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Netrunner 最近的评测

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尚未有人觉得这篇评测有价值
总时数 77.1 小时 (评测时 70.7 小时)
Warhammer 40,000 – Rogue Trader
Hours played: 70+
Achievements unlocked: 1 (using a text‑to‑speech mod that disables them)

Review:
Warhammer 40,000: Rogue Trader delivers one of the most atmospheric and story‑rich CRPG experiences I’ve played in years. Owlcat captures the essence of the 40K universe perfectly: grim, massive in scope, morally twisted, and full of choices that genuinely shape the fate of entire worlds. The narrative is deep and branching, constantly pushing you to think like a true Rogue Trader — a powerful figure navigating politics, war, and profit.

The companions are a major highlight. Each character feels fully realized, with their own ideology, trauma, and personal arc. Abelard’s unwavering duty, Cassia’s unsettling brilliance, Argenta’s fanatical zeal, and Yrliet’s alien detachment all add depth and personality to the journey.

Combat is heavy, tactical, and extremely satisfying. The combination of turn‑based strategy, class synergies, and classic 40K firepower makes every encounter feel impactful. It’s not always perfectly balanced, but it’s consistently fun and full of memorable moments.

I’m using a text‑to‑speech mod to enhance immersion. It disables achievements, but it doesn’t affect gameplay, difficulty, or power in any way — it simply fills the gap where voice acting is missing. And that gap is noticeable. The lack of full voice acting pulls the experience down a bit, especially in a game with such strong writing and character work.

Verdict:
A deep, engaging CRPG with fantastic storytelling, memorable characters, and satisfying tactical combat. The absence of proper voice acting holds it back slightly, but the overall experience is still excellent.

Rating: 8/10 — A brilliant dive into the Koronus Expanse, held back only by its silence.
发布于 4 月 23 日。 最后编辑于 4 月 23 日。
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总时数 5.9 小时
Cute little gem.
发布于 4 月 10 日。
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总时数 36.9 小时 (评测时 17.5 小时)
Crimson Desert is an ambitious and breathtaking journey that rewards my patience just as much as my skill. It delivers a high-stakes hero fantasy that refuses to simply hand me the keys to the kingdom, instead forcing me to earn my status through an incredibly steep and rewarding learning curve. Between the frantic fights, the world of Pywel is what truly keeps me hooked. It feels less like a digital playground and more like a handcrafted ecosystem where the atmosphere shifts in real time. The dynamic weather system can turn my sunny trek into a freezing mountain blizzard in moments, fundamentally changing how the world looks and feels. The game treats me like an adult by hiding its puzzles and treasures without glowing icons or intrusive markers, which makes every discovery I stumble upon feel like a genuine personal victory.

However, the experience isn’t entirely without friction, and my initial hours were defined by a genuine struggle with the control scheme. I found myself hitting a wall of frustration with the sheer complexity of the inputs, which felt more like learning a technical fighting game than a standard action adventure. The button combinations required for even basic maneuvers led to moments of real input fatigue, where I knew exactly what I wanted Kliff to do, but the execution felt heavy and unintuitive during the heat of a chaotic scramble. This mechanical barrier is compounded by a camera that can struggle in tight ruins and an inventory system that feels undeniably dense and over-engineered.

Despite those hurdles, once I pushed past the learning curve, the combat began to hit with a visceral and heavy impact where every swing carried real weight. Stepping into the boots of Kliff eventually feels incredible, and the boss battles are cinematic spectacles full of personality that demand I use every tool in my arsenal just to survive the encounter. Even when the loot I find isn't meta-defining, the sheer thrill of exploring a distant cave I spotted from a mile away makes the trek feel worthwhile. Ultimately, the sheer ambition of the project outweighs the technical friction. Crimson Desert isn't just a game I play for the stats or the gear; it is a living and breathing world that demands my full attention and constantly rewards my curiosity with moments of pure emergent magic.
发布于 3 月 29 日。
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总时数 15.7 小时
Sjovt, kvikt og let at gå til!
Mekanikkerne er intuitive, og det giver hurtigt et smil på læben.
En fremragende tidsrøver til pendlingen eller en kedelig eftermiddag.
发布于 2025 年 11 月 26 日。
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有 1 人觉得这篇评测很欢乐
总时数 0.4 小时
抢先体验版本评测
This was a game that looks like a game I should like. But it did not sadly.
发布于 2025 年 11 月 1 日。
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总时数 25.4 小时 (评测时 15.5 小时)
Demo Review: Escape from Duckov 逃离鸭科夫
At first glance, I had no idea why ducks with guns was a thing—besides the obvious wordplay, Duckov. But somehow... it just works.

Atmosphere & Immersion
Over the past two days, I’ve spent ~15 hours exploring this quirky world, and my experience has been overwhelmingly positive. The visuals are surprisingly compelling, despite the unusual setting. The gun sounds are fair, and the hunt for loot is both thrilling and frustrating—sometimes in the best possible way.

Risk vs. Reward—The Core Gameplay Loop
The game’s risk-vs-reward system is fantastic. It constantly makes you question your next move:

-Should I go on a cash flow run and play it safe?
- Do I attack that enemy base for better gear?
- Or should I retreat and keep what I have before I lose it all?

Every decision feels weighty, which adds to the tension and excitement.

Quests—A Good Start, But Needs More
The demo offers a fair amount of quests, keeping things engaging and giving players objectives beyond just surviving. However, for the full game, I hope to see a lot more in terms of quest variety, depth, and long-term goals. Expanding this element would add even more meaning to exploration and progression.

Mechanics & Controls
I’m generally against timers in games—I hate the pressure they create. That said, the night-time mechanic actually works well here and adds another layer of strategy.

Controlling the duck feels intuitive, and after some quick keybinding adjustments, movement became smooth and satisfying.

Base Building—A Surprising Highlight
The base-building system was a major plus for me. Hunting for materials and expanding my base with shops and workstations was incredibly rewarding. I really hope the full game expands on this aspect, as it adds long-term depth.

Frustrations & Balance
One of my biggest frustrations was losing high-value gear. After investing thousands of duck dollars into top-tier equipment, I got overconfident… and paid the price. Getting eliminated in a tough enemy zone felt like a huge setback. If I died again, all my loot and gear would be permanently lost.

That being said, gearing up again doesn’t take too long, but losing rare or expensive equipment still stings. The emotional rollercoaster of gaining and losing gear is part of the experience, though—it keeps you hooked.

Final Thoughts
Despite a few tough moments, Escape from Duckov 逃离鸭科夫 is a highly engaging demo with solid mechanics, compelling risk-vs-reward gameplay, and a surprisingly valid base-building system. The quests provide a good starting point, but I hope the full game adds a lot more to keep players invested long-term.

I highly recommend checking it out, and I can't wait for the full release.

Duck out.
发布于 2025 年 6 月 15 日。
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总时数 576.6 小时 (评测时 120.8 小时)
Awesome
发布于 2025 年 5 月 18 日。
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总时数 141.3 小时 (评测时 68.6 小时)
If pixel art could be a drug, Zero Sievert would be deemed illegal because of its addicting nature. The game's intricate design, challenging gameplay, and nostalgic graphics keep players hooked for hours on end.
发布于 2025 年 2 月 2 日。
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总时数 32.2 小时 (评测时 26.9 小时)
I enjoy the challanges and gameplay. Recomended.
发布于 2024 年 12 月 9 日。
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总时数 103.5 小时 (评测时 23.2 小时)
抢先体验版本评测
A pure gem in the making.
发布于 2024 年 2 月 21 日。
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正在显示第 1 - 10 项,共 47 项条目