim down your sights - this has been the cause of genuinely over half of my total deaths, and has cause me on occasion to get frustrated in a gunfight and literally drop my ballistic vest/extra ammo just so I can actually aim. Most of the community, I have no idea why, insist this is not a game issue but a quest 2 issue with tracking. It is not. I have a quest and a Vive Pro, both do this. No other game does this. And you have eyes in this game, and a neck. You can literally look down and see the gun colliding with things. I've never seen a *dev* claim this, so i dont know why everyone parrots it. itd be 'realistic' except mag pouches and slung weapons can be pushed to the side in the real world and arent welded in place. For this reason i simply dont put any pouches on the right-half of my vests.

update

ive mostly stopped playing for now. too few too small maps leads to a lot of repetition, and with the new advent of the UwU dlc and everyone running around as an anime girl, the game has also lost its ability to be taken seriously - i play vr primarily for immersion, else i could just play a normal game. For now, ive just gone back to tarkov for the new wipe. Hope to check back in on tabor in a year or so and appreciate all the development/progress.
发布于 2023 年 10 月 11 日。 最后编辑于 2024 年 12 月 17 日。
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一名开发者在 2023 年 10 月 11 日 下午 11:21 作出回复 (查看回复)
有 17 人觉得这篇评测有价值
1
总时数 32.0 小时 (评测时 5.2 小时)
Mods make this amazing, but only if youre very experience with game modding. Bethesda posted this as abandonware, so its still effectively the 2018 version of fallout 4, outdated, rough, often incompatible with many mods and generally unstable to boot, its about as lazy of a VR port as one could possibly make.

However, if you know what you're doing on a computer, and you take the time to put together a solid modpack, or download a pre-ready Wabbajack or Vortex Collection modset, it can be truly fantastic - full body, functional scopes, horror mods taken to the next level through VR, incredible graphics, it's all possible, and shapes up to be one of the best VR games currently available... but expect a lot of trial and error, hours of enabling and disabling mods and looking at guides trying to make the damn thing launch or not constantly crash, etc.

Oh, and bethesda didn't even set up DLC to install properly, so you need to install both this and regular fallout 4, cut, and paste all of the dlc into this game's folder to even play them - you know, the content that you purchased with real money, on this alternate release of the game that you purchased with an absurd amount of real money.

Bethesda, I want so badly to love you for all of your creative games - starfield, the doom reboots, etc - but you guys make some really scummy decisions as a company sometimes that makes that really, really hard.
发布于 2023 年 9 月 17 日。
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总时数 1.2 小时
So, I tend to be very lenient on free to play games, it's rare I'll say I don't recommend them, but this game just isn't ready - not even for testing. Dev, I genuinely hope you read this review, I don't mean to ♥♥♥♥ on or attack you and I'd like to see this game improve. If it gets a few updates I'm happy to come back and redo my review.

Enemies seem to spawn out of nowhere with no cue so you randomly start getting stabbed in the back, reloads seem to happen in slow motion, enemies are bullet sponges which flail wildly, knockback from enemies seems to be unaware of boundaries, so if you're near a wall and get hit youll get shoved through and immediately die, the game likes to shut you into tiny rooms with mass amounts of enemies that take 10+ seconds to kill and can kill you in a few hits with no real strategy to get by aside from trial and error until you get lucky. The xbox controls seem servicable enough as well, but on keyboard the controls are awful, you cant rebind anything, and you cant use the mouse in the menus either.

There's a lot of quantity in this game but not much quality. I'd be happy to revisit the game and revise this review, I'd love to return and change it to a positive review and I hope the creator reads this review and isn't hurt by it. My advice, dev, as I'm aware you're solo and respond to a decent number of reviews, is to slow down, stop adding any kind of content, and refine what you have. It needs work, a lot of work, to be made something more resembling playable.

To start, I'd add rebindable keys, and a quicksave. Then I'd reduce reload times in everything but the AK by about 25%, I can understand wanting a revolver to feel like something cumbersome to reload, but its so slow and lacking urgency that it just makes the main character seem mentally disabled, in no rush at all whilst being shanked to death by ghosts. Speaking of - he has no reaction, at all, to the mansion full of ghosts and bipedal gators, which adds to the feeling that he's an idiot. Idiot MCs are annoying in anime, they're annoying here, you don't want that. He doesn't have to freak out, he can be cold and professional and crack oneliners, but at least add a little surprise or disbelief.

Then, I'd increase the double barrel's damage. 3-4 hits at point blank is too many to kill an enemy, especially the gators. Makes the baseball bat solidly better than the first two guns in the game, this is awful and needs to be addressed. While we're on this, make them more accurate - significantly more accurate. I've fired the gun and seen it impact on the literal corner of the screen, this is ♥♥♥♥♥♥♥ insane. For hipfire make the area it can land be around 3x3 inches on the screen, enough that its accurate enough to hit anything up close when you need to fire rapidly, but wont hit ♥♥♥♥ at range. Then, when aiming down sights, let it hit on point. And please, god, put the front sight on the AK. I have no idea why i'm aiming through a rear sight and seeing air. If you need help with the guns my guy, feel free to message me, I've done 5 years with the army, and am pretty much a walking gun encyclopedia. I'm happy to help you make them seem accurate and satisfying.

Next, ♥♥♥♥ the serious sam style item pickups, they clash hard with the theme of the game. Make them normal sized and place them on the ground. Seeing a revolver the size of the desk it's on surrounded by a yellow glow kills any sense of tension in your survival horror shooter. Medkits and such too. Just make them sit on the ground.

Get rid of the enemies turning into fire when they die, in tight spaces it just leads to really cheap unavoidable damage and isn't fun.

Tighten up the movement so it's less floaty and fix how ungodly easy it is to phase through walls against your fears, it just sucks. I'm genuinely sorry if I sound mean, but this game just isn't ready to be played yet. I get it, I'm working on my first indie project with a couple of friends right now as well, its ♥♥♥♥♥♥♥ hard especially alone, and this can be a cool game; its a fun premise and im actually curious whats going on with the girlfriend, but it needs a lot of polishing to feel good enough to want to play. If you need any help or opinions or to bounce and discuss ideas, or want to improve the dialogue then feel totally free to reach out to me I'm happy to help.

I wish you the best of luck finishing this game.
发布于 2022 年 12 月 13 日。
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一名开发者在 2023 年 1 月 3 日 上午 3:51 作出回复 (查看回复)
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