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MeatAlex 最近的评测

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总时数 65.8 小时 (评测时 64.0 小时)
For all of the frustration, this game is worth it for the boss fights.

For all the times that the enemies in this game make you sigh, for all of the times that some random guy named "DrunkLord69" invades and disrupts your story progression momentum, for all the annoying areas that make you ask why some Japanese guy holds such hate for humankind that they'd make something like this for people to partake of willingly, this game is surprisingly fulfilling because of these elements.

It seems so easy for developers now to hold players hands, spoon-feed them, and guide them along to where they are "supposed to go", lest the gamers feel inadequate or ignorant.

This game points out areas of ignorance, character flaws like impatient or impetuousness, lack of creativity, and challenges you to do better, to be better, to make you want to roll out of and beyond the normal rut within which you've grown comfortable and safe.

After playing this game through with great difficulty, the second time through is easier with the knowledge, showing you how much you've grown, while also remaining satisfying.

It isn't perfect, but where its imperfections are clear, it provides an opportunity to highlight its strengths, and makes all of the frustrating parts worth it with its wonderful bossfights.

The bosses are the best part of this game. They are generally fair with enough openings to take advantage of, and they aren't too gimmicky or "bullet-sponge"/too much health, like some people can feel about similar boss-oriented games like Monster Hunter. The boss fights are long enough to enjoy, and succinct enough to not become tedious (with a few exceptions; don't feel bad about googling about Treebeard's weakness).

Some bosses will give you more trouble than others. The tree I mentioned took me dozens of tries while others found it easy due to its gimmicks, while other bosses that people label as the "hardest" took me 1 or 2 tries. It is satisfying to pit your creativity and freshly developed skill against walls that others have faced, and compare experiences. It brings a sense of community through struggle, and even my friends making fun of me for being the worst is hilarious and fun.

Definitely not a game to relax with at the end of a long day, but Dark Souls 3 provides a well-paced fighter game with movement/combat systems that are vastly improvements over its predecessors. The jumping and platforming still isn't a strong suit of this game, and although it isn't necessary for a game focused on boss fights, it could definitely benefit from a better climbing and jumping system, even if it is automatic and generic.

I can't wait for what Elden Ring will bring.
发布于 2021 年 6 月 24 日。
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总时数 6.0 小时
GRIS is the most beautiful game I have ever played, and a contender for one of the most beautiful things I have ever seen.

It draws strength from its dynamic colors, shapes, and perspective shifts to create an evolving artistic experience, all hosted by straightforward game-play mechanics.

Its straightforward simplicity founds the basis for its strengths, as the game-play increases in complexity to continuously stimulate platforming creativity while simultaneously bringing attention to the masterful art.

The game draws on your own mind to fill in for the story, pulling your personal experiences with pain, sorrow, grief, depression to make you invested; whatever you find inside yourself that resonates in the game, the lack of voice lines allows for a wordless bond to form over the course of the game.

If you would like to play a platformer game, even if you're a novice like me, and enjoy a gorgeous, masterfully artistic story while you're at it, GRIS is an excellent way to dive into the genre.
发布于 2020 年 5 月 7 日。
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总时数 289.3 小时 (评测时 257.5 小时)
I was recently asked what my favorite game of all time was, and thought it was going to be an impossible question to answer.

Until I remembered Darkest Dungeon.

The game draws heavily from Lovecraftian themes, from the gameplay, to the music, to the artstyle, to the perfectly-cast narration by Wayne June, but somehow makes something entirely new and beautiful from Lovecraft's style.

The endless struggle against the inexorable cruelty of eternity is the existential core of humanity, and that is the heart of Darkest Dungeon.

If you appreciate a game that surprises, shocks, and pushes against you in a way that stimulates your creativity, Darkest Dungeon is the way to go.

I recommend that you avoid DLC initially to complete the vanilla experience, then turn on Crimson Court in another playthrough, and I generally don't recommend Color of Madness unless you desperately feel the need for a sort of endless endgame grind.

To be a more objective, Darkest Dungeon is a turn-based, side-scrolling rogue-like game where you hire heroes to fight in dungeons for you to complete certain objectives, such as thinning monsters, acquiring gold/items, or defeating bosses specific to one of the several regions. It is difficult. It is unfair. It is fun.
发布于 2020 年 4 月 28 日。
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总时数 2,976.3 小时 (评测时 1,906.6 小时)
At one point, this game had immense momentum as the most popular game in the world.

Those responsible for the direction of this game failed to capitalize on the situation for several reasons, with the most important reasons being their inability to listen to and properly organize community suggestions, as well as clarify and hone in on their strengths internally.

The red zone is still there, when it's been out of their "competitive" world for a while now. Let this stand as an example of their disconnect.

The game could have been rewritten from scratch with cutting-edge technology, but they have let it sit for years in performance that can only be mediocre at best, with the majority of its players being driven out by performance issues.

Additionally, they have continued to ignore the multiple problems stemming from refusing to region-lock, which many other large games do to minimize the ping discrepancy. In PUBG's case, they simply removed the in-game chat for the first minute, so that Chinese hack advertisements in Mandarin wouldn't be able to be advertised, at the cost of the early pre-lobby socialization. The fact that I have never heard a single hack advertisement in English shows how mishandled this entire situation was and continues to be.

I have enjoyed many of my nearly 2400 hours. I still come back to this game now and again, it is hard for players like me, who love this game more than it deserves, to care anymore, especially when it only continues to become worse, namely with the introduction of bots.

Instead of considering ideas like adjusting the play area based on number of players in the lobby, they fill up games with bots that shoot wildly at each other, either deafening you until you finally kill them, or alerting other players to your position, as bots, at one point, tended to spawn/go towards players. This diluted the high-tension situations, so that players now expect that everything is a bot, until it's not, and then it's likely a player that already knows your location because you are forced to deal with bots, one way or another. It completely changes solo and duo play, which I found to be my favorite modes.

They fail to recognize the real problems and only makes progress in the profit-pandering cosmetics that have nothing to do with what made us love this game in the first place. I hope that the next iteration of PUBG, if it comes at all, takes this into consideration so that it isn't just a copy+paste with better performance.
发布于 2020 年 2 月 13 日。 最后编辑于 2021 年 9 月 26 日。
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